The Meaning of Life, the Universe, and Everything.
Join Date:
10/31/2014
Posts:
241
Location:
Minecraft Lands
Member Details
All these big mods need to go full Community Edition github mode with azanor as the lead and the only one with github pull/commit password access. This way he can get help from the community, teach some new MC modders some skills and still control the overall direction of the mod
There is a parallel dimension filled with (malicious) magic, where some spaces are filled with one type of magic, and other spaces with different types.
Between this dimension and ours is a veil, that keep the two apart. It is in the nature of veil to heal itself whenever a breach occurs, much like it is in the nature of wounds to heal.
Within this chaotic dimension of magic, is a "phenomenon" that punctures tiny holes in the veil, allowing magic to seep in to our dimension. To us these holes are known as nodes. Is this phenomenon an entity? A race of demons? The consequence of shifts in magic? Who knows?
Sometimes the pressure on the other side grows too big (or for some other unknown reason), an a small breach becomes a tear, a gash or a rift. These holes are too big to heal themselves, and so player action is required to stem the tides of magic entering our world.
On the other hand, a power hungry wizard might actually seek to rip open the veil, in order to control and wield the magic entering our dimension.
Doing so involves great risk for several reasons. You might tear too big a rift, and be consumed by the magic. You might tear the rift too close to different type of magic, thus having an unexpected flow of a different type magic entering than what you were prepared to handle. But worst of all, a creature from the debts of the magical realm might come along.
Once a rift is left out of control, magic flows through, corrupting our world, just like the taint...
Protector of the veil
Erith
Now we are talking! Mad Thaumaturge doing stupid ****! That's my drill!
So I had an idea and was curious if anyone tried it or knows for sure... but in Thaumcraft 5 hungry nodes had a major change in function... I was wondering with that change if one attempted to acquire a vitium aspected hungry node... would it eat flux? or would it simply consume the primals vitium is composed of? Or would it do both?
I propose there are two existences, one where the pech lived/live and one where steve is from:
The green is gaia, black outer darkness, white is light. The brown/gold/bronze to represent a planet that sustains life.
Gaia is in the center, expanding out to the light through the outer darkness that exists on the outside of the planetary existence.
Magic resulting in its natural form from the fusion of gaia light and darkness and gaia's natural circulation through the two and back and forth from the center of the planet to the light.
I picture the pechs as a race as living in another existence but fleeing from it looking for materials to stay alive or bring back to the other pechs.
Perhaps they learned of outer darkness magics before light and was unable to contain the darkness they created and it consumed their world collapsing the outer-darkness inwards on their planet because of their lust for magic. In so doing they needed to flee from their own existence into a new one to survive. This is where steve's world comes in and the purple line up top. When traveling from one existence to another it would be going through the light, the static gaia field, the outer darkness, to the planet. In so doing you would be combining parts of these once separate/balanced layers from the penetration of such occurrence. This is where the nodes come in as a result of the unstable reaction caused by the conglomeration of the elements of the existence as a way of the universe/existence repairing itself from the stress it has undergone.
Justa' theory though... the pechs did it.
On the other hand, a power hungry wizard might actually seek to rip open the veil, in order to control and wield the magic entering our dimension.
Doing so involves great risk for several reasons. You might tear too big a rift, and be consumed by the magic. You might tear the rift too close to different type of magic, thus having an unexpected flow of a different type magic entering than what you were prepared to handle. But worst of all, a creature from the debts of the magical realm might come along.
Once a rift is left out of control, magic flows through, corrupting our world, just like the taint...
Protector of the veil
Erith
Igor, did you leave the ignis node open all night?!
Yes master, the aura was getting a bit low.
Well the obsidian turned to lava in the storage wing, half the man eaing plants are on fire and there are two fire elementals in the portal network!
Sorry master.
Well it's your job to clean it up so get to it!
The Meaning of Life, the Universe, and Everything.
Join Date:
9/16/2011
Posts:
57
Minecraft:
Alerus
Member Details
I had an idea recently;
What if you do how you've done old magic but in reverse, the start of the game there should be just "base" magic plain simple easy to work with but ultimately too simplistic in nature, hard to get it to do more complicated stuff. As the game progresses the magic could be broken down into more and more base components, specializing, showing that the thaumaturge is gaining more and more control learning to better bend nature to there will, the end game should be primal very very base components understanding the very fundamental nature of creation. There should be a massive difference between the energy being channeled by a apprentice thaumaturge and arch thaumaturge, not just in quantity but in general ability to manipulate. I'm not saying that the primals cant be naturally found in the world as they normally are, just have commonly found base magic and then have areas where the primal magics are more active. Also the primal magics themselves should be in a way corruptive but temporary, what I mean by this is if there is enough primal magic to be self-sustaining it should begin to stain the land but if not it should defuse into the natural "base" magic like a gas defuses in air. Magic should seek like magic if an area has enough ordo the ordo should begin to pull ordo from the base magic building up but not dangerously due to a natural current of magic that occurs, nodes could be central points for this occurrence. But say the magic flow is tampered with or artificially induced the natural current of magic is broken and central node points of elements being to build up. Ordo for instance would begin to corrupt and the cessation or change should begin. An area with high ordo wouldn't necessarily storm but rather everything would begin to stagnate, things would become harder to change(break) and the natural flow of time should slow and alter.
Taint should be a drawn entity rather than a natural occurrence, when raw magic becomes unstable and "flows" it should form a "taint node" a point where the current flows to a central point and creatures come to feed on this, things that previously didn't have the power to manifest begin to drawing in more energy and leaking through into perceivable reality, the weak unintelligible ones first followed by more complicated and later unfathomable entities.
Play on the idea that the mind/subconscious is a landscape that these entities "exist" in a place where they can interact with the natural organisms of the world(the player mainly) when a player learns to much without steeling there mind, the elderitch entities can begin to begin to build a scaffold in the mind which they can then use to interact with not just the player but the world through the player. Enough warp and the player might as well be an open door for them to walk through or a puppet for them to play. An advance thaumaturge should be better at not just guarding against this but using it to there advantage, gain knowledge from it, command the lesser entities into service and making pacts with the much more powerful entities. For instance a weak willed player might find objects around them shifting without cause, a strong willed play might be able to command the forces that cause this into shifting the objects to there will. A weak willed player will find that there eyes unmake everything they see, a strong willed player will find there enemies waste away in there gaze. The knowledge the player learns should be a beacon to the elderitch which grows with intensity as knowledge is gained, in the trained the beacon is strong enough to blind, to the elderitch the weak willed player is a bridge the strong willed player having a toll to pay.
Any way just some thoughts sorry if its to long, do with it what you will.
So, why is my inventory flooding with glitched items every time I make vis crystal seeds?
(I would probably put this on the bug tracker but idk if it's a TC prob specifically? Also no more patches for this version so why bother right)
ps I can place them in the world
Problems like this usually stem from:
* Incompatible version of Forge.
* a different mod in your pack that incorporates an incompatible version of the thaumcraft sdk.
Hey azanor, I have questions about 1.11 and regarding addon permissions:
People in the orespawn forum have taken up the torch of updating orespawn in 1.10 and even though Im not speaking for them, they directed me to you, because you are the only one with an actual say. Would you be okay if there was an addon that bridges thaumcraft and orespawn in a balanced fashion? Because if you aren’t aware, orespawn is a very expansive mod that adds really over powered melee weapons to defeat really strong bosses. My initial idea ( note im not a mod creator by any mean of the definition, these are just ideas that can be polished later) is a way of breaking down the components necessary to craft the melee weapons, and imbuing thaumcraft wands with a dust, or magic powder, or some other system that takes more resources. I respect your wishes regarding balance, and I would like to know your thought over this.
Okay so for 1.11, will any of the new revealed features have an effect on thaumcraft for 1.11?
Hey azanor, I have questions about 1.11 and regarding addon permissions:
People in the orespawn forum have taken up the torch of updating orespawn in 1.10 and even though Im not speaking for them, they directed me to you, because you are the only one with an actual say. Would you be okay if there was an addon that bridges thaumcraft and orespawn in a balanced fashion? Because if you aren’t aware, orespawn is a very expansive mod that adds really over powered melee weapons to defeat really strong bosses. My initial idea ( note im not a mod creator by any mean of the definition, these are just ideas that can be polished later) is a way of breaking down the components necessary to craft the melee weapons, and imbuing thaumcraft wands with a dust, or magic powder, or some other system that takes more resources. I respect your wishes regarding balance, and I would like to know your thought over this.
Okay so for 1.11, will any of the new revealed features have an effect on thaumcraft for 1.11?
Currently the latest version of Thaumcraft is only available on 1.8.9. So you'll have to wait quite a while before you can do anything with Thaumcraft on 1.11. And there's an API for a reason. If you want to make an addon that bridges the two mods then go for it (when it's possible at least). There's been a few addons that have already done this before already.
Oh, and changing the color of the text to a lighter color like that kinda made it difficult to read. Maybe next time use a darker color, or better yet: don't bother doing something so unnecessary.
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.
So, why is my inventory flooding with glitched items every time I make vis crystal seeds?
(I would probably put this on the bug tracker but idk if it's a TC prob specifically? Also no more patches for this version so why bother right)
ps I can place them in the world
Just wondering, what are the walls made of, and what are those things inside the purple candle circles? Love the banners, care to share the design codes?
the black thigns near the candles are eldritch pedestals and the black walls are black stained clay, and yeah, it's jolicraft. I'm kinda proud of that base design, actually. I wanna show screens when the thing is done.
I've actually released a couple of alpha versions to my Patreon supporters, though so far the content is mostly just some of the most basic blocks. The real work has all been behind the scenes.
Most of this week has been spent on experimenting with auras and nodes. I've come to a bit of an unfortunate conclusion regarding nodes: Things will sort of work better without them.
I'm still working through the problem, but things are just way more predictable and balanced if the aura replenishes itself (mechanically speaking), instead of relying on the heavily RNG based nodes. Nodes are also lag-factories if I have to be honest.
I'll do a lot more theorycrafting, but i would also love to hear your opinion on the matter.
Because moving to 1.10 form 1.8 is, in fact, a lot of work and not so simple as pushing an 'upgrade mod' button.
On top of that, IIRC Azanor is rewriting the entire mod from the ground up. Give him time. One guy working on such a massive project is inanely hard.
In the meantime, I'll just rotate the board.
All these big mods need to go full Community Edition github mode with azanor as the lead and the only one with github pull/commit password access. This way he can get help from the community, teach some new MC modders some skills and still control the overall direction of the mod
No. Items/Blocks registration is done once when the world is created. And is saved in the level.dat.
Now we are talking! Mad Thaumaturge doing stupid ****! That's my drill!
drawing light from ones own inner being and shaping it into a form to reality explained in a graph, kind of functions like a supercell:
So I had an idea and was curious if anyone tried it or knows for sure... but in Thaumcraft 5 hungry nodes had a major change in function... I was wondering with that change if one attempted to acquire a vitium aspected hungry node... would it eat flux? or would it simply consume the primals vitium is composed of? Or would it do both?
I propose there are two existences, one where the pech lived/live and one where steve is from:
The green is gaia, black outer darkness, white is light. The brown/gold/bronze to represent a planet that sustains life.
Gaia is in the center, expanding out to the light through the outer darkness that exists on the outside of the planetary existence.
Magic resulting in its natural form from the fusion of gaia light and darkness and gaia's natural circulation through the two and back and forth from the center of the planet to the light.
I picture the pechs as a race as living in another existence but fleeing from it looking for materials to stay alive or bring back to the other pechs.
Perhaps they learned of outer darkness magics before light and was unable to contain the darkness they created and it consumed their world collapsing the outer-darkness inwards on their planet because of their lust for magic. In so doing they needed to flee from their own existence into a new one to survive. This is where steve's world comes in and the purple line up top. When traveling from one existence to another it would be going through the light, the static gaia field, the outer darkness, to the planet. In so doing you would be combining parts of these once separate/balanced layers from the penetration of such occurrence. This is where the nodes come in as a result of the unstable reaction caused by the conglomeration of the elements of the existence as a way of the universe/existence repairing itself from the stress it has undergone.
Justa' theory though... the pechs did it.
Igor, did you leave the ignis node open all night?!
Yes master, the aura was getting a bit low.
Well the obsidian turned to lava in the storage wing, half the man eaing plants are on fire and there are two fire elementals in the portal network!
Sorry master.
Well it's your job to clean it up so get to it!
Nice narrative, but you shouldn't have quoted entire post for that.
Well I didn't think it was that big, but ok i shortened it.
I had an idea recently;
What if you do how you've done old magic but in reverse, the start of the game there should be just "base" magic plain simple easy to work with but ultimately too simplistic in nature, hard to get it to do more complicated stuff. As the game progresses the magic could be broken down into more and more base components, specializing, showing that the thaumaturge is gaining more and more control learning to better bend nature to there will, the end game should be primal very very base components understanding the very fundamental nature of creation. There should be a massive difference between the energy being channeled by a apprentice thaumaturge and arch thaumaturge, not just in quantity but in general ability to manipulate. I'm not saying that the primals cant be naturally found in the world as they normally are, just have commonly found base magic and then have areas where the primal magics are more active. Also the primal magics themselves should be in a way corruptive but temporary, what I mean by this is if there is enough primal magic to be self-sustaining it should begin to stain the land but if not it should defuse into the natural "base" magic like a gas defuses in air. Magic should seek like magic if an area has enough ordo the ordo should begin to pull ordo from the base magic building up but not dangerously due to a natural current of magic that occurs, nodes could be central points for this occurrence. But say the magic flow is tampered with or artificially induced the natural current of magic is broken and central node points of elements being to build up. Ordo for instance would begin to corrupt and the cessation or change should begin. An area with high ordo wouldn't necessarily storm but rather everything would begin to stagnate, things would become harder to change(break) and the natural flow of time should slow and alter.
Taint should be a drawn entity rather than a natural occurrence, when raw magic becomes unstable and "flows" it should form a "taint node" a point where the current flows to a central point and creatures come to feed on this, things that previously didn't have the power to manifest begin to drawing in more energy and leaking through into perceivable reality, the weak unintelligible ones first followed by more complicated and later unfathomable entities.
Play on the idea that the mind/subconscious is a landscape that these entities "exist" in a place where they can interact with the natural organisms of the world(the player mainly) when a player learns to much without steeling there mind, the elderitch entities can begin to begin to build a scaffold in the mind which they can then use to interact with not just the player but the world through the player. Enough warp and the player might as well be an open door for them to walk through or a puppet for them to play. An advance thaumaturge should be better at not just guarding against this but using it to there advantage, gain knowledge from it, command the lesser entities into service and making pacts with the much more powerful entities. For instance a weak willed player might find objects around them shifting without cause, a strong willed play might be able to command the forces that cause this into shifting the objects to there will. A weak willed player will find that there eyes unmake everything they see, a strong willed player will find there enemies waste away in there gaze. The knowledge the player learns should be a beacon to the elderitch which grows with intensity as knowledge is gained, in the trained the beacon is strong enough to blind, to the elderitch the weak willed player is a bridge the strong willed player having a toll to pay.
Any way just some thoughts sorry if its to long, do with it what you will.
So, why is my inventory flooding with glitched items every time I make vis crystal seeds?
(I would probably put this on the bug tracker but idk if it's a TC prob specifically? Also no more patches for this version so why bother right)
ps I can place them in the world
Have you tried without the resource pack?
Problems like this usually stem from:
* Incompatible version of Forge.
* a different mod in your pack that incorporates an incompatible version of the thaumcraft sdk.
Hey azanor, I have questions about 1.11 and regarding addon permissions:
People in the orespawn forum have taken up the torch of updating orespawn in 1.10 and even though Im not speaking for them, they directed me to you, because you are the only one with an actual say. Would you be okay if there was an addon that bridges thaumcraft and orespawn in a balanced fashion? Because if you aren’t aware, orespawn is a very expansive mod that adds really over powered melee weapons to defeat really strong bosses. My initial idea ( note im not a mod creator by any mean of the definition, these are just ideas that can be polished later) is a way of breaking down the components necessary to craft the melee weapons, and imbuing thaumcraft wands with a dust, or magic powder, or some other system that takes more resources. I respect your wishes regarding balance, and I would like to know your thought over this.
Okay so for 1.11, will any of the new revealed features have an effect on thaumcraft for 1.11?
Currently the latest version of Thaumcraft is only available on 1.8.9. So you'll have to wait quite a while before you can do anything with Thaumcraft on 1.11. And there's an API for a reason. If you want to make an addon that bridges the two mods then go for it (when it's possible at least). There's been a few addons that have already done this before already.
Oh, and changing the color of the text to a lighter color like that kinda made it difficult to read. Maybe next time use a darker color, or better yet: don't bother doing something so unnecessary.
What resource pack is that, what re those black things between the purple candles, and what are those walls made of? Also, nice banners.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Just wondering, what are the walls made of, and what are those things inside the purple candle circles? Love the banners, care to share the design codes?
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
the black thigns near the candles are eldritch pedestals and the black walls are black stained clay, and yeah, it's jolicraft. I'm kinda proud of that base design, actually. I wanna show screens when the thing is done.
Quick update:
I've actually released a couple of alpha versions to my Patreon supporters, though so far the content is mostly just some of the most basic blocks. The real work has all been behind the scenes.
Most of this week has been spent on experimenting with auras and nodes. I've come to a bit of an unfortunate conclusion regarding nodes: Things will sort of work better without them.
I'm still working through the problem, but things are just way more predictable and balanced if the aura replenishes itself (mechanically speaking), instead of relying on the heavily RNG based nodes. Nodes are also lag-factories if I have to be honest.
I'll do a lot more theorycrafting, but i would also love to hear your opinion on the matter.