Normally I would ignore this, and if I remember correctly it is against the forum TOS, but just this once I will respond since I was planning on making a progress post anyway.
Progress is going good and I have actually managed to put in a lot work these past few weeks. Unfortunately all that work was towards completely rebuilding the mod from the ground up. I have been out of the loop for so long and so many things have changed in MC and Forge that I sort of had to relearn a lot of stuff. Rather than try and hack those changes into my old code I am just writing it from scratch. Sure it will take longer, but at least the next version will be a much leaner and more efficient one and hopefully a lot more future-proof for MC 1.11 once it rolls around.
awesome! are you going to be able to make the wands have animations this time?
Normally I would ignore this, and if I remember correctly it is against the forum TOS, but just this once I will respond since I was planning on making a progress post anyway.
Progress is going good and I have actually managed to put in a lot work these past few weeks. Unfortunately all that work was towards completely rebuilding the mod from the ground up. I have been out of the loop for so long and so many things have changed in MC and Forge that I sort of had to relearn a lot of stuff. Rather than try and hack those changes into my old code I am just writing it from scratch. Sure it will take longer, but at least the next version will be a much leaner and more efficient one and hopefully a lot more future-proof for MC 1.11 once it rolls around.
The fact that you are still willing to do all this and the speed at which you do it depsite all the circumstances is really admirable. I am not sure if any other Minecraft mod developers put this much love and effort into it.
One barrel of appreciation for you and I can't wait for the next binary! ...actually I can. Don't get pushed.
Proposal: Re-release the Crimson Cult content as an Open Source Thaumcraft expansion
My motivation for this is simple: I have, over time, seen a number of people post impressive looking Ruins / Recurrent Complex structures with a thaumcraft theme. My hope is that if there is an official way to accept community content contributions to thaumcraft, it would be used.
Principally the crimson cult content would consist of a library of structures and village buildings in some kind of open schematic format (perhaps the new format used by MC 1.11's structure block) that the mod will spawn into villages and into appropriately tagged biomes (and dimensions).
Additionally, I thought the following additions would add to the eldritch threme:
* A new biome "cult-lands". The cult-lands is dotted with small patches of tainted land, and has elevated flux levels. The biome is permanently overcast - with the fog effect normally reserved for guardians. Its one positive property is that farm land is always hydrated (but the low light levels mean that crops will grow slowly). Also flux in the cult lands tends to discharge as warp events on the player - this means that players living here must manage both their flux levels and warp (via washing) as the timers will be reset by warp events caused by flux discharging.
* The cult lands also spawns Thaumcraft "crimson cult" generated villages that are populated with cultists. These villagers are initially hostile, but a good village reputation can make them friendly. Wearing cultist robes also makes them friendly, to allow initial trades to take place.
The intention to have a very sinister Lovecraftian environment. Sinister villages filled with cultists add to this theme. The flux discharges as warp, both makes the area safer to perform thaumaturgy in as there is less risk of massive taint, but, the constant warp events caused by wasteful work also mean that players continue to experience warp if they choose to live here.
Proposal: Re-release the Crimson Cult content as an Open Source Thaumcraft expansion
I personally don't see this being a good idea. Giving literally anyone the ability to create new lore or change existing lore would just make a huge mess. Especially seeing as how a lot of Thaumcraft's lore is open to speculation. There's been a lot of theory-crafting here over the years because of that. It would be better if someone just made an open source addon instead. That way you know all the content is non-cannon right from the start.
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.
Proposal: Re-release the Crimson Cult content as an Open Source Thaumcraft expansion
My motivation for this is simple: I have, over time, seen a number of people post impressive looking Ruins / Recurrent Complex structures with a thaumcraft theme. My hope is that if there is an official way to accept community content contributions to thaumcraft, it would be used.
Principally the crimson cult content would consist of a library of structures and village buildings in some kind of open schematic format (perhaps the new format used by MC 1.11's structure block) that the mod will spawn into villages and into appropriately tagged biomes (and dimensions).
Additionally, I thought the following additions would add to the eldritch threme:
* A new biome "cult-lands". The cult-lands is dotted with small patches of tainted land, and has elevated flux levels. The biome is permanently overcast - with the fog effect normally reserved for guardians. Its one positive property is that farm land is always hydrated (but the low light levels mean that crops will grow slowly). Also flux in the cult lands tends to discharge as warp events on the player - this means that players living here must manage both their flux levels and warp (via washing) as the timers will be reset by warp events caused by flux discharging.
* The cult lands also spawns Thaumcraft "crimson cult" generated villages that are populated with cultists. These villagers are initially hostile, but a good village reputation can make them friendly. Wearing cultist robes also makes them friendly, to allow initial trades to take place.
The intention to have a very sinister Lovecraftian environment. Sinister villages filled with cultists add to this theme. The flux discharges as warp, both makes the area safer to perform thaumaturgy in as there is less risk of massive taint, but, the constant warp events caused by wasteful work also mean that players continue to experience warp if they choose to live here.
I personally don't see this being a good idea. Giving literally anyone the ability to create new lore or change existing lore would just make a huge mess. Especially seeing as how a lot of Thaumcraft's lore is open to speculation. There's been a lot of theory-crafting here over the years because of that. It would be better if someone just made an open source addon instead. That way you know all the content is non-cannon right from the start.
Even in OSS projects, "literally anyone" does not have the ability to influence the official project if the owner does not wish them too: If they want to submit content it has to be via a pull request that the maintainer of this archive will review and accept.
They *could* branch the repo, and make their own version of the mod with their own content. But that would not be part of the default thaumcraft download.
Normally I would ignore this, and if I remember correctly it is against the forum TOS, but just this once I will respond since I was planning on making a progress post anyway.
Progress is going good and I have actually managed to put in a lot work these past few weeks. Unfortunately all that work was towards completely rebuilding the mod from the ground up. I have been out of the loop for so long and so many things have changed in MC and Forge that I sort of had to relearn a lot of stuff. Rather than try and hack those changes into my old code I am just writing it from scratch. Sure it will take longer, but at least the next version will be a much leaner and more efficient one and hopefully a lot more future-proof for MC 1.11 once it rolls around.
awesome! are you going to be able to make the wands have animations this time?
Must admit, if anything has showcased the quality of Azanor's work, it is the polish evident in the particle effects and animations that other mods just lack.
Must admit, if anything has showcased the quality of Azanor's work, it is the polish evident in the particle effects and animations that other mods just lack.
However 'zanor going around the normal APIs to play with LWJGL directly(as I think he does) has messed up things graphically for othe rmods quite a bit sometimes.
I dunno why this is, but I guess it's hard to deny.
However 'zanor going around the normal APIs to play with LWJGL directly(as I think he does) has messed up things graphically for othe rmods quite a bit sometimes.
I dunno why this is, but I guess it's hard to deny.
Given the design of OpenGL (which is what LWJGL exposes) is very much built around the idea that sub renderers can save and restore their state, I think that a lot of the other mods that got graphically messed up were the mods at fault. And they only could have gotten messed up as a result of accessing LWJGL directly themselves.
Although, I do wish Azanor would test against Optifine. So many of his renders fail under that environment. And I'd really like to use Shaders in my thaumcraft world.
Given the design of OpenGL (which is what LWJGL exposes) is very much built around the idea that sub renderers can save and restore their state, I think that a lot of the other mods that got graphically messed up were the mods at fault. And they only could have gotten messed up as a result of accessing LWJGL directly themselves.
Although, I do wish Azanor would test against Optifine. So many of his renders fail under that environment. And I'd really like to use Shaders in my thaumcraft world.
Weren't taint fibers acting weird graphically in Thaumcraft itself?
Weren't taint fibers acting weird graphically in Thaumcraft itself?
I've never observed Thaumcraft rendering wierdly except with Optifine installed: The eldritch obelisks are not happy and the sky goes weird if there are thaumcraft objects in view.
I have seen (without Optifine) a strange rendering glitch with vanilla chests and signs that suddenly start rendering at "fullbright" (without any apparent care for light levels), but I've never been able to figure out if it was a vanilla glitch or caused by a mod.
All which is to say: If taint fibers were acting weirdly, I never saw it: It could have been related to ATi vs nVidia as, presumably, Azanor only dev tests his rendering code against the hardware he has, and the more fun OpenGL effects can, way too easily, be interpreted differently by different drivers.
The Meaning of Life, the Universe, and Everything.
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Glad to see this hasn't been abandoned like so many other amazing mods *cough*Explosives+*cough*FreaksAndWeirdos*cough* Mmm, sorry about that. Athsma's getting to me.
Rollback Post to RevisionRollBack
"I had fun last time I lost, and I'll have fun this time too."
-Ancient Dwarven Saying
Given the design of OpenGL (which is what LWJGL exposes) is very much built around the idea that sub renderers can save and restore their state, I think that a lot of the other mods that got graphically messed up were the mods at fault. And they only could have gotten messed up as a result of accessing LWJGL directly themselves.
Although, I do wish Azanor would test against Optifine. So many of his renders fail under that environment. And I'd really like to use Shaders in my thaumcraft world.
All my render issues were fixed by deactivating fast render in optifine's performance options (which you need to do anyway to use shaders).
Normally I would ignore this, and if I remember correctly it is against the forum TOS, but just this once I will respond since I was planning on making a progress post anyway.
Progress is going good and I have actually managed to put in a lot work these past few weeks. Unfortunately all that work was towards completely rebuilding the mod from the ground up. I have been out of the loop for so long and so many things have changed in MC and Forge that I sort of had to relearn a lot of stuff. Rather than try and hack those changes into my old code I am just writing it from scratch. Sure it will take longer, but at least the next version will be a much leaner and more efficient one and hopefully a lot more future-proof for MC 1.11 once it rolls around.
thanks for the update, and all the hard work.
(also, he didnt ask for an eta, just asked politely for a general progress update, since its been a while. was that too pushy? didnt strike me that way)
I'm so excited to see when this mod finally hits the community, been chilling in 1.8 modpacks and such just waiting for the modding community to hit a stable point, <3
What I'm hoping is, and it doesn't have to be done by Azanor, I would like to see the return of the Transvector Interface. I know that it was part of Thaumic Tinkerer, but It would be a great addition to vanilla Thaumraft, or someone just needs to revamp Thaumic Tinkerer. Either way works for me.
Rollback Post to RevisionRollBack
If Minecraft were real, you'd be a zombie right now.
I hope azanor adds the thaumcraft 2 sigil system, I don't care if it doesn't add portals I just really liked that system.
I hope it DOES have the portals, if included. Those are part of what made me start playing Minecraft in the first place (pretty much this whole mod in general).
Perhaps it could tie into xCompWiz's LookingGlass (if he's updated that past 1.7.10, I have no idea) to show the destination. Although I recall it did that just fine back in TC2 perfectly...
awesome! are you going to be able to make the wands have animations this time?
The fact that you are still willing to do all this and the speed at which you do it depsite all the circumstances is really admirable. I am not sure if any other Minecraft mod developers put this much love and effort into it.
One barrel of appreciation for you and I can't wait for the next binary! ...actually I can. Don't get pushed.
I made a D flip-flop!
I posted this already on the suggestions github.
Proposal: Re-release the Crimson Cult content as an Open Source Thaumcraft expansion
My motivation for this is simple: I have, over time, seen a number of people post impressive looking Ruins / Recurrent Complex structures with a thaumcraft theme. My hope is that if there is an official way to accept community content contributions to thaumcraft, it would be used.
Principally the crimson cult content would consist of a library of structures and village buildings in some kind of open schematic format (perhaps the new format used by MC 1.11's structure block) that the mod will spawn into villages and into appropriately tagged biomes (and dimensions).
Additionally, I thought the following additions would add to the eldritch threme:
* A new biome "cult-lands". The cult-lands is dotted with small patches of tainted land, and has elevated flux levels. The biome is permanently overcast - with the fog effect normally reserved for guardians. Its one positive property is that farm land is always hydrated (but the low light levels mean that crops will grow slowly). Also flux in the cult lands tends to discharge as warp events on the player - this means that players living here must manage both their flux levels and warp (via washing) as the timers will be reset by warp events caused by flux discharging.
* The cult lands also spawns Thaumcraft "crimson cult" generated villages that are populated with cultists. These villagers are initially hostile, but a good village reputation can make them friendly. Wearing cultist robes also makes them friendly, to allow initial trades to take place.
The intention to have a very sinister Lovecraftian environment. Sinister villages filled with cultists add to this theme. The flux discharges as warp, both makes the area safer to perform thaumaturgy in as there is less risk of massive taint, but, the constant warp events caused by wasteful work also mean that players continue to experience warp if they choose to live here.
I personally don't see this being a good idea. Giving literally anyone the ability to create new lore or change existing lore would just make a huge mess. Especially seeing as how a lot of Thaumcraft's lore is open to speculation. There's been a lot of theory-crafting here over the years because of that. It would be better if someone just made an open source addon instead. That way you know all the content is non-cannon right from the start.
No spammy worldgen stuctures, though, pls.
Mod devs suck at balancing structures.
I made a D flip-flop!
Even in OSS projects, "literally anyone" does not have the ability to influence the official project if the owner does not wish them too: If they want to submit content it has to be via a pull request that the maintainer of this archive will review and accept.
They *could* branch the repo, and make their own version of the mod with their own content. But that would not be part of the default thaumcraft download.
Any cryptic hints in bad latin?
Must admit, if anything has showcased the quality of Azanor's work, it is the polish evident in the particle effects and animations that other mods just lack.
However 'zanor going around the normal APIs to play with LWJGL directly(as I think he does) has messed up things graphically for othe rmods quite a bit sometimes.
I dunno why this is, but I guess it's hard to deny.
I made a D flip-flop!
Given the design of OpenGL (which is what LWJGL exposes) is very much built around the idea that sub renderers can save and restore their state, I think that a lot of the other mods that got graphically messed up were the mods at fault. And they only could have gotten messed up as a result of accessing LWJGL directly themselves.
Although, I do wish Azanor would test against Optifine. So many of his renders fail under that environment. And I'd really like to use Shaders in my thaumcraft world.
Weren't taint fibers acting weird graphically in Thaumcraft itself?
I made a D flip-flop!
I've never observed Thaumcraft rendering wierdly except with Optifine installed: The eldritch obelisks are not happy and the sky goes weird if there are thaumcraft objects in view.
I have seen (without Optifine) a strange rendering glitch with vanilla chests and signs that suddenly start rendering at "fullbright" (without any apparent care for light levels), but I've never been able to figure out if it was a vanilla glitch or caused by a mod.
All which is to say: If taint fibers were acting weirdly, I never saw it: It could have been related to ATi vs nVidia as, presumably, Azanor only dev tests his rendering code against the hardware he has, and the more fun OpenGL effects can, way too easily, be interpreted differently by different drivers.
Glad to see this hasn't been abandoned like so many other amazing mods *cough*Explosives+*cough*FreaksAndWeirdos*cough* Mmm, sorry about that. Athsma's getting to me.
-Ancient Dwarven Saying
All my render issues were fixed by deactivating fast render in optifine's performance options (which you need to do anyway to use shaders).
That's also a good idea to help with some of the visual warp effects from TC.
"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."
thanks for the update, and all the hard work.
(also, he didnt ask for an eta, just asked politely for a general progress update, since its been a while. was that too pushy? didnt strike me that way)
I'm so excited to see when this mod finally hits the community, been chilling in 1.8 modpacks and such just waiting for the modding community to hit a stable point, <3
I hope azanor adds the thaumcraft 2 sigil system, I don't care if it doesn't add portals I just really liked that system.
What I'm hoping is, and it doesn't have to be done by Azanor, I would like to see the return of the Transvector Interface. I know that it was part of Thaumic Tinkerer, but It would be a great addition to vanilla Thaumraft, or someone just needs to revamp Thaumic Tinkerer. Either way works for me.
If Minecraft were real, you'd be a zombie right now.
I hope it DOES have the portals, if included. Those are part of what made me start playing Minecraft in the first place (pretty much this whole mod in general).
Perhaps it could tie into xCompWiz's LookingGlass (if he's updated that past 1.7.10, I have no idea) to show the destination. Although I recall it did that just fine back in TC2 perfectly...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
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