So a buddy and I are working on making an add-on for thaumcraft 5. We plan on having 3 (so far) research trees that extrapolate on current thaumcraft concepts. I wanted to post the ideas for one of the research trees on here to see what you guys think...
1st research tree: Botanical Alchemy
Research 1: Botanical Alchemy
"Budding Knowledge"
Requisites: Ethereal Bloom
Contents:
-Crucible recipes for converting vanilla flowers into shimmerleaf, cinderpearl, and vishroom.
Research 2: The Alchemist's Elm
"Syrupy Goodness"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for the Alchemical Elm, a special tree made by soaking greatwood saplings in essentia, that produces a few drops (10-20) of essentia each day the higher the tier of the aspect, the slower/less essentia produced.
-Arcane workbench recipe for the Alchemical Spile, essentially a faucet that must be inserted into the Elm to collect the essentia (can only empty into warded jars)
Research 3: The Ore-Root Willow
"Digging Deep"
Requisites: Botanical Alchemy, Magical Metallurgy
Contents:
-Crucible recipe for the Ore-Root Willow, a shimmering tree with roots that extend deep into the earth (not really) which rifle around in the dirt and rock in search of small bits of precious metals and stones. Occasionally spawns "roots" protruding from the ground under the tree which appear as retextured tainticles with the bulb at the end colored to represent the ore that it has "found". The root must be killed with an axe of the stream for it to yield a nugget of ore (or occasionally other resources) The roots will spawn in varied rarity (iron being the most frequent, Emerald being extremely rare.
Research 4: Vishroom Harvesting
"Fungus Among Us"
Contents:
Smashing a Vishroom with your wand will release a small "puff" of a random primal vis into the aura.
Research 5: Amplified Silverwood
"Good Stuff On The Inside"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for imbuing Silverwood saplings with extra magic so that they are guaranteed to spawn a pure node inside. Drops regular Silverwood saplings.
Research 6: The Purifying Elderwood
"Bad Stuff In, Good Stuff Out"
Requisites: Botanical Alchemy, Vishroom Harvesting, Bottled Taint, Totem of Attraction
Contents:
-Crucible recipe for reverting Silverwood saplings to their ancient ancestral form, the Purifying Elderwood. Slowly Absorbs Flux from the Aura and has a chance to convert it into VERY small amounts of random vis. Also cures nearby tainted blocks and mobs. Has an effective range of 3 chunks.
Some of these ideas may be unbalanced currently, but we are in the very early stages of development.
If you guys have any cool ideas that you might want to see in an add-on, go ahead and PM me!
I like the direction you guys are going. My only real comment is this seems like the intent is creating various ways of crafting non-craftable/non-farmable items currently in the game (plus more, but the root of your research tree definitely has that sense to it).
As such, this would actually be a good opportunity to design your Add-On around the use-case of a Sky Block map and not just vanilla Minecraft + TC5. This shouldn't be too difficult as the real cost of Thaumcraft recipes is the consumption of Essentia and Aura, not what's actually used as a catalyst in the Crucible, Crafting Bench, or Altar.
So a buddy and I are working on making an add-on for thaumcraft 5. We plan on having 3 (so far) research trees that extrapolate on current thaumcraft concepts. I wanted to post the ideas for one of the research trees on here to see what you guys think...
1st research tree: Botanical Alchemy
Research 1: Botanical Alchemy
"Budding Knowledge"
Requisites: Ethereal Bloom
Contents:
-Crucible recipes for converting vanilla flowers into shimmerleaf, cinderpearl, and vishroom.
Research 2: The Alchemist's Elm
"Syrupy Goodness"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for the Alchemical Elm, a special tree made by soaking greatwood saplings in essentia, that produces a few drops (10-20) of essentia each day the higher the tier of the aspect, the slower/less essentia produced.
-Arcane workbench recipe for the Alchemical Spile, essentially a faucet that must be inserted into the Elm to collect the essentia (can only empty into warded jars)
Research 3: The Ore-Root Willow
"Digging Deep"
Requisites: Botanical Alchemy, Magical Metallurgy
Contents:
-Crucible recipe for the Ore-Root Willow, a shimmering tree with roots that extend deep into the earth (not really) which rifle around in the dirt and rock in search of small bits of precious metals and stones. Occasionally spawns "roots" protruding from the ground under the tree which appear as retextured tainticles with the bulb at the end colored to represent the ore that it has "found". The root must be killed with an axe of the stream for it to yield a nugget of ore (or occasionally other resources) The roots will spawn in varied rarity (iron being the most frequent, Emerald being extremely rare.
Research 4: Vishroom Harvesting
"Fungus Among Us"
Contents:
Smashing a Vishroom with your wand will release a small "puff" of a random primal vis into the aura.
Research 5: Amplified Silverwood
"Good Stuff On The Inside"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for imbuing Silverwood saplings with extra magic so that they are guaranteed to spawn a pure node inside. Drops regular Silverwood saplings.
Research 6: The Purifying Elderwood
"Bad Stuff In, Good Stuff Out"
Requisites: Botanical Alchemy, Vishroom Harvesting, Bottled Taint, Totem of Attraction
Contents:
-Crucible recipe for reverting Silverwood saplings to their ancient ancestral form, the Purifying Elderwood. Slowly Absorbs Flux from the Aura and has a chance to convert it into VERY small amounts of random vis. Also cures nearby tainted blocks and mobs. Has an effective range of 3 chunks.
Some of these ideas may be unbalanced currently, but we are in the very early stages of development.
If you guys have any cool ideas that you might want to see in an add-on, go ahead and PM me!
I like the concept you have, especially the elderwood, we currently need all the anti-flux stuff for this stage of thaumcraft.
Rollback Post to RevisionRollBack
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
There will most likely be some mechanics for: Resolving taint issues in a more mechanical way, safely venting vis into the aura, a fancy new infusion mechanic (which i have mentioned before... page 1531?) and perhaps some new wand foci... if you go to my page, my most recent suggestions on this forum will most likely end up in the add-on. if you have any ideas to add to the Botanical Alchemy tree, or anything else for that matter, please let me know!
Purifying elder wood seems very op, it does the functions of silver wood, ethereal bloom and alchemists elm all in one but better. Why not have a tree that stores flux, so that basically your base gets a higher buffer before taint effects appear. From that basic concept you can do what ever like having it drop the flux in item form so it can be released in a controlled way or to make it more powerful you could make it simply release flux into the aura to be processed by pure nodes when flux is low. To make it less powerful you could have it to something mean if it exceeds it's limit like mutate into some kind of tainted ent monster ( you would be able to kill a chunk of flux in a sword fight :D) or a flux spewer( so you accomplish nothing if your not paying attention).
My advice for the alchemy tree would be to have it cost vis so it ends up being a cheaper cleaner way to produce essentia but not completely free.
My final suggestion would be an upgrade to void jars prevents the flux release by converting wood to tainted wood, the result would be a supply of tainted wood for metal production and reduced flux output assuming you have a good wood supply. I think this idea fits thematically because trees do this already in tainted biomes just messier, it would basically just be using that reaction to absorb some flux before it gets to the environment instead of after, it wouldn't be op because technically your just storing the flux and it could be balanced by making it not use wood directly but possibly requiring you to craft a replaceable filter you put on the jar that gets gunked up with taint.
Now you have learned the valuable lesson of never asking for suggestions on a forum because I don't shut up. GL with the add on, I'm keen to see what people do with new thaum mechanics.
lol no, don't tell me he did put a demon haha oh saw the video on the new golems yea that will help lot the old golems tend to have issues
It spawns a blaze -- I suppose that's about as close as Minecraft gets to a demon. When he first implemented that, there was a bug and it would spawn lots of blazes (like, 20-40) -- that made for some fun farming!
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
There seems to be a conflict between TC4 and Biomes'o'plenty 1.7.10. When I try to craft an amber block I get the block of amber from biomes'o'plenty, which does not seem to want to work in the creation of magic lamps. Both the amber from TC4 and from BoP create the same BoP amber block. Is there a way to fix this? Tried installing "too many items" but that resulted in crashing upon opening my inventory. Thanks!
First of all, show the TMI people the crash report maybe they'll know why it's crashing.
Secondly...this should not be happening. Last I checked, the TC Amber Block recipe uses four pieces of TC Amber, while the BoP Amber Block uses 9 pieces of BoP Amber, and they weren't interchangeable. Make sure you're using the right recipe. If you're using a modpack, check with the creators if they changed any recipes.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
so i've had some more time with TC5.0.3. I'm honestly not seeing the huge taint/flux nightmare at all. Granted I did grow about 7-8 pure nodes before starting into large scale production, and I don't just run the furnace willy-nilly anymore, but i messed up the balanced shard recipe and threw out a ton of flux. i heard a bunch of explosions and knew i was in deep trouble. a quick check of my thaumometer showed the flux receding fairly quickly so I figured I got lucky.
went out maybe 10 minutes later and saw scattered fibrous taint on my hillside. there were only two pustules and 2-3 hardened taint blocks. i spent 5 minutes cleaning it up and haven't had a problem since. now my nodes saved me here but i want to say that this is a *much* better implementation of flux than TC4, when it was this weird, annoying thing that you had to place torches or dirt to get rid of. now it feels like a serious enough problem to make it worth balancing your cauldron work. in TC4 i did that as a fun minigame, not for any gameplay reason. now it's a matter of environmental protection
a quick check of my thaumometer showed the flux receding fairly quickly so I figured I got lucky.
That's actually because taint consumes flux when it spreads. If your flux is suddenly dropping a lot faster than normal, it means you got something growing up on the surface.
That's actually because taint consumes flux when it spreads. If your flux is suddenly dropping a lot faster than normal, it means you got something growing up on the surface.
It's still possible, but that might not be the case. Flux can spread to to other chunks too. The thaumometer can show the flux levels dropping, but what it;s really doing is evening out across the nearby chunks. I'm guessing that Andewbyrk just saw it moving cause it sounds to me like he pulled out that thaumometer the moment he head the explosion after just making a lot of flux in a single chunk.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Speaking of my favorite subject, does anyone have taintacles spawn inside the tainted lands?
Tainted swarmers come from taint geysers, which comes from taintlog, and thus requires the presence wood.
Tainted crawlers come from swollen taint, which comes from leaves converting from taint.
Then there are the taint versions of vanila mobs, which requires said mobs to wander in taint.
But I cannot figure out how taintacles spawn though.
I've had them usually anywhere, but they're fairly uncommon for me but spawn in groups.
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I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Speaking of my favorite subject, does anyone have taintacles spawn inside the tainted lands?
Tainted swarmers come from taint geysers, which comes from taintlog, and thus requires the presence wood.
Tainted crawlers come from swollen taint, which comes from leaves converting from taint.
Then there are the taint versions of vanila mobs, which requires said mobs to wander in taint.
But I cannot figure out how taintacles spawn though.
It seems that you walking on tainted blocks causes the taint to "notice" you...but I didn't study taint in depth yet.
has Azanor said something about crucible essentia no longer degrading, but just directly turning into flux?
That change confuses me.
In TC4 when compound essentia was left sitting in a crucible for a while it would break down into it's base aspects. When primal essentia was left in the crucible it would make flux because it cannot be broken down any farther.
Now in TC5 when any essentia if left in a crucible long enough it'll just make flux instead of breaking down into it's component aspects.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I have an idea for an addon for Thaumcraft 5 when it comes out, but I have no idea how to code in Java (python is my coding language). The idea is to have the current taint system combined with the one from TC2: you have taint biomes that spread across the landscape, and release a gas that turns the sky purple. This gas, in high enough concentrations, causes a new taint biome to occur. Also, everything would have a tainted variant. Tainted creatures would be able to melt together, creating new and more horrifying abominations. This could cause a staged taint system, where there are three "stages".
1. Taint gas begins building up, creating a tainted zone. This spreads outward.
2. Living things begin to become affected, turning into horrible, twisted beings whose only purpose is to consume.
3. These living tainted things begin to lump together, becoming bigger and stronger. Certain combinations are very horrifying.
An example of an especially potent combination would be a tainted creeper and a tainted bat. This would produce a flying creeper with large, bat-like wings.
Here is a list of items I was able to scan in TC5. Its provided as informational. This list is not all encompassing nor is it in order. Your result may vary. Feel free to add to it.
On thing I've been meaning to suggest to a modmaker: the sword Nightblood come to Thaumcraft!
"Destroy evil."
Requires an iron sword, some silverwood, some ordo shards and 1000 spiritus vis (yes, that is 15 1/2 jars!).
He generally isn't directly used, rather he's thrown on the ground. Mobs that can equip weapons will go out of their way to pick him up, and when they do they'll promptly turn on the other hostile mobs and attack them, and start attacking themselves when they run out of targets.
The sword also has a very powerful "unsheathed" mode where you use him directly, with a massive attack power and (slightly nerfed) creative block-breaking, producing large clouds of black smoke on every hit. However, in unsheathed mode he will rapidly chew through your vis reserves, and when you run out of vis he'll eat your health, so fast that when you get to health you'll have just enough time to throw him away. When thrown away, he'll disintegrate one last block and then revert to normal sheathed form.
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
hmmm as far as guardians are you talkin bout the ghost guys that spawn at portals?
cuz yeah they should respawn, you can actually open up a portal up by some cultists, and have it respawn and the cultists will kill the guardian that spawns.
hmmm as far as guardians are you talkin bout the ghost guys that spawn at portals?
cuz yeah they should respawn, you can actually open up a portal up by some cultists, and have it respawn and the cultists will kill the guardian that spawns.
I mean "A thick fog appears, something stirs in it's depths" the warp event.
...wait the cultists and the guardians are enemies? Interesting...
I mean "A thick fog appears, something stirs in it's depths" the warp event.
...wait the cultists and the guardians are enemies? Interesting...
Yup. Also, the "thick fog" spawn can be quite a distance away from you, including in caves or such. If they're too far away, or outside your lair, they won't be able to reach you. (In fact, in TC4 I sometimes had to use Journeymap to find them.)
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I like the direction you guys are going. My only real comment is this seems like the intent is creating various ways of crafting non-craftable/non-farmable items currently in the game (plus more, but the root of your research tree definitely has that sense to it).
As such, this would actually be a good opportunity to design your Add-On around the use-case of a Sky Block map and not just vanilla Minecraft + TC5. This shouldn't be too difficult as the real cost of Thaumcraft recipes is the consumption of Essentia and Aura, not what's actually used as a catalyst in the Crucible, Crafting Bench, or Altar.
Jolicraft Mod Support for 1.8 Mods
I like the concept you have, especially the elderwood, we currently need all the anti-flux stuff for this stage of thaumcraft.
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016
Purifying elder wood seems very op, it does the functions of silver wood, ethereal bloom and alchemists elm all in one but better. Why not have a tree that stores flux, so that basically your base gets a higher buffer before taint effects appear. From that basic concept you can do what ever like having it drop the flux in item form so it can be released in a controlled way or to make it more powerful you could make it simply release flux into the aura to be processed by pure nodes when flux is low. To make it less powerful you could have it to something mean if it exceeds it's limit like mutate into some kind of tainted ent monster ( you would be able to kill a chunk of flux in a sword fight :D) or a flux spewer( so you accomplish nothing if your not paying attention).
My advice for the alchemy tree would be to have it cost vis so it ends up being a cheaper cleaner way to produce essentia but not completely free.
My final suggestion would be an upgrade to void jars prevents the flux release by converting wood to tainted wood, the result would be a supply of tainted wood for metal production and reduced flux output assuming you have a good wood supply. I think this idea fits thematically because trees do this already in tainted biomes just messier, it would basically just be using that reaction to absorb some flux before it gets to the environment instead of after, it wouldn't be op because technically your just storing the flux and it could be balanced by making it not use wood directly but possibly requiring you to craft a replaceable filter you put on the jar that gets gunked up with taint.
Now you have learned the valuable lesson of never asking for suggestions on a forum because I don't shut up. GL with the add on, I'm keen to see what people do with new thaum mechanics.
It spawns a blaze -- I suppose that's about as close as Minecraft gets to a demon. When he first implemented that, there was a bug and it would spawn lots of blazes (like, 20-40) -- that made for some fun farming!
what exactly happens in a tainted biome superflat world?
3;30*minecraft:bedrock,minecraft:stone,minecraft:emerald_ore,80*minecraft:stone,30*minecraft:cobblestone,20*minecraft:dirt,minecraft:dirt:2;192;village(size=110 distance=48),biome_1(distance=32),mineshaft(chance=0.01),stronghold(chance=32 count=3 spread=3),decoration,dungeon
and how do i create a portal in creative :|?
First of all, show the TMI people the crash report maybe they'll know why it's crashing.
Secondly...this should not be happening. Last I checked, the TC Amber Block recipe uses four pieces of TC Amber, while the BoP Amber Block uses 9 pieces of BoP Amber, and they weren't interchangeable. Make sure you're using the right recipe. If you're using a modpack, check with the creators if they changed any recipes.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
so i've had some more time with TC5.0.3. I'm honestly not seeing the huge taint/flux nightmare at all. Granted I did grow about 7-8 pure nodes before starting into large scale production, and I don't just run the furnace willy-nilly anymore, but i messed up the balanced shard recipe and threw out a ton of flux. i heard a bunch of explosions and knew i was in deep trouble. a quick check of my thaumometer showed the flux receding fairly quickly so I figured I got lucky.
went out maybe 10 minutes later and saw scattered fibrous taint on my hillside. there were only two pustules and 2-3 hardened taint blocks. i spent 5 minutes cleaning it up and haven't had a problem since. now my nodes saved me here but i want to say that this is a *much* better implementation of flux than TC4, when it was this weird, annoying thing that you had to place torches or dirt to get rid of. now it feels like a serious enough problem to make it worth balancing your cauldron work. in TC4 i did that as a fun minigame, not for any gameplay reason. now it's a matter of environmental protection
That's actually because taint consumes flux when it spreads. If your flux is suddenly dropping a lot faster than normal, it means you got something growing up on the surface.
It's still possible, but that might not be the case. Flux can spread to to other chunks too. The thaumometer can show the flux levels dropping, but what it;s really doing is evening out across the nearby chunks. I'm guessing that Andewbyrk just saw it moving cause it sounds to me like he pulled out that thaumometer the moment he head the explosion after just making a lot of flux in a single chunk.
has Azanor said something about crucible essentia no longer degrading, but just directly turning into flux?
That change confuses me.
I made a D flip-flop!
I've had them usually anywhere, but they're fairly uncommon for me but spawn in groups.
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016
It seems that you walking on tainted blocks causes the taint to "notice" you...but I didn't study taint in depth yet.
I made a D flip-flop!
In TC4 when compound essentia was left sitting in a crucible for a while it would break down into it's base aspects. When primal essentia was left in the crucible it would make flux because it cannot be broken down any farther.
Now in TC5 when any essentia if left in a crucible long enough it'll just make flux instead of breaking down into it's component aspects.
I have an idea for an addon for Thaumcraft 5 when it comes out, but I have no idea how to code in Java (python is my coding language). The idea is to have the current taint system combined with the one from TC2: you have taint biomes that spread across the landscape, and release a gas that turns the sky purple. This gas, in high enough concentrations, causes a new taint biome to occur. Also, everything would have a tainted variant. Tainted creatures would be able to melt together, creating new and more horrifying abominations. This could cause a staged taint system, where there are three "stages".
1. Taint gas begins building up, creating a tainted zone. This spreads outward.
2. Living things begin to become affected, turning into horrible, twisted beings whose only purpose is to consume.
3. These living tainted things begin to lump together, becoming bigger and stronger. Certain combinations are very horrifying.
An example of an especially potent combination would be a tainted creeper and a tainted bat. This would produce a flying creeper with large, bat-like wings.
Here is a list of items I was able to scan in TC5. Its provided as informational. This list is not all encompassing nor is it in order. Your result may vary. Feel free to add to it.
Crafting Bench
Furnace
Chest
Glass
Torch
Grass
Polished Dorite
Research Table
Arcane Bench
Zombie Brain*
Thaumium ingot
Bow*
Arrow*
Armor
Tools
Sword
Ender Pearl
Ink
Rotten Flesh
Obsidian
Skelly Skull*
Amber
Golem (iron or snow)*
Bone*
Gold ingot
Quicksilver
Dispenser*
Snow
Eldritch stone
*Unlocks additional research
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
What is the difference between TC5 and TC4?
Looking for developers for divided modpack based on AoA.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2601629-divided-the-ultimate-aoa-experience-50-dimensions
On thing I've been meaning to suggest to a modmaker: the sword Nightblood come to Thaumcraft!
"Destroy evil."
Requires an iron sword, some silverwood, some ordo shards and 1000 spiritus vis (yes, that is 15 1/2 jars!).
He generally isn't directly used, rather he's thrown on the ground. Mobs that can equip weapons will go out of their way to pick him up, and when they do they'll promptly turn on the other hostile mobs and attack them, and start attacking themselves when they run out of targets.
The sword also has a very powerful "unsheathed" mode where you use him directly, with a massive attack power and (slightly nerfed) creative block-breaking, producing large clouds of black smoke on every hit. However, in unsheathed mode he will rapidly chew through your vis reserves, and when you run out of vis he'll eat your health, so fast that when you get to health you'll have just enough time to throw him away. When thrown away, he'll disintegrate one last block and then revert to normal sheathed form.
http://sssscomic.com/comic.php?page=178
hmmm as far as guardians are you talkin bout the ghost guys that spawn at portals?
cuz yeah they should respawn, you can actually open up a portal up by some cultists, and have it respawn and the cultists will kill the guardian that spawns.
I mean "A thick fog appears, something stirs in it's depths" the warp event.
...wait the cultists and the guardians are enemies? Interesting...
I made a D flip-flop!
Yup. Also, the "thick fog" spawn can be quite a distance away from you, including in caves or such. If they're too far away, or outside your lair, they won't be able to reach you. (In fact, in TC4 I sometimes had to use Journeymap to find them.)