While I do think that the Aura itself does feel rather "dead" right now, that's most likely due to it being a work in progress, judging by how most of Aurmancy in general is a work in progress. That being said, I do like the idea of there being "events" when certain things happen in the aura, such as what I would call a "Vistorm," which could happen when most/all of the vis is used up in a chunk, and all other chunks around it start transferring their vis to the dead chunk. I feel like that much vis moving around at once would cause some issues. The effects of the storm could include tons of wisps spawning, lightning strikes and other things that I can't think of at the moment. I'm sure there are other events that could occur with the Aura to help it feel more alive, but that's the only suggestion I have at the moment.
First off, I like the new research system, in essence. But, it's currently far from perfect. To save space here, I will simply quote a section from Shaadaris's rather thorough review from the previous page
Can I just briefly thank you for mentioning my post? I was beginning to worry a bit that both my overall review and my rather meticulously-crafted wisp/golem integration post had been completely glossed over. It's nice to see that someone read it through! I still really hope Azanor sees all that. Not that I expect him to seriously consider 80% of my random suggestions and ideas and balance thoughts or use my wisp integration ideas, but it's nice to be acknowledged.
And there's a major point I agree with in your post: That gauntlets are not great as they are currently.
I mentioned them a few times in my aforementioned review post, and yeah, I agree they need work.
Even when first discovering them, it states that iron is used because it's all you have at the moment.. Yet currently, there exists no progression for gauntlets, unlike wands. I sincerely hope this isn't overlooked and forgotten about, as it feels it is at the moment. And the possibilites are there. The Vis Resonator used in constructing it could make a wonderful method of upgrading, as with the types of metal used. Perhaps even the quality of leather could affect it, allowing you to make your first gauntlet with Leather, or perhaps even dried and cured rotten flesh if you're particularily unlucky with your spawn.
HOWEVER. I would like to add that, instead of how wands worked, due to not storing vis and therefore not having the vis-loss issue wands had- it would be nice to be able to dismantle and reassemble a gauntlet, rather than needing to make many, especially with the far steeper crafting requirements compared to wands/scepters/staffs. It would also fit the mechanical tinkering aspect of the glove better, tinkering with this magitech gauntlet over and over. I also suggest staff-like versions of Gauntlets designed for combat, like, for example, with claws or brass knuckles added, at a cost to effectiveness of foci or something, and maybe requiring strong materials such as iron to make (reducing effectiveness compared to higher tier metals)
I'm thinking of tiers, and it would likely go as such:
Tier 1 (old Wood/Iron) - Vis Resonator, Rotten Flesh (maybe cured or dried using alchemy, ordo and ignis crystals or something), Iron
Tier 2 (old Greatwood/Gold) - Advanced Resonator, Leather/Rabbit Leather (interchangeable), Alchemical Brass
Tier 3 (old Silverwood/Thaumium) - Thaumic Resonator, Enchanted Cloth (or whatever it was called, the stuff you make robes out of), Thaumium
Tier 4 (old Primal/Void Metal) - Primordial Resonator, Ancient Silk or something?, Void Metal
with perhaps Gold being a sidegrade to Alchemical Brass/Thaumium, maybe a resonator that uses emeralds and diamonds to make or something (because crystal resonance is a thing) that could be a sidegrade too. More options, basically.
But without gating it, so you don't need each tier to make the next tier like with most wands, so if you find leather and enough gold at the start, sure, you can make a tier 1/2/1.5 gauntlet.
Edit!!: Oh, and I nearly forgot a random thought I had while writing that up. How cool would it be to have ancient wands/staffs show up as dungeon loot occasionally? Just as a nod to the old times, and to everyone who misses them. Even if they don't function with your gauntlet-designed foci, and aren't as effective as gauntlets. It'd still be fun to see.
I for one would really miss golems. Even when they are goofing up. For me it's kind of part of the experience to create an environment where golems are less likely/unable to stop functioning. That whole thing has a "The Sorcerers Apprentice" vibe for me and the fact that you have these magic things that just do what you tell them to, but are unbelievably stupid at times makes the experience just more "magical" and flavors it differently than "just another tech mod".
Maybe wisps could be a sort of alternative/super tier to golems in some respects. Like the pneumatic tubes vs magtubes from RP2. Expensive but super reliable. Maybe they can be reserved for item transfer functions or something and leave the butchering/guarding to the golems.
But idk. Do what you gotta do. I wasn't too sure about having a stupid glove instead of a cool wand, and by now I have grown quite fond of my fistful of magic
I thought the research game in Thaumcraft 6 started you out with ten inspiration. I just got established enough in this world to get back to bootstrapping Thaumcraft and I'm being presented with five. That doesn't seem right...
...OK, so after making a thaumometer and scanning my entire storeroom (139 observations worth), now I have six inspiration and am on my way to my first epiphany.
The book mentions that you get more inspiration as you progress, though I had the impression it was tied to the unlocks in the book and not to research (meaning theory/observation totals).
Actually, if the current state (haven't played a ton on TC6) is free theory resets, partial progress accumulates, and cards can still require items, I think you'd prefer to have lower inspiration when you research. With partial progress the inspiration total is effectively just "bank your gains every X cards" (unless you consider ink and/or paper a limiting factor), and banking the gains more often makes it less painful when you have to reset because all the choices require something expensive.
The book mentions that you get more inspiration as you progress, though I had the impression it was tied to the unlocks in the book and not to research (meaning theory/observation totals).
Actually, if the current state (haven't played a ton on TC6) is free theory resets, partial progress accumulates, and cards can still require items, I think you'd prefer to have lower inspiration when you research. With partial progress the inspiration total is effectively just "bank your gains every X cards" (unless you consider ink and/or paper a limiting factor), and banking the gains more often makes it less painful when you have to reset because all the choices require something expensive.
I guess it just took me by surprise because in all the previous betas, I started out with ten.
Can I just briefly thank you for mentioning my post? I was beginning to worry a bit that both my overall review and my rather meticulously-crafted wisp/golem integration post had been completely glossed over. It's nice to see that someone read it through! I still really hope Azanor sees all that. Not that I expect him to seriously consider 80% of my random suggestions and ideas and balance thoughts or use my wisp integration ideas, but it's nice to be acknowledged.
And there's a major point I agree with in your post: That gauntlets are not great as they are currently.
I mentioned them a few times in my aforementioned review post, and yeah, I agree they need work.
Even when first discovering them, it states that iron is used because it's all you have at the moment.. Yet currently, there exists no progression for gauntlets, unlike wands. I sincerely hope this isn't overlooked and forgotten about, as it feels it is at the moment. And the possibilites are there. The Vis Resonator used in constructing it could make a wonderful method of upgrading, as with the types of metal used. Perhaps even the quality of leather could affect it, allowing you to make your first gauntlet with Leather, or perhaps even dried and cured rotten flesh if you're particularily unlucky with your spawn.
HOWEVER. I would like to add that, instead of how wands worked, due to not storing vis and therefore not having the vis-loss issue wands had- it would be nice to be able to dismantle and reassemble a gauntlet, rather than needing to make many, especially with the far steeper crafting requirements compared to wands/scepters/staffs. It would also fit the mechanical tinkering aspect of the glove better, tinkering with this magitech gauntlet over and over. I also suggest staff-like versions of Gauntlets designed for combat, like, for example, with claws or brass knuckles added, at a cost to effectiveness of foci or something, and maybe requiring strong materials such as iron to make (reducing effectiveness compared to higher tier metals)
I'm thinking of tiers, and it would likely go as such:
Tier 1 (old Wood/Iron) - Vis Resonator, Rotten Flesh (maybe cured or dried using alchemy, ordo and ignis crystals or something), Iron
Tier 2 (old Greatwood/Gold) - Advanced Resonator, Leather/Rabbit Leather (interchangeable), Alchemical Brass
Tier 3 (old Silverwood/Thaumium) - Thaumic Resonator, Enchanted Cloth (or whatever it was called, the stuff you make robes out of), Thaumium
Tier 4 (old Primal/Void Metal) - Primordial Resonator, Ancient Silk or something?, Void Metal
with perhaps Gold being a sidegrade to Alchemical Brass/Thaumium, maybe a resonator that uses emeralds and diamonds to make or something (because crystal resonance is a thing) that could be a sidegrade too. More options, basically.
But without gating it, so you don't need each tier to make the next tier like with most wands, so if you find leather and enough gold at the start, sure, you can make a tier 1/2/1.5 gauntlet.
Edit!!: Oh, and I nearly forgot a random thought I had while writing that up. How cool would it be to have ancient wands/staffs show up as dungeon loot occasionally? Just as a nod to the old times, and to everyone who misses them. Even if they don't function with your gauntlet-designed foci, and aren't as effective as gauntlets. It'd still be fun to see.
Neat! I lightly touched upon Gauntlets a bit in my last post as well, though it was at the end of the page? at least for me? Nevermind that.
---
Gauntlets, the refinement of knowledge lost ages past. A gauntlet could be composed into a few different categories:
Vis resonator(the Circle,Focus), Channel medium(Fingertips,Metal), Grip(Binding,Leather), and Storage/Conduit(Internal,Material).
These four would be laid out on different parts of a schematic parchment with the overlay of a gauntlet, where you could exchange them.
The Vis resonator acts as a mixture of the caps and core of the wands. with greater focus on the core parts, such as focii-type affinities.
The Channel Medium is like the caps of a wand, with different metals altering its effects and bonuses for channeling Vis.
The grip determines how easily it is to move your hand in the gauntlet, a metal grip won't be very useful for crafting, but grant bonus to focii usage, whereas a cloth grip wont be very good for combat, but will be more efficient in its Vis use.
The Storage/Conduit determines the gauntlets affinity and, well, storage. Or rather how much Vis it can channel through a focus at the same time, A better Storage/Conduit material gives your focii more Oomph so to say.
Of course, i'm just brainstorming here.
---
Different tiers are obvious, but what about their effects? seeing as our gauntlets no longer store Vis, whose to say what makes one material better than another?
Brass might be superior for ice spells, Gold for lightning, and obviously thaumium for magic. (Only examples!)
But Brass might also have additional efficiency with Build Focii, so if you use those Focii a lot you might want it to be made of brass, even though, say, Thaumium increases potency for all Focii overall.
(I'm guessing we're eventually gonna need a shelf for hanging up all our gloves on, to easily switch out and store them.)
(Or perhaps the GloveBench is capable of holding combination presets, making switching between components as easy as pressing a button.)
(Speaking of, it would be awesome if the more advance gloves were assembled/Altered like this:)
-
There's also the material the glove is made of to take into account.
Leather is probably average in combat and casting, but it also don't favor one over the other, and therefore is good for overall use.
Metal, on the other hand, has deficiencies towards Focci that requires fine manipulation, such as build focii, Maybe even to the point it lacks the dexterity to use them at their most extreme. But at the same time a metal gauntlet would also bolster Combat Focii, Focii that are used to harm or destroy, giving them a natural potency buff, as it is sturdy enough to sustain more Vis flowing through it at a time without faltering.
Lastly, there's Cloth,The light material giving you much greater control of your Focii manipulation, essentially adding a natural Frugal effect when using a Focus. It could also be more efficient with Focii that requires fine control, such as Build, or perhaps Rift. Though it would lack the sheer power that could be attained with Metal.
-
Of course, we cant forget the Resonator, either. I've already gone over metals, so let's move to crystals. (Remember, examples.)
Quarts is the baseline, all of the affinities either rise or lowers from it.
Emerald has the strongest affinity for Exchange, and slightly perhaps Build as well as Rift.
Ender-pearl when used gives increases to Rift, as well as Grapple. with perhaps minor in Exchange.
Of course, whose to say how the Vis Resonator uses these. Likely you make the standard resonator you want with quartz, then alter it with other properties through infusion. Making it Pulse with enderious properties, Gleaming With Emerald shine, Or shining with Diamond's splendor.
And that's not even approaching the amount of possibilities available with Vis crystals, both primal and composite.
-
I mean, i'm just throwing ideas out here, But there really are a lot of potential in it.
My brain's out of juice again though, so this is where my post ends.
(Need to remember to stock up on more Cognitio-Slurry before i... Wait, what was i supposed to be doing again? Ah, no matter. it'll come back to me eventually.)
Looking back at Azanor's video for TC6, I'm still curious as to what this was meant to be, or if this still has yet to be implemented. It's obviously something having to do with taint, and it could possibly be an old model for the taint seed, but I guess we'll never know unless it's implemented, or until Azanor says something about it. I should mention that this also looks a little void-y or eldritch, so maybe it'll come when the Eldritch stuff is finally implemented.
Speaking of which, I'm really looking forwards to the Eldritch stuff.
With the lower research requirements, I kind of liked the RPG-like system Thaumcraft unintentionally fostered. My girlfriend concentrated on Golemancy and Artifice, whilst I concentrated on Auramancy and Infusion. I don't know how it could be done, but I think the ability to specialise could really add some interesting gameplay.
Also I'm sure it's been said before, but I don't feel there's much point to using any other kind of magic form except for bolt (touch is useful for mining though). Projectile is too slow to really make use of the longer range it has, especially with how much it is affected by gravity, and touch isn't that much stronger, so it's better to use a vanilla melee tool.
Really loving those mod though, it has so many changes I love whilst keeping the core Thaumcraft elements that is the main reason I play Minecraft.
Suggestion regarding golems: I like the idea of programmable wisps, however golems are kind of part of thaumcraft's identity now, and it seems almost wrong to get rid of them (besides, they're super adorable). Thus I propose a compromise: Wisps take on the role that golems currently fill, and golems become something new. I think they would be cool as personal assistant-like entities that follow you around and can perform certain tasks such as defending you or fetching supplies. I imagine that you could use "voice" commands (typed in a chat like interface accessed by right clicking a golemancer's bell) to tell them what to do. For example, lets say you need a perditio crystal for your research. Rather than getting it yourself, you could ring the bell and say "bring me 3 perditio crystal ". "bring me" is the keyword that triggers the fetch action, "3" is of course the amount, and "perditio crystal" is the item you want. For the sake of making this work with other languages (at least to a point), you could use the localized item name from the lang file, making sure to make it case insensitive. Once the golem parses the command, it scans for valid containers in range and attempts to pathfind to them, ignoring any it can't reach. It then accesses and searches through each one, and if it finds what its looking for, it brings it back to you. If it doesn't find it, it returns to you and apologizes for its inadequacy. There could be other functions as well, but I think you get the gist. Rather than automating repetitive tasks, golems execute specific tasks on demand for you.
Not nearly as interactive as TC5. I mostly just ran around scanning stuff and only briefly had to do some proper research. I know there are a million ideas being thrown around about every which thing, but I think it would be nice if more were required from the research aspect of it. I never even had to refill my pen and ink:P
I get not everyone liked the mini-game aspect of how it used to be, but it made you work at it and thus seem more worthwhile every time you unlocked a new node on the map. Maybe if something more puzzling were required on top of the current system for the more advanced stuff?
I feel like the current research system isn't yet at a point where it is fun on a long term. The first few minutes at the research table were awesome, but then it got boring fast. When I tried to finish the last things on infusion I sat in front of the table like "God damn it give me some infusion cards, will ya!" At this point the system was much more of an annoyance than fun.
I think it would be much better if I could actually choose the topic for the cards and not be presented all kind of random things. Currently even if you select a nearby block you still get a lot of cards that have nothing to do with your current research or are annoyingly tedious to complete.y.
Honestly, I like the current research system better than in any prior Thaumcraft iteration. But I do agree that it can be frustratingly difficult trying to research a specific thing. Currently I've cranked out about ten theories in a row trying to get the epiphany to unlock the Goggles of Revealing, and I cannot get a single Artifice card for love nor money. Even taking every random experimentation card I get doesn't put any points into Artifice. Eldritch? Sure. Arcane infusion? Allatime. Alchemy? Got alchemy cards coming out of my ears, I have to beat them away with a stick. Artifice? ..... Hey, was that crickets?
Last play-through — the one that ended with suddenly-out-of-control taint devouring my base and everything in a seven-chunk radius of it overnight — I was able to get the goggles pretty much right away. Am I missing something that should be obvious?
honestly, I like the current research system better than in any prior Thaumcraft iteration. But I do agree that it can be frustratingly difficult trying to research a specific thing. ...I cannot get a single Artifice card for love nor money.
This is something that could be improved by allowing more environmental objects to control the direction of the research, like the bookcase, brain in a jar, etc currently do. That would be a really great way to allow us to have more control over research. Lots of stuff has potential here: for artifice, maybe an armor stand, or enchanting table, or magical mirror or something.
I played Thaumcraft a few years ago and thoroughly enjoyed it; my favourite of all the mods I’ve played, and there have been many
Returning to MC after a long absence I’ve dabbled around with mods I’d not yet tried, but TC was calling to me, and when I saw there was a revamped version, (and I’d forgotten how to play it anyway), the next step was obvious.
So I set myself up on 10.2 and downloaded Thaumcraft 6. I LOVE this version, it seems more refined and logical, and for someone with a short attention span, that really helps lol.
I just want to thank you Azanor, for making my MC experience such a fun and rewarding one.
WARNING: coremods are present:
FMLPlugin (InventoryTweaks-1.61-58.jar)
Contact their authors BEFORE contacting forge
// Daisy, daisy...
Time: 2/19/18 3:54 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Thaumcraft (thaumcraft)
Caused by: java.lang.ClassCastException: mods.railcraft.common.items.potion.PotionTypeCreosote$$Lambda$506/1709403588 cannot be cast to net.minecraft.potion.PotionHelper$ItemPredicateInstance
at thaumcraft.common.lib.crafting.ThaumcraftCraftingManager.getPotionReagentsRecursive(ThaumcraftCraftingManager.java:426)
at thaumcraft.common.config.ConfigAspects.getPotionAspects(ConfigAspects.java:628)
at thaumcraft.common.config.ConfigAspects.registerItemAspects(ConfigAspects.java:467)
at thaumcraft.common.config.ConfigAspects.postInit(ConfigAspects.java:23)
at thaumcraft.proxies.CommonProxy.postInit(CommonProxy.java:142)
at thaumcraft.proxies.ClientProxy.postInit(ClientProxy.java:65)
at thaumcraft.Thaumcraft.postInit(Thaumcraft.java:51)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:616)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:243)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:145)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:810)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:334)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
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this mod makes minecraft worth playing for me. im so happy you managed to finish a new version.
im not a fan of the gauntlets though. always really liked the idea of the wands as the multitool of the thaumaturge more. it was more fitting to have wands and staves as the magic version of omni wrenches and spellscasting devices at the same time.
The new research system is far the most realistic i had played since TC 3, i love the narrative atmospheric content the mod have now , it is so involving and immersive.
And playing in VR is just awesome .
Thank you Azanor !
Rollback Post to RevisionRollBack
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
While I do think that the Aura itself does feel rather "dead" right now, that's most likely due to it being a work in progress, judging by how most of Aurmancy in general is a work in progress. That being said, I do like the idea of there being "events" when certain things happen in the aura, such as what I would call a "Vistorm," which could happen when most/all of the vis is used up in a chunk, and all other chunks around it start transferring their vis to the dead chunk. I feel like that much vis moving around at once would cause some issues. The effects of the storm could include tons of wisps spawning, lightning strikes and other things that I can't think of at the moment. I'm sure there are other events that could occur with the Aura to help it feel more alive, but that's the only suggestion I have at the moment.
Can I just briefly thank you for mentioning my post? I was beginning to worry a bit that both my overall review and my rather meticulously-crafted wisp/golem integration post had been completely glossed over. It's nice to see that someone read it through!
I still really hope Azanor sees all that.
Not that I expect him to seriously consider 80% of my random suggestions and ideas and balance thoughts or use my wisp integration ideas, but it's nice to be acknowledged.And there's a major point I agree with in your post: That gauntlets are not great as they are currently.
I mentioned them a few times in my aforementioned review post, and yeah, I agree they need work.
Even when first discovering them, it states that iron is used because it's all you have at the moment.. Yet currently, there exists no progression for gauntlets, unlike wands. I sincerely hope this isn't overlooked and forgotten about, as it feels it is at the moment. And the possibilites are there. The Vis Resonator used in constructing it could make a wonderful method of upgrading, as with the types of metal used. Perhaps even the quality of leather could affect it, allowing you to make your first gauntlet with Leather, or perhaps even dried and cured rotten flesh if you're particularily unlucky with your spawn.
HOWEVER. I would like to add that, instead of how wands worked, due to not storing vis and therefore not having the vis-loss issue wands had- it would be nice to be able to dismantle and reassemble a gauntlet, rather than needing to make many, especially with the far steeper crafting requirements compared to wands/scepters/staffs. It would also fit the mechanical tinkering aspect of the glove better, tinkering with this magitech gauntlet over and over. I also suggest staff-like versions of Gauntlets designed for combat, like, for example, with claws or brass knuckles added, at a cost to effectiveness of foci or something, and maybe requiring strong materials such as iron to make (reducing effectiveness compared to higher tier metals)
I'm thinking of tiers, and it would likely go as such:
Tier 1 (old Wood/Iron) - Vis Resonator, Rotten Flesh (maybe cured or dried using alchemy, ordo and ignis crystals or something), Iron
Tier 2 (old Greatwood/Gold) - Advanced Resonator, Leather/Rabbit Leather (interchangeable), Alchemical Brass
Tier 3 (old Silverwood/Thaumium) - Thaumic Resonator, Enchanted Cloth (or whatever it was called, the stuff you make robes out of), Thaumium
Tier 4 (old Primal/Void Metal) - Primordial Resonator, Ancient Silk or something?, Void Metal
with perhaps Gold being a sidegrade to Alchemical Brass/Thaumium, maybe a resonator that uses emeralds and diamonds to make or something (because crystal resonance is a thing) that could be a sidegrade too. More options, basically.
But without gating it, so you don't need each tier to make the next tier like with most wands, so if you find leather and enough gold at the start, sure, you can make a tier 1/2/1.5 gauntlet.
Edit!!: Oh, and I nearly forgot a random thought I had while writing that up. How cool would it be to have ancient wands/staffs show up as dungeon loot occasionally? Just as a nod to the old times, and to everyone who misses them. Even if they don't function with your gauntlet-designed foci, and aren't as effective as gauntlets. It'd still be fun to see.
I for one would really miss golems. Even when they are goofing up. For me it's kind of part of the experience to create an environment where golems are less likely/unable to stop functioning. That whole thing has a "The Sorcerers Apprentice" vibe for me and the fact that you have these magic things that just do what you tell them to, but are unbelievably stupid at times makes the experience just more "magical" and flavors it differently than "just another tech mod".
Maybe wisps could be a sort of alternative/super tier to golems in some respects. Like the pneumatic tubes vs magtubes from RP2. Expensive but super reliable. Maybe they can be reserved for item transfer functions or something and leave the butchering/guarding to the golems.
But idk. Do what you gotta do. I wasn't too sure about having a stupid glove instead of a cool wand, and by now I have grown quite fond of my fistful of magic
The book mentions that you get more inspiration as you progress, though I had the impression it was tied to the unlocks in the book and not to research (meaning theory/observation totals).
Actually, if the current state (haven't played a ton on TC6) is free theory resets, partial progress accumulates, and cards can still require items, I think you'd prefer to have lower inspiration when you research. With partial progress the inspiration total is effectively just "bank your gains every X cards" (unless you consider ink and/or paper a limiting factor), and banking the gains more often makes it less painful when you have to reset because all the choices require something expensive.
I guess it just took me by surprise because in all the previous betas, I started out with ten.
Neat! I lightly touched upon Gauntlets a bit in my last post as well, though it was at the end of the page? at least for me? Nevermind that.
---
Gauntlets, the refinement of knowledge lost ages past. A gauntlet could be composed into a few different categories:
Vis resonator(the Circle,Focus), Channel medium(Fingertips,Metal), Grip(Binding,Leather), and Storage/Conduit(Internal,Material).
These four would be laid out on different parts of a schematic parchment with the overlay of a gauntlet, where you could exchange them.
The Vis resonator acts as a mixture of the caps and core of the wands. with greater focus on the core parts, such as focii-type affinities.
The Channel Medium is like the caps of a wand, with different metals altering its effects and bonuses for channeling Vis.
The grip determines how easily it is to move your hand in the gauntlet, a metal grip won't be very useful for crafting, but grant bonus to focii usage, whereas a cloth grip wont be very good for combat, but will be more efficient in its Vis use.
The Storage/Conduit determines the gauntlets affinity and, well, storage. Or rather how much Vis it can channel through a focus at the same time, A better Storage/Conduit material gives your focii more Oomph so to say.
Of course, i'm just brainstorming here.
---
Different tiers are obvious, but what about their effects? seeing as our gauntlets no longer store Vis, whose to say what makes one material better than another?
Brass might be superior for ice spells, Gold for lightning, and obviously thaumium for magic. (Only examples!)
But Brass might also have additional efficiency with Build Focii, so if you use those Focii a lot you might want it to be made of brass, even though, say, Thaumium increases potency for all Focii overall.
(I'm guessing we're eventually gonna need a shelf for hanging up all our gloves on, to easily switch out and store them.)
(Or perhaps the GloveBench is capable of holding combination presets, making switching between components as easy as pressing a button.)
(Speaking of, it would be awesome if the more advance gloves were assembled/Altered like this:)
-
There's also the material the glove is made of to take into account.
Leather is probably average in combat and casting, but it also don't favor one over the other, and therefore is good for overall use.
Metal, on the other hand, has deficiencies towards Focci that requires fine manipulation, such as build focii, Maybe even to the point it lacks the dexterity to use them at their most extreme. But at the same time a metal gauntlet would also bolster Combat Focii, Focii that are used to harm or destroy, giving them a natural potency buff, as it is sturdy enough to sustain more Vis flowing through it at a time without faltering.
Lastly, there's Cloth,The light material giving you much greater control of your Focii manipulation, essentially adding a natural Frugal effect when using a Focus. It could also be more efficient with Focii that requires fine control, such as Build, or perhaps Rift. Though it would lack the sheer power that could be attained with Metal.
-
Of course, we cant forget the Resonator, either. I've already gone over metals, so let's move to crystals. (Remember, examples.)
Quarts is the baseline, all of the affinities either rise or lowers from it.
Emerald has the strongest affinity for Exchange, and slightly perhaps Build as well as Rift.
Ender-pearl when used gives increases to Rift, as well as Grapple. with perhaps minor in Exchange.
Of course, whose to say how the Vis Resonator uses these. Likely you make the standard resonator you want with quartz, then alter it with other properties through infusion. Making it Pulse with enderious properties, Gleaming With Emerald shine, Or shining with Diamond's splendor.
And that's not even approaching the amount of possibilities available with Vis crystals, both primal and composite.
-
I mean, i'm just throwing ideas out here, But there really are a lot of potential in it.
My brain's out of juice again though, so this is where my post ends.
(Need to remember to stock up on more Cognitio-Slurry before i... Wait, what was i supposed to be doing again? Ah, no matter. it'll come back to me eventually.)
Looking back at Azanor's video for TC6, I'm still curious as to what this was meant to be, or if this still has yet to be implemented. It's obviously something having to do with taint, and it could possibly be an old model for the taint seed, but I guess we'll never know unless it's implemented, or until Azanor says something about it. I should mention that this also looks a little void-y or eldritch, so maybe it'll come when the Eldritch stuff is finally implemented.
Speaking of which, I'm really looking forwards to the Eldritch stuff.
With the lower research requirements, I kind of liked the RPG-like system Thaumcraft unintentionally fostered. My girlfriend concentrated on Golemancy and Artifice, whilst I concentrated on Auramancy and Infusion. I don't know how it could be done, but I think the ability to specialise could really add some interesting gameplay.
Also I'm sure it's been said before, but I don't feel there's much point to using any other kind of magic form except for bolt (touch is useful for mining though). Projectile is too slow to really make use of the longer range it has, especially with how much it is affected by gravity, and touch isn't that much stronger, so it's better to use a vanilla melee tool.
Really loving those mod though, it has so many changes I love whilst keeping the core Thaumcraft elements that is the main reason I play Minecraft.
I think you must be misremembering. You always started with 5. As you progress through the research trees it slowly increases.
Also in regards to gauntlets: Yes, they will be tiered eventually. I just want to work out all the kinks first before I start implementing that.
Suggestion regarding golems: I like the idea of programmable wisps, however golems are kind of part of thaumcraft's identity now, and it seems almost wrong to get rid of them (besides, they're super adorable). Thus I propose a compromise: Wisps take on the role that golems currently fill, and golems become something new. I think they would be cool as personal assistant-like entities that follow you around and can perform certain tasks such as defending you or fetching supplies. I imagine that you could use "voice" commands (typed in a chat like interface accessed by right clicking a golemancer's bell) to tell them what to do. For example, lets say you need a perditio crystal for your research. Rather than getting it yourself, you could ring the bell and say "bring me 3 perditio crystal ". "bring me" is the keyword that triggers the fetch action, "3" is of course the amount, and "perditio crystal" is the item you want. For the sake of making this work with other languages (at least to a point), you could use the localized item name from the lang file, making sure to make it case insensitive. Once the golem parses the command, it scans for valid containers in range and attempts to pathfind to them, ignoring any it can't reach. It then accesses and searches through each one, and if it finds what its looking for, it brings it back to you. If it doesn't find it, it returns to you and apologizes for its inadequacy. There could be other functions as well, but I think you get the gist. Rather than automating repetitive tasks, golems execute specific tasks on demand for you.
My first mod =D
any response about my last comment regarding flux management?
Creator of Crystal MagiTech on curseforge
My thoughts on research
Not nearly as interactive as TC5. I mostly just ran around scanning stuff and only briefly had to do some proper research. I know there are a million ideas being thrown around about every which thing, but I think it would be nice if more were required from the research aspect of it. I never even had to refill my pen and ink:P
I get not everyone liked the mini-game aspect of how it used to be, but it made you work at it and thus seem more worthwhile every time you unlocked a new node on the map. Maybe if something more puzzling were required on top of the current system for the more advanced stuff?
Was it ten in the alpha? I'd swear I remember starting out with ten at some point.
Honestly, I like the current research system better than in any prior Thaumcraft iteration. But I do agree that it can be frustratingly difficult trying to research a specific thing. Currently I've cranked out about ten theories in a row trying to get the epiphany to unlock the Goggles of Revealing, and I cannot get a single Artifice card for love nor money. Even taking every random experimentation card I get doesn't put any points into Artifice. Eldritch? Sure. Arcane infusion? Allatime. Alchemy? Got alchemy cards coming out of my ears, I have to beat them away with a stick. Artifice? ..... Hey, was that crickets?
Last play-through — the one that ended with suddenly-out-of-control taint devouring my base and everything in a seven-chunk radius of it overnight — I was able to get the goggles pretty much right away. Am I missing something that should be obvious?
This is something that could be improved by allowing more environmental objects to control the direction of the research, like the bookcase, brain in a jar, etc currently do. That would be a really great way to allow us to have more control over research. Lots of stuff has potential here: for artifice, maybe an armor stand, or enchanting table, or magical mirror or something.
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
I played Thaumcraft a few years ago and thoroughly enjoyed it; my favourite of all the mods I’ve played, and there have been many
Returning to MC after a long absence I’ve dabbled around with mods I’d not yet tried, but TC was calling to me, and when I saw there was a revamped version, (and I’d forgotten how to play it anyway), the next step was obvious.
So I set myself up on 10.2 and downloaded Thaumcraft 6. I LOVE this version, it seems more refined and logical, and for someone with a short attention span, that really helps lol.
I just want to thank you Azanor, for making my MC experience such a fun and rewarding one.
Have an Infusion Matrix nearby.
started making a small magic low-tech pack to play with minecolonies and found a crash i think has to do with Railcraft Creosote bottle
[net.minecraft.init.Bootstrap:func_179870_a:560]: ---- Minecraft Crash Report ----
WARNING: coremods are present:
FMLPlugin (InventoryTweaks-1.61-58.jar)
Contact their authors BEFORE contacting forge
// Daisy, daisy...
Time: 2/19/18 3:54 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Thaumcraft (thaumcraft)
Caused by: java.lang.ClassCastException: mods.railcraft.common.items.potion.PotionTypeCreosote$$Lambda$506/1709403588 cannot be cast to net.minecraft.potion.PotionHelper$ItemPredicateInstance
at thaumcraft.common.lib.crafting.ThaumcraftCraftingManager.getPotionReagentsRecursive(ThaumcraftCraftingManager.java:426)
at thaumcraft.common.config.ConfigAspects.getPotionAspects(ConfigAspects.java:628)
at thaumcraft.common.config.ConfigAspects.registerItemAspects(ConfigAspects.java:467)
at thaumcraft.common.config.ConfigAspects.postInit(ConfigAspects.java:23)
at thaumcraft.proxies.CommonProxy.postInit(CommonProxy.java:142)
at thaumcraft.proxies.ClientProxy.postInit(ClientProxy.java:65)
at thaumcraft.Thaumcraft.postInit(Thaumcraft.java:51)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:616)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:243)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:145)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:810)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:334)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1179980032 bytes (1125 MB) / 2279604224 bytes (2174 MB) up to 11453595648 bytes (10923 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx12288m -Xms256m -XX:PermSize=256m
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.3.2511 22 mods loaded, 22 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJ mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJ FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2511.jar)
UCHIJ Forge{12.18.3.2511} [Minecraft Forge] (forge-1.10.2-12.18.3.2511.jar)
UCHIJ JEI{3.14.7.420} [Just Enough Items] (jei_1.10.2-3.14.7.420.jar)
UCHIJ appleskin{1.0.9} [AppleSkin] (AppleSkin-mc1.10.2-1.0.9.jar)
UCHIJ Baubles{1.3.13} [Baubles] (Baubles-1.10.2-1.3.13.jar)
UCHIJ cookingforblockheads{4.2.45} [Cooking for Blockheads] (CookingForBlockheads_1.10.2-4.2.45.jar)
UCHIJ farmingforblockheads{1.1.16} [Farming for Blockheads] (FarmingForBlockheads_1.10.2-1.1.16.jar)
UCHIJ ftbl{0.0.0} [FTBLib] (FTBLib-1.1x-3.6.5.jar)
UCHIJ ftbu{0.0.0} [FTBUtilities] (FTBUtilities-1.1x-3.6.5.jar)
UCHIJ inventorytweaks{1.61-58-a1fd884} [Inventory Tweaks] (InventoryTweaks-1.61-58.jar)
UCHIJ journeymap{1.10.2-5.5.2} [JourneyMap] (journeymap-1.10.2-5.5.2.jar)
UCHIJ jeresources{0.5.8.98} [Just Enough Resources] (JustEnoughResources-1.10.2-0.5.8.98.jar)
UCHIJ llor{1.1.1-mc[1.9-1.11]} [Light Level Overlay Reloaded] (LLOverlayReloaded-1.1.1-mc[1.9-1.11].jar)
UCHIJ mantle{1.10.2-1.1.5.205} [Mantle] (Mantle-1.10.2-1.1.5.jar)
UCHIJ minecolonies{@VERSION@} [MineColonies] (minecolonies-universal-1.10.2-0.9.6974.jar)
UCHIJ nutrition{1.6.0} [Nutrition] (Nutrition-1.10.2-1.6.0.jar)
UCHIJ harvestcraft{1.10.2j} [Pam's HarvestCraft] (Pam's HarvestCraft 1.10.2j.jar)
UCHIJ railcraft{10.3.1} [Railcraft] (Railcraft_1.10.2-10.3.1.jar)
UCHIJ tconstruct{1.10.2-2.6.5.10} [Tinkers' Construct] (TConstruct-1.10.2-2.6.5.jar)
UCHIE thaumcraft{6.0.BETA6} [Thaumcraft] (Thaumcraft-1.10.2-6.0.BETA6.jar)
UCHIJ theoneprobe{1.4.19} [The One Probe] (theoneprobe-1.1x-1.4.19.jar)
Loaded coremods (and transformers):
FMLPlugin (InventoryTweaks-1.61-58.jar)
invtweaks.forge.asm.ContainerTransformer
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 378.66' Renderer: 'GeForce GTX 970/PCIe/SSE2'
Pulsar/tconstruct loaded Pulses:
- TinkerCommons (Enabled/Forced)
- TinkerWorld (Enabled/Not Forced)
- TinkerTools (Enabled/Not Forced)
- TinkerHarvestTools (Enabled/Forced)
- TinkerMeleeWeapons (Enabled/Forced)
- TinkerRangedWeapons (Enabled/Forced)
- TinkerModifiers (Enabled/Forced)
- TinkerSmeltery (Enabled/Not Forced)
- TinkerGadgets (Enabled/Not Forced)
- TinkerOredict (Enabled/Forced)
- TinkerIntegration (Enabled/Forced)
- TinkerFluids (Enabled/Forced)
- TinkerMaterials (Enabled/Forced)
- TinkerModelRegister (Enabled/Forced)
- theoneprobeIntegration (Enabled/Not Forced)
this mod makes minecraft worth playing for me. im so happy you managed to finish a new version.
im not a fan of the gauntlets though. always really liked the idea of the wands as the multitool of the thaumaturge more. it was more fitting to have wands and staves as the magic version of omni wrenches and spellscasting devices at the same time.
i absolutely love the new focus crafting system.
The new research system is far the most realistic i had played since TC 3, i love the narrative atmospheric content the mod have now , it is so involving and immersive.
And playing in VR is just awesome .
Thank you Azanor !
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
I am completely stuck in Essentia Smelting
I just can’t figure out what “..... by subjecting these crystals to “destructive testing”....” means.
Could some kind soul point me in the right direction?