Then by that logic wouldn't a faceplate/mask slot be best if it occupied the helmet slot? A cape slot would add something new (kinda) when a faceplate/mask would just occupy the same space a helmet does.
I was just waiting for someone to point that out
What I tried to address is that the way the faceplates work in TC5 and TC4 is awkward and impractical. We have 3 faceplates (or 4 when including the goggles of revealing), 4 different amulets, 4 different belts (5 with the focus pouch) and 11 different rings. So a faceplate/goggle slot would be more sought after than a cape slot, especially since we want all our thaumium fortress helms with different faceplates to be enchanted. But I guess giving the thaumium fortress helm one internal inventory slot which is reserved for faceplates (and one for goggles) could also be a solution
In my opinion, having 6 bauble slots seems a bit much, though as always, that's up to Azanor to decide.
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
Allow setting of number of items for seals advanced store and empty - to allow setting maximum/minimum number of a certain item at which point golems stop catering to the item.
Then maybe up the item filter for non-advanced store and empty to a 2x2 grid as to not make the difference between normal and advanced that extreme.
I'm not even what I think of this suggestion, I can imagine this willfully not being done to give golems a certain feel and leave intricate itemmanagement to other mods.
HOWEVER, if this was a thing, then there is this suggestion:
Golem Storehouse Manager
Basically a block (imagine a golem fix mounted on a research table with feather and quill) you can use as a light AE system. When you rmb it, a gui opens and displays all items in any nearby chests with provide seals (with the same color setting). Not all stacks of course, but 1 per itemtype with the appropiate big number. Click on the stacks and the Storehouse Manager places the order, like a seal, and other golems will try and fullfil it.
In order to increase usability, the player could be given the items immediatly, IF there was an idle golem available to fullfil the order. The items would be immediatly removed from whatever inventory drew the short stick, then the golem would go to said inventory and carry a ghost stack of the ordered item back to the Storehouse Manager.
Filling the storehouse is already possible without the manager, so idk if it should handle deposits, too.
I have no damn idea if this is in any way feasable, but the thought of a storehouse with copious amounts of chests that are accessible through s single block that get's a hive of golems buzzing around in there is fantastic in my head
It claims that flux would gather in discrete areas before spreading into other chunks, but I tried to weaken a pure node by having a bubbling Crucible under it, now the chunk where the crucible never got beyond 2units of flux, but now there is flux in all neighboring chunks.
It claims that flux would gather in discrete areas before spreading into other chunks, but I tried to weaken a pure node by having a bubbling Crucible under it, now the chunk where the crucible never got beyond 2units of flux, but now there is flux in all neighboring chunks.
WTF
Can't you rely on ANYTHING that this book says!?
the aura acts like syrup. it flows faster when there is more. you created a mile high pillar of syrup. the node can eat flux quite fast, but it can't keep up with that flood.
the aura acts like syrup. it flows faster when there is more. you created a mile high pillar of syrup. the node can eat flux quite fast, but it can't keep up with that flood.
Thaumic Tinkerer's Dynamism Tablet is what you want. Not sure if that's in the 1.8 version yet though, but it's definitely in the 1.7.10 version.
Redstone-capable and can left or right-click.
Autocasters cannt accept redstone however, as they are entities, not blocks. Also it can't accept a Hole focus because they only target mobs.
Thanks Z,
I have never used Thaumic Tinkerer. It has been updated to 1.8 but I am using 1.89 and am reluctant to install it for fear of breaking something. Also I am really not too wild about addons that add a ton of new (especially world gen) resource items. So I might have to look for another solution or just live without it.
IMHO an example of a 'perfect' addon is one like Thaumic Infusion...it provides a ton of capability and adds only 1 item to the game.
I appreciate the information however, and may give it a shot once it updates to 1.89
Now that 1.9pre is out, will TC5 updates still come to 1.8.9? Or will the mod wait, and jump straight to 1.9? 1.9 isn't to my knowledge to different, but it would mean rebalancing foci and bosses...
(Forgive me if this has been mentioned, I don't check this thread too often.)
Rollback Post to RevisionRollBack
Praise be Ro-naza, greatest among the thaumaturges!
If I were Azanor, I currently would not rewrite every appropriate Thaumonomicon entry after every update. Not long ago, he was asking what we might find about the idea of having just two types of vis, a positive one and taint, so I think we can assume that this aspect of Thaumcraft 5 is still under heavy development. I would wait with writing the specifics of some feature in the Thaumonomicon until after they' be "permanently" determined.
Then again, I am not Azanor, now am I?
Thankfully neither am I. Because I was watching Direwolf20's latest forgecraft series and Azanor was on, and Direwolf20 was having trouble with some rather trivial aspect combination iirc, and Azanor didn't know the answer. As he said "that's the problem when you don't get time to play your own mod."
If I were Azanor, I currently would not rewrite every appropriate Thaumonomicon entry after every update. Not long ago, he was asking what we might find about the idea of having just two types of vis, a positive one and taint, so I think we can assume that this aspect of Thaumcraft 5 is still under heavy development. I would wait with writing the specifics of some feature in the Thaumonomicon until after they' be "permanently" determined.
Then again, I am not Azanor, now am I?
Azanor doesn't seem to determine any specifics permanently.
OKAY SO I did some experiments in creative and either the mod behaves differently in creative, because in creative a bubbling crucible CANNOT OUTSPEED a pure node(it was a rather small one, too. Only 15...whatever that number means)
And there IS a treshold at which it starts spreading and while this treshold is very low a pure node still removes flux before it can reach the treshold.
This means my situation in Singleplayer makes no sense, there shouldn't be any flux.
Explanation for the flux therefore:
I at one point did my alchemy in that chunk. A Thaumium essentia smeltery outspeeds a pure node when smelting big things. The flux did not come from the crucible, but from the smeltery.
I also tested how to get rid of that flux in creative, but it turns out, the stupid totem of attraction doesn't do crap. It already burned through 6Tainted shards, but it seems to have stopped drawing anything in long ago, the flux I spread to test does not decrease in the slightest...
Does the totem also have a treshold, which is so high, that it won't register the flux at all?
In that case the Thaumaturge, me in that case, must have put this silly limitation there, so why can't I disable it? If it's for doing something about the flux for the Enderdragon's sake!
I've got an thought, we all know how the anvil breaks after just a few uses, Right?
But what if it doesn't break because it is worn out though?
What if when we use magical items on the anvil the magic in the enchantments in the item are seeping into it, Slowly destabilizing its structural integrity?
Now that 1.9pre is out, will TC5 updates still come to 1.8.9? Or will the mod wait, and jump straight to 1.9? 1.9 isn't to my knowledge to different, but it would mean rebalancing foci and bosses...
(Forgive me if this has been mentioned, I don't check this thread too often.)
Two things: wait till full release of 1.9; wait till Forge 1.9.
Rollback Post to RevisionRollBack
"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."
not necessarily. Major reworks are only really necessary when a lot of changes occur under the hood. the 1.8 to 1.9 transition really should only require a few balance tweaks and superficial changes to accommodate things like attack recharge and the particle rework.
I suppose with "never got over 2 vitium" you mean that you slowly filled the crucible from the start and not dumped a lot of material all at once. If that's the case, good to know that a pure node can keep up
Just for information,why were trying to reduce the size of the node? For science? Trying to get the rate of reduction?
Regarding the Totem pole:
Guess the situation is like this one: http://github.com/Azanor/thaumcraft-5/issues/234
I suppose you are trying to se a "big range" totem like i did. Apparently the chunks that are affected by the totem are chosen at random. I've had pretty much 0 time to continue testing and now that i have time i've problems with my PC =(, but really i noticed that far off chunks are REALLY REALLY rarely affected at all.
You could try reducing the range of the totem and moving it closer. Prehaps it helps, prehaps it will let you discover an issue.
1. In TC5 it doesn't matter how much you throw in, but at what rate it decays. And if it decays naturally the node is faster. If you have more than 5 essentia in the pot and empty it with a wand, however, then you might launch some flux out of your chunk.
2. I keep some strategically placed nodes around my home to both catch my flux(which failed because of me underestimating the smeltery) and provide vis. That node simply had the wrong type, so I damaged it to be able to manipulate it.
3. In my testing world the flux went off in a radius of two chunks. I placed three outer poles just to be sure, then I though that this could lessen the effect of the totem and removed the three pillars again, so there was 8 targettable chunks left, 4 with 5 flux and 4 with 1-2flux, yet there was no effect at all.
1) The crucible has a maximum capacity (around 100, i think). All the aspects that overflow from that maximum get directly dropped into the aura. You can spike the aura with flux this way.
2) Have you got any sort of "proto" formula down on node interactions? Even something simple would be helpful for when i can get back into TC-ing
3) Uhm, might be there's something wrong/we don't know about then. I would expect your levels to .... sort of equalize. Have you also tried with higher concentrations? Might be worth reopening / replying to the issue then.
edit : Better put this in a spoiler
1) Well if a thaumic apocalypse was what I wanted...
2) Stronger one eats weaker one. With special nodes that might be more complicated, but not much.
3) I guess the low concentrations might be the cause, but I still expect my totems to work, because they are pretty much completely useless if you can't even use them to grab that bit of leftover flux.
Yes, I think it applies to player capes. Adding it for npcs and not for players would suck though.
For those wondering what we are talking about:
My interpretation is that they dont want people making new VANILLA capes. I would assume making custom capes like this is fine. If not, perhaps this could be used to Improve the visual of the thaumic robes in some way. Ive always felt that they weren't... robe-y enough.
Greetings, after an expedition to the outer lands... I noticed there was a lot that was different.
And I loved it! most of it, that is...
Finding random pools of lava, water, purifying fluid, or liquid death; encountering lesser crimson portals, automated foci casters, it's incredible, it makes the place feel more alive, and that there's more of a reason to go there. I'm especially glad now that the world is made entirely of starry void blocks, they're pretty neat... although I feel there's an issue with them.
You see, I'm familiar with how the starry void (previously tile.portal.null or something like that) in Thaumcraft 4 would act like you were falling into the void, however in Thaumcraft 5, they look like fissures into the maze, and even have wind which indicates that you'll get drawn into the void if you get to close. Well, neither of these things happen. I've jumped into the void with and without armor, and never took damage from them. Just had to build my way out again, and no they didn't destroy items thrown on them either. If they were supposed to have a vacuum effect like a hungry node, then they don't have that, which the wind you'd feel would be an indicator that it's a hazard and not just some cosmetic effect.
I thought I'd put this out there, let ya know just in case Azanor.
Still, no pressure. You've had to pull a lot of work to make Thaumcraft 5 work as a whole, and I'm just hoping it's not stressing you out too much.
You know, I have a feeling that the starry void blocks may be incomplete. In TC4, they had a render effect similar to the ender portal. In TC5, they just look like static blocks to me. Perhaps this is another symptom of placeholder syndrome. Either that or we found two separate bugs.
I was just waiting for someone to point that out
What I tried to address is that the way the faceplates work in TC5 and TC4 is awkward and impractical. We have 3 faceplates (or 4 when including the goggles of revealing), 4 different amulets, 4 different belts (5 with the focus pouch) and 11 different rings. So a faceplate/goggle slot would be more sought after than a cape slot, especially since we want all our thaumium fortress helms with different faceplates to be enchanted. But I guess giving the thaumium fortress helm one internal inventory slot which is reserved for faceplates (and one for goggles) could also be a solution
In my opinion, having 6 bauble slots seems a bit much, though as always, that's up to Azanor to decide.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
Suggestion: Inventorymanagement
Allow setting of number of items for seals advanced store and empty - to allow setting maximum/minimum number of a certain item at which point golems stop catering to the item.
Then maybe up the item filter for non-advanced store and empty to a 2x2 grid as to not make the difference between normal and advanced that extreme.
I'm not even what I think of this suggestion, I can imagine this willfully not being done to give golems a certain feel and leave intricate itemmanagement to other mods.
HOWEVER, if this was a thing, then there is this suggestion:
Golem Storehouse Manager
Basically a block (imagine a golem fix mounted on a research table with feather and quill) you can use as a light AE system. When you rmb it, a gui opens and displays all items in any nearby chests with provide seals (with the same color setting). Not all stacks of course, but 1 per itemtype with the appropiate big number. Click on the stacks and the Storehouse Manager places the order, like a seal, and other golems will try and fullfil it.
In order to increase usability, the player could be given the items immediatly, IF there was an idle golem available to fullfil the order. The items would be immediatly removed from whatever inventory drew the short stick, then the golem would go to said inventory and carry a ghost stack of the ordered item back to the Storehouse Manager.
Filling the storehouse is already possible without the manager, so idk if it should handle deposits, too.
I have no damn idea if this is in any way feasable, but the thought of a storehouse with copious amounts of chests that are accessible through s single block that get's a hive of golems buzzing around in there is fantastic in my head
The Thaumonomicon lied to me again!
It claims that flux would gather in discrete areas before spreading into other chunks, but I tried to weaken a pure node by having a bubbling Crucible under it, now the chunk where the crucible never got beyond 2units of flux, but now there is flux in all neighboring chunks.
WTF
Can't you rely on ANYTHING that this book says!?
I made a D flip-flop!
the aura acts like syrup. it flows faster when there is more. you created a mile high pillar of syrup. the node can eat flux quite fast, but it can't keep up with that flood.
https://en.m.wikipedia.org/wiki/Great_Molasses_Flood
If there's at no point more than 2 vitium then that's one heck of a flood apparently...
I made a D flip-flop!
Thanks Z,
I have never used Thaumic Tinkerer. It has been updated to 1.8 but I am using 1.89 and am reluctant to install it for fear of breaking something. Also I am really not too wild about addons that add a ton of new (especially world gen) resource items. So I might have to look for another solution or just live without it.
IMHO an example of a 'perfect' addon is one like Thaumic Infusion...it provides a ton of capability and adds only 1 item to the game.
I appreciate the information however, and may give it a shot once it updates to 1.89
Thanks again,
Iz
Question:
Now that 1.9pre is out, will TC5 updates still come to 1.8.9? Or will the mod wait, and jump straight to 1.9? 1.9 isn't to my knowledge to different, but it would mean rebalancing foci and bosses...
(Forgive me if this has been mentioned, I don't check this thread too often.)
Praise be Ro-naza, greatest among the thaumaturges!
Thankfully neither am I. Because I was watching Direwolf20's latest forgecraft series and Azanor was on, and Direwolf20 was having trouble with some rather trivial aspect combination iirc, and Azanor didn't know the answer. As he said "that's the problem when you don't get time to play your own mod."
Azanor doesn't seem to determine any specifics permanently.
OKAY SO I did some experiments in creative and either the mod behaves differently in creative, because in creative a bubbling crucible CANNOT OUTSPEED a pure node(it was a rather small one, too. Only 15...whatever that number means)
And there IS a treshold at which it starts spreading and while this treshold is very low a pure node still removes flux before it can reach the treshold.
This means my situation in Singleplayer makes no sense, there shouldn't be any flux.
Explanation for the flux therefore:
I at one point did my alchemy in that chunk. A Thaumium essentia smeltery outspeeds a pure node when smelting big things. The flux did not come from the crucible, but from the smeltery.
I also tested how to get rid of that flux in creative, but it turns out, the stupid totem of attraction doesn't do crap. It already burned through 6Tainted shards, but it seems to have stopped drawing anything in long ago, the flux I spread to test does not decrease in the slightest...
Does the totem also have a treshold, which is so high, that it won't register the flux at all?
In that case the Thaumaturge, me in that case, must have put this silly limitation there, so why can't I disable it? If it's for doing something about the flux for the Enderdragon's sake!
I made a D flip-flop!
Azanor's sake?
I made a D flip-flop!
I've got an thought, we all know how the anvil breaks after just a few uses, Right?
But what if it doesn't break because it is worn out though?
What if when we use magical items on the anvil the magic in the enchantments in the item are seeping into it, Slowly destabilizing its structural integrity?
Just a thought that crossed my mind.
Two things: wait till full release of 1.9; wait till Forge 1.9.
"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."
Of course, one needs to wait for Forge 1.9 to do anything. But my point was that 1.9 can't be too far away now.
Praise be Ro-naza, greatest among the thaumaturges!
Ugh, when 1.9 comes out...some lags will be gone, but everything in this mod will have to be reworked AGAIN.
I made a D flip-flop!
not necessarily. Major reworks are only really necessary when a lot of changes occur under the hood. the 1.8 to 1.9 transition really should only require a few balance tweaks and superficial changes to accommodate things like attack recharge and the particle rework.
My first mod =D
1. In TC5 it doesn't matter how much you throw in, but at what rate it decays. And if it decays naturally the node is faster. If you have more than 5 essentia in the pot and empty it with a wand, however, then you might launch some flux out of your chunk.
2. I keep some strategically placed nodes around my home to both catch my flux(which failed because of me underestimating the smeltery) and provide vis. That node simply had the wrong type, so I damaged it to be able to manipulate it.
3. In my testing world the flux went off in a radius of two chunks. I placed three outer poles just to be sure, then I though that this could lessen the effect of the totem and removed the three pillars again, so there was 8 targettable chunks left, 4 with 5 flux and 4 with 1-2flux, yet there was no effect at all.
I made a D flip-flop!
1) Well if a thaumic apocalypse was what I wanted...
2) Stronger one eats weaker one. With special nodes that might be more complicated, but not much.
3) I guess the low concentrations might be the cause, but I still expect my totems to work, because they are pretty much completely useless if you can't even use them to grab that bit of leftover flux.
I made a D flip-flop!
My interpretation is that they dont want people making new VANILLA capes. I would assume making custom capes like this is fine. If not, perhaps this could be used to Improve the visual of the thaumic robes in some way. Ive always felt that they weren't... robe-y enough.
My first mod =D
Greetings, after an expedition to the outer lands... I noticed there was a lot that was different.
And I loved it! most of it, that is...
Finding random pools of lava, water, purifying fluid, or liquid death; encountering lesser crimson portals, automated foci casters, it's incredible, it makes the place feel more alive, and that there's more of a reason to go there. I'm especially glad now that the world is made entirely of starry void blocks, they're pretty neat... although I feel there's an issue with them.
You see, I'm familiar with how the starry void (previously tile.portal.null or something like that) in Thaumcraft 4 would act like you were falling into the void, however in Thaumcraft 5, they look like fissures into the maze, and even have wind which indicates that you'll get drawn into the void if you get to close. Well, neither of these things happen. I've jumped into the void with and without armor, and never took damage from them. Just had to build my way out again, and no they didn't destroy items thrown on them either. If they were supposed to have a vacuum effect like a hungry node, then they don't have that, which the wind you'd feel would be an indicator that it's a hazard and not just some cosmetic effect.
I thought I'd put this out there, let ya know just in case Azanor.
Still, no pressure. You've had to pull a lot of work to make Thaumcraft 5 work as a whole, and I'm just hoping it's not stressing you out too much.
You know, I have a feeling that the starry void blocks may be incomplete. In TC4, they had a render effect similar to the ender portal. In TC5, they just look like static blocks to me. Perhaps this is another symptom of placeholder syndrome. Either that or we found two separate bugs.
My first mod =D