Unfortunately it will most likely not be possible. Or if it was, the scope and complexity of the mod would be greatly limited.
For one, at the moment, data packs can't add blocks, items, or mobs--any datapacks that do, do so with an arcane combination of vanilla commands, armor stands, invisible mobs, dyed armor with a specific amount of damage (and an unbreakable tag), and a resource pack. That means all of Thaumcraft's blocks, enemies, and multiblock structures would have to rely on that system.
I am also very skeptical that more complex mechanics such as warp, taint, vis and flux, and infusion stability would be replicatable in the current implementation of data packs. Not to mention that the outer lands would never work, there would be no added biomes, no thaumonomicon (though research could... kind of? Be done through advancements). Also, we'd have to give up our fancy focal manipulator UI.
Datapacks differ quite greatly from mods, and in the end, they are simply not capable of all that modding and Forge allow.
It is a relatively new system similar to the resource pack system. It allows players to edit or directly add structures, loot tables, recipes, advancements, block and item tags, and functions (which are a special text file that will run multiple in-game commands at one time when called upon) to their game, and then pack them up to share with others. While added in 1.12, many of what I just stated was not added until 1.13--So I suppose, who knows where the system will go in the future.
Thank you so much for your reply, it was very descriptive and helpful though sad.
I've always wanted to add Thaumcraft to my Spigot server and was hoping maybe datapacks could make that possible.
is there any chance we get aura nodes back in the future?
the vis system from the new thaumcraft seems like a step backwards from thaumcraft 5. the hybrid system of aura nodes filling chunks with vis was the best aura system of any version imo.
there is just something missing without the nodes. not only was it a really flavourful mechanic that explained where the vis inside the aura comes from, but node manipulation gave us ways to increase the amount of aura inside the chunks were doing thaumaturgy in.
in the end, it is azanors decision, but the aura nodes were the greatest loss in the conversion from version 5 to 6 in my opinion. not just to the gameplay but also to the lore.
I do like nodes, but on the flip side, I think they could sometimes be a hassle to set up, and they took up lots of room, and you had to find the right node, etc...
why would you ned a lighter while you have configurable fire foci?
easier to make early game.
i also forgot to ask for a shield. since the last thaumcraft version, minecraft added quite a lot of content that thaumcraft hasnt explored yet.
understandable, since the mod is still in beta and azanor may not have a lot of time to work on it currently. im just saying there is potential for new stuff.
for example, it would make sense if the crimson cult portals spawned on the new end islands, and eldritch contesnt is gated behind the ender dragon this way.
a quiver would be great for example with all the new arrows added. an improvement on the elytra, that keeps the same method of flying, but with inbuilt rocket boosters, and maybe an upgrade to shulker boxes.
1) I'd assume the Repair enchantment has been declared obsolete in the wake of the vanilla Mending enchantment.
2) I recall from 4 and 5, the Bow of Bone was pretty OP -- turns out upping the fire rate was a big deal. It was so deadly that it made most of the offensive foci almost pointless.
3) Shields are likewise already one of the most powerful vanilla features (speaking as someone who remembers dealing with skellies before shields came in). And there's not much you could add to them: Extra durability, OK, but other obvious things like autoblock or a backlash feature would be seriously OP.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Potency IV, Fireball Fire Focus with Primal Staff potency +1 was the bomb. Literally oneshot all vanilla night time mobs bar the endermen when landing a direct hit. +The range on that thing.
Yeah, but with the Bow of Bone you could machine-gun a whole group with no vis cost, especially once you put Infinity on it. Even a Power V vanilla bow has a decent chance of one-shotting most of the night mobs (especially with Flame), and the BoB had that fire rate. (And IIRC, faster arrows.)
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
The Meaning of Life, the Universe, and Everything.
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I was here in page 1000 and will be in the 2000th!!!! Love the mod with all my heart, am proud of this community and of being in it. For Azanor: thank you for all the time and effort put into this updates wich are coming with the speed of thought at us <3
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I'm Brazilian, plox don't bully me because of my english D:
The Meaning of Life, the Universe, and Everything.
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Does anyone else have missing textures on essentia mirrors? Unlinked mirrors in my inventory are blank, so are the the images in the thaumonomicon. Linked mirrors or mirrors placed in the world render fine.
shout out to azanor for making arcane stone a resilient building material.
just had a creeper explode next to my infusion altar. somehow the little **** snuck in while i was decorating the infusion room, even though i just did a perimeter check to see if anything spawned in the darksness before i slept through the rest of the night.
thankfully the total damage amounted to a single arcane stone block, and a salis mundis to reform the altar
@SireDeath , ID conflicts are long since not a problem for modern MC modding.
The problem with modpacks like dw20's is that they throw too many mods that do the same thing just a little bit different, essentially turning them into kitchen sinks. They are good for experimenting with new mods, but not particularly useful to provide a captivating experience.
haven't build them yet, dw20 is still on b19, but yes at least in the thaumonomicon, using persistence as only resource pack it seems blank
I noticed in his ForgeCraft series the mirror texture is missing as well. I wonder if he is on a newer version there. I know they're playing the DW20 pack, but they've tweaked it. Don't know if Monk is in DW20 standard now, but it was in ForgeCraft before it was planned to be added to DW20.
I've been a lurker since TC4, and going into TC6 I expected more of the same, but research has gotten a great overhaul. I thought I'd miss sitting down at my research desk, trying to connect all the points with the proper aspects, but the new system is a welcome change.
I've found myself actually going out and crafting vanilla objects I normally wouldn't, searching for items with rare aspects, and actually paying attention to the phases of the moon, and that's just for theorycrafting. Trying to open up new lines of research, I've looked at an Enderman through a Thaumometer, climbed to the top of a mountain, set myself on fire, committed cow genocide, rowed through a swamp on the night of a full moon, got set on fire again...
The way things are now, you end up exploring a lot of the game, like an achievement list, but with cool items and systems as a reward instead of bragging rights. You've done really well with TC6, Azanor. I look forward to both future updates and the expansion mods people will make to this.
I've found myself actually going out and crafting vanilla objects I normally wouldn't, searching for items with rare aspects, and actually paying attention to the phases of the moon, and that's just for theorycrafting. Trying to open up new lines of research, I've looked at an Enderman through a Thaumometer, climbed to the top of a mountain, set myself on fire, committed cow genocide, rowed through a swamp on the night of a full moon, got set on fire again...
I couldn't agree more! I love the new research system because it makes you actually feel like a mad scientist.
Me, I've been looking for a @#&! llama to spit at me...
Thank you so much for your reply, it was very descriptive and helpful though sad.
I've always wanted to add Thaumcraft to my Spigot server and was hoping maybe datapacks could make that possible.
I do like nodes, but on the flip side, I think they could sometimes be a hassle to set up, and they took up lots of room, and you had to find the right node, etc...
The word you were looking for was "challenge", not "hassle".
The game should be challenging to remain to be interesting.
...Wait, what? Does that mean mods can no longer add dimensions?
No... definitely a hassle.
Question was about vanilla MC.
Forge, of course, overcame this restriction several years ago.
would it be possible to get a few missing thaumium tools please?
shears, fishing rod, a bow (bow of bones?), a lighter?
and was i just unlucky or is the repair enchantment gone now?
Why hello there.
I have come back.
But now I am going back to ignore every post in here again for the next 20 pages because it is going a biiit too fast for me again xD
Does anybody still remember on what page we were on when a mod came in and wanted to close this?
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
easier to make early game.
i also forgot to ask for a shield. since the last thaumcraft version, minecraft added quite a lot of content that thaumcraft hasnt explored yet.
understandable, since the mod is still in beta and azanor may not have a lot of time to work on it currently. im just saying there is potential for new stuff.
for example, it would make sense if the crimson cult portals spawned on the new end islands, and eldritch contesnt is gated behind the ender dragon this way.
a quiver would be great for example with all the new arrows added. an improvement on the elytra, that keeps the same method of flying, but with inbuilt rocket boosters, and maybe an upgrade to shulker boxes.
Shields are fundamentally not possible.
Regarding some of those "missing" features:
1) I'd assume the Repair enchantment has been declared obsolete in the wake of the vanilla Mending enchantment.
2) I recall from 4 and 5, the Bow of Bone was pretty OP -- turns out upping the fire rate was a big deal. It was so deadly that it made most of the offensive foci almost pointless.
3) Shields are likewise already one of the most powerful vanilla features (speaking as someone who remembers dealing with skellies before shields came in). And there's not much you could add to them: Extra durability, OK, but other obvious things like autoblock or a backlash feature would be seriously OP.
Yeah, but with the Bow of Bone you could machine-gun a whole group with no vis cost, especially once you put Infinity on it. Even a Power V vanilla bow has a decent chance of one-shotting most of the night mobs (especially with Flame), and the BoB had that fire rate. (And IIRC, faster arrows.)
What things are different in Thaumcraft 6 compared to Thaumcraft 5 or 4?
I was here in page 1000 and will be in the 2000th!!!! Love the mod with all my heart, am proud of this community and of being in it. For Azanor: thank you for all the time and effort put into this updates wich are coming with the speed of thought at us <3
Does anyone else have missing textures on essentia mirrors? Unlinked mirrors in my inventory are blank, so are the the images in the thaumonomicon. Linked mirrors or mirrors placed in the world render fine.
Thaumcraft 5 Research Helper
shout out to azanor for making arcane stone a resilient building material.
just had a creeper explode next to my infusion altar. somehow the little **** snuck in while i was decorating the infusion room, even though i just did a perimeter check to see if anything spawned in the darksness before i slept through the rest of the night.
thankfully the total damage amounted to a single arcane stone block, and a salis mundis to reform the altar
10/10 builders would recommend.
@SireDeath , ID conflicts are long since not a problem for modern MC modding.
The problem with modpacks like dw20's is that they throw too many mods that do the same thing just a little bit different, essentially turning them into kitchen sinks. They are good for experimenting with new mods, but not particularly useful to provide a captivating experience.
I noticed in his ForgeCraft series the mirror texture is missing as well. I wonder if he is on a newer version there. I know they're playing the DW20 pack, but they've tweaked it. Don't know if Monk is in DW20 standard now, but it was in ForgeCraft before it was planned to be added to DW20.
Thaumcraft 5 Research Helper
I've been a lurker since TC4, and going into TC6 I expected more of the same, but research has gotten a great overhaul. I thought I'd miss sitting down at my research desk, trying to connect all the points with the proper aspects, but the new system is a welcome change.
I've found myself actually going out and crafting vanilla objects I normally wouldn't, searching for items with rare aspects, and actually paying attention to the phases of the moon, and that's just for theorycrafting. Trying to open up new lines of research, I've looked at an Enderman through a Thaumometer, climbed to the top of a mountain, set myself on fire, committed cow genocide, rowed through a swamp on the night of a full moon, got set on fire again...
The way things are now, you end up exploring a lot of the game, like an achievement list, but with cool items and systems as a reward instead of bragging rights. You've done really well with TC6, Azanor. I look forward to both future updates and the expansion mods people will make to this.
I couldn't agree more! I love the new research system because it makes you actually feel like a mad scientist.
Me, I've been looking for a @#&! llama to spit at me...