I looked into the mod a bit, and overall, there's not many changes in most of the mechanics other than the stuff with aura and the absence of golems... But I'm no mod creator, so it's bet to have him give a solid answer instead
Well nodes no longer contain more than one aspect and the node energizer is gone. This means that TheKentington would need to readd the node energizer. I haven't messed around with the node mover so I'm not sure if two nodes combing mixes the aspects or makes one node with multiple aspects. The scholar's lens is no longer needed and it seems that golems and their creation is getting a major overhaul. Although there are new things that I'm anticipating like the new infusion structures and the aura manipulators.
Author has coded short x-ray and life detector, not very laggy, I don't think redstone highlighter will be huge problem. The more interesting thing I saw in PneumaticCraft, as helmet GUI, allowing to see items and guide for storage with special items, but that might be difficult to code
"he can turn people into snakes, i'm sure he can use google maps"
Well nodes no longer contain more than one aspect and the node energizer is gone. This means that TheKentington would need to readd the node energizer. I haven't messed around with the node mover so I'm not sure if two nodes combing mixes the aspects or makes one node with multiple aspects. The scholar's lens is no longer needed and it seems that golems and their creation is getting a major overhaul. Although there are new things that I'm anticipating like the new infusion structures and the aura manipulators.
they have only one aspect, BUT they have a chance of instead becoming a valid compound aspect. such as, a fire node and an air node. most of them time the resulting node will be whichever is larger. but occasionally it will turn into a lux node. the node then acts as a node of it's size for all less order aspects.
they have only one aspect, BUT they have a chance of instead becoming a valid compound aspect. such as, a fire node and an air node. most of them time the resulting node will be whichever is larger. but occasionally it will turn into a lux node. the node then acts as a node of it's size for all less order aspects.
So it would be less like rolling dice and more like combining aspects in a Research Table, but with Aura Nodes instead... Meaning aspects that contain close to 6 primals would become much more common compared to without it. So... What aspects have all 6 primales in them, as of TC5? I haven't checked, myself, just been seeing the other mechanics in creative mode (and getting flustered by the sheer brutality of taint).
So it would be less like rolling dice and more like combining aspects in a Research Table, but with Aura Nodes instead... Meaning aspects that contain close to 6 primals would become much more common compared to without it. So... What aspects have all 6 primales in them, as of TC5? I haven't checked, myself, just been seeing the other mechanics in creative mode (and getting flustered by the sheer brutality of taint).
While I'm not sure which aspects contain all primals I was thinking of an alternative. While energizing a node you could use what I'm calling the Essentia Injector to use large quantities of essentia and combine it with the aspect present in the node. I'm not sure if this is a good idea or fits well with the mod.
Many apologies for my protracted absence. I suffered a medical incident this past summer, and when all was said and done I had ended up so far in debt that Thaumic Horizons was the last thing on my mind. Now that the situation is largely stabilized I do plan to finish the pocket plane update. No promises yet on development beyond that, but stay tuned.
Welcome back! Hope everything is okay now.
Side note, since I don't know if you got my PM or not, I'm going to say it again here, I've had trouble with MCF's messaging system in the past.
Hey I just wanted to PM you about this since it hasn't been talked about in quite some time.
The whole issue with the golemancer's bell being uncraftable on the current recommended version of forge is causing me a lot of hardship. I've tried so many workarounds with no results. I really don't want to have to remove this mod from my modpack, because people seem to love it! I know you seem to be very busy lately but could you possibly find the time to release a hotfix update?
This issue has been talked about for months, people keep reporting it and you haven't really responded except for once in March where you seem to be confused about what is causing the issue.
The issue isn't any that any particular mod is screwing up your forge substitution thing, but that forge itself has updated and messed it up. Once again, this is the current recommended version of forge that your forge substitution thing is incompatible with. Forge 1448+
I would also like to suggest that you setup a repository on github for Thaumic Horizons, for issue tracking at the least.
Thanks for reading.
Once again, this is causing me a lot of problems. I haven't been able to come up with any workarounds other than potentially removing Thaumic Horizons, and people keep reporting the issue to me over and over again. Do not want to remove it as people are using it a LOT.
Even a config option that completely disables the golem bell substitution would be okay for a temporary solution. Just as long as players are able to actually craft the Golemancer's Bell without crashing.
Unrelated extra bug: Right clicking a Nightmare with a saddle results in disconnect from server, as seen here (at 35:18):
Many apologies for my protracted absence. I suffered a medical incident this past summer, and when all was said and done I had ended up so far in debt that Thaumic Horizons was the last thing on my mind. Now that the situation is largely stabilized I do plan to finish the pocket plane update. No promises yet on development beyond that, but stay tuned.
I'm glad you're doing better now! A request, which I hope isn't too difficult; could you add minetweaker integration with your various crafting mechanics? The vortex is the one I am most interested in, but creature infusion and the seroconverter would be greatly appreciated as well! I've built my current mod set around Thaumcraft, and specifically Thaumic Horizons after reading what it included and what might appear if you came back to work on it more.
If this is possible and you are willing to implement it, I appreciate it greatly.
Rollback Post to RevisionRollBack
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
So it would be less like rolling dice and more like combining aspects in a Research Table, but with Aura Nodes instead... Meaning aspects that contain close to 6 primals would become much more common compared to without it. So... What aspects have all 6 primales in them, as of TC5? I haven't checked, myself, just been seeing the other mechanics in creative mode (and getting flustered by the sheer brutality of taint).
it isn't so bad, but i've played on TC3 before so i knew how old taint worked. one of the things you can do is make an attraction totem tuned to taint/flux and put it in a chunk containing flux removers, like a pure node, silverwood, and ethereal blooms. it will be dangerous in that node due to the flux concentration but the healing things will eat away at it.
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did more testing. found a natural 39 machina node, and had a cultivated 37 Pure ignis node. pulled them together and got a pure 45 machina node. was not expecting that.
Okay, this is strange... I removed TH to open up some control and entity id room, and for whatever reason several items' icons have strange dark Corpse Effigy models. This doesn't appear to affect what they are when placing them or how they function, but it's weird all the same.
did more testing. found a natural 39 machina node, and had a cultivated 37 Pure ignis node. pulled them together and got a pure 45 machina node. was not expecting that.
Having done some testing nodes seem to inherit effects in an order something like normal -> astral -> pure -> hungry -> tainted -> sinister. Something similar to this I haven't worked out the exact details. Also I believe that there is not a single compound aspect that contains all primals, although some get close such as Cognitio (lacks aer) and Desiderium (lacks ignis).
Edit: It seems that nodes have a chance to transfer effects instead of there being an order or set priority.
I believe that there is not a single compound aspect that contains all primals, although some get close such as Cognitio (lacks aer) and Desiderium (lacks ignis).
Well that's a bit sad, since the Essentia Dynamo worked great for recharging wands in tables with Fabrico Essentia (magical crafting powered by magical crafting table essence, lol), but if there isn't even one aspect that has all six primals... Oh wait, how would the Dynamos work in TC5 anyway? I guess they'd export vis into the aura of the types they are producing? >_<
Well that's a bit sad, since the Essentia Dynamo worked great for recharging wands in tables with Fabrico Essentia (magical crafting powered by magical crafting table essence, lol), but if there isn't even one aspect that has all six primals... Oh wait, how would the Dynamos work in TC5 anyway? I guess they'd export vis into the aura of the types they are producing? >_<
Aura nodes and essentia can be a bit tricky with those since they don't always wind using all the aspects that build up a compound. There's quite a few that are built of at least 1 of all six. To name a few there's Humanus, pretty much every Tier 6 or 7 aspect, and Ira from Forbidden Magic which to my knowledge is the only Tier 8.
Fabrico and Machina typically work the best as far as I've noticed. I think it has something to do with how many total aspect points actually build them up; I've counted them all up and Fabrico uses 21. Meto might be a more efficient choice too provided you aren't looking for Ignis essentia since it uses more of other aspects and only 1 of that for a buildup of 23.
Aura nodes and essentia can be a bit tricky with those since they don't always wind using all the aspects that build up a compound. There's quite a few that are built of at least 1 of all six. To name a few there's Humanus, pretty much every Tier 6 or 7 aspect, and Ira from Forbidden Magic which to my knowledge is the only Tier 8.
Fabrico and Machina typically work the best as far as I've noticed. I think it has something to do with how many total aspect points actually build them up; I've counted them all up and Fabrico uses 21. Meto might be a more efficient choice too provided you aren't looking for Ignis essentia since it uses more of other aspects and only 1 of that for a buildup of 23.
The problem is that we are referring to Thaumcraft 5, the effects of the changes to aspects, and Azanor changed a lot of aspect recipes. For example, there is no Praecantatio aspect and Auram is now composed of Potentia and Aer. A larger amount of aspects now consist of spiritus the primals that make up that are aqua, terra, and perditio andand anything that uses spiritus in the recipes in the final tier.
The problem is that we are referring to Thaumcraft 5, the effects of the changes to aspects, and Azanor changed a lot of aspect recipes. For example, there is no Praecantatio aspect and Auram is now composed of Potentia and Aer. A larger amount of aspects now consist of spiritus the primals that make up that are aqua, terra, and perditio andand anything that uses spiritus in the recipes in the final tier.
Oh. Well, I haven't touched 5 for one big reason; 1.8 is one of the worst versions to pick for modding at least by my experience; as if Java wasn't inefficient enough... At any rate, so far that doesn't motivate me to get it then.
Yeah, it looks like a bunch of TH stuff that doesn't sit on the main Biothurgy line doesn't work with the new system. Even then a whole lot of the Biological Infusions rely on aspects that have been totally removed (Though a number can be reworked into aspects that survived) and there's a whole lot less aspects for Blood Alchemy to use now.
Outside of Biothurgy main line, Dynamos are likely going to be intensely OP if they generate Vis direct to aura, Nodes no longer drain from direct interaction so the Node Monitor won't be useful, the Ethereal Shard might find a new home as a recharging aura bank and of course pretty much all of Nodebreaching is right out.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Regarding TC5, I don't want to sound like I'm dismissing Azanor's hard work, but my impression of the new version is "one step forward and two steps back." Perhaps more importantly, Minecraft 1.8 changed a lot of the game's innards and updating a mod from 1.7 is decidedly nontrivial - for example, I would have to redo all of the custom renderers. Unless there is overwhelming demand from the community, I'd prefer to focus on finishing and polishing the current edition of Thaumic Horizons.
On a more positive note, expect to see some pocket plane teasers later this week. With the new Planar Gateway system, you can turn your pocket plane into a handy interdimensional waystation that connects locations miles apart.
So does this mean that you won't update to 1.8? Personally I don't have an issue if you stay at 1.7.10, I'm just curious.
To be perfectly clear, I'm not ruling out the possibility of updating past 1.7 sometime in the future - it just doesn't seem worthwhile at the moment. If future versions of Minecraft or Thaumcraft include something spectacularly compelling (off the top of my head, maybe modular/programmable golems) I may re-evaluate this stance.
Well nodes no longer contain more than one aspect and the node energizer is gone. This means that TheKentington would need to readd the node energizer. I haven't messed around with the node mover so I'm not sure if two nodes combing mixes the aspects or makes one node with multiple aspects. The scholar's lens is no longer needed and it seems that golems and their creation is getting a major overhaul. Although there are new things that I'm anticipating like the new infusion structures and the aura manipulators.
"he can turn people into snakes, i'm sure he can use google maps"
they have only one aspect, BUT they have a chance of instead becoming a valid compound aspect. such as, a fire node and an air node. most of them time the resulting node will be whichever is larger. but occasionally it will turn into a lux node. the node then acts as a node of it's size for all less order aspects.
So it would be less like rolling dice and more like combining aspects in a Research Table, but with Aura Nodes instead... Meaning aspects that contain close to 6 primals would become much more common compared to without it. So... What aspects have all 6 primales in them, as of TC5? I haven't checked, myself, just been seeing the other mechanics in creative mode (and getting flustered by the sheer brutality of taint).
While I'm not sure which aspects contain all primals I was thinking of an alternative. While energizing a node you could use what I'm calling the Essentia Injector to use large quantities of essentia and combine it with the aspect present in the node. I'm not sure if this is a good idea or fits well with the mod.
Welcome back! Hope everything is okay now.
Side note, since I don't know if you got my PM or not, I'm going to say it again here, I've had trouble with MCF's messaging system in the past.
Once again, this is causing me a lot of problems. I haven't been able to come up with any workarounds other than potentially removing Thaumic Horizons, and people keep reporting the issue to me over and over again. Do not want to remove it as people are using it a LOT.
Even a config option that completely disables the golem bell substitution would be okay for a temporary solution. Just as long as players are able to actually craft the Golemancer's Bell without crashing.
Unrelated extra bug: Right clicking a Nightmare with a saddle results in disconnect from server, as seen here (at 35:18):
I'm glad you're doing better now! A request, which I hope isn't too difficult; could you add minetweaker integration with your various crafting mechanics? The vortex is the one I am most interested in, but creature infusion and the seroconverter would be greatly appreciated as well! I've built my current mod set around Thaumcraft, and specifically Thaumic Horizons after reading what it included and what might appear if you came back to work on it more.
If this is possible and you are willing to implement it, I appreciate it greatly.
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
it isn't so bad, but i've played on TC3 before so i knew how old taint worked. one of the things you can do is make an attraction totem tuned to taint/flux and put it in a chunk containing flux removers, like a pure node, silverwood, and ethereal blooms. it will be dangerous in that node due to the flux concentration but the healing things will eat away at it.
did more testing. found a natural 39 machina node, and had a cultivated 37 Pure ignis node. pulled them together and got a pure 45 machina node. was not expecting that.
Okay, this is strange... I removed TH to open up some control and entity id room, and for whatever reason several items' icons have strange dark Corpse Effigy models. This doesn't appear to affect what they are when placing them or how they function, but it's weird all the same.
Having done some testing nodes seem to inherit effects in an order something like normal -> astral -> pure -> hungry -> tainted -> sinister. Something similar to this I haven't worked out the exact details.Also I believe that there is not a single compound aspect that contains all primals, although some get close such as Cognitio (lacks aer) and Desiderium (lacks ignis).Edit: It seems that nodes have a chance to transfer effects instead of there being an order or set priority.
Well that's a bit sad, since the Essentia Dynamo worked great for recharging wands in tables with Fabrico Essentia (magical crafting powered by magical crafting table essence, lol), but if there isn't even one aspect that has all six primals... Oh wait, how would the Dynamos work in TC5 anyway? I guess they'd export vis into the aura of the types they are producing? >_<
Aura nodes and essentia can be a bit tricky with those since they don't always wind using all the aspects that build up a compound. There's quite a few that are built of at least 1 of all six. To name a few there's Humanus, pretty much every Tier 6 or 7 aspect, and Ira from Forbidden Magic which to my knowledge is the only Tier 8.
Fabrico and Machina typically work the best as far as I've noticed. I think it has something to do with how many total aspect points actually build them up; I've counted them all up and Fabrico uses 21. Meto might be a more efficient choice too provided you aren't looking for Ignis essentia since it uses more of other aspects and only 1 of that for a buildup of 23.
The problem is that we are referring to Thaumcraft 5, the effects of the changes to aspects, and Azanor changed a lot of aspect recipes. For example, there is no Praecantatio aspect and Auram is now composed of Potentia and Aer. A larger amount of aspects now consist of spiritus the primals that make up that are aqua, terra, and perditio andand anything that uses spiritus in the recipes in the final tier.
Oh. Well, I haven't touched 5 for one big reason; 1.8 is one of the worst versions to pick for modding at least by my experience; as if Java wasn't inefficient enough... At any rate, so far that doesn't motivate me to get it then.
Yeah, it looks like a bunch of TH stuff that doesn't sit on the main Biothurgy line doesn't work with the new system. Even then a whole lot of the Biological Infusions rely on aspects that have been totally removed (Though a number can be reworked into aspects that survived) and there's a whole lot less aspects for Blood Alchemy to use now.
Outside of Biothurgy main line, Dynamos are likely going to be intensely OP if they generate Vis direct to aura, Nodes no longer drain from direct interaction so the Node Monitor won't be useful, the Ethereal Shard might find a new home as a recharging aura bank and of course pretty much all of Nodebreaching is right out.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Regarding TC5, I don't want to sound like I'm dismissing Azanor's hard work, but my impression of the new version is "one step forward and two steps back." Perhaps more importantly, Minecraft 1.8 changed a lot of the game's innards and updating a mod from 1.7 is decidedly nontrivial - for example, I would have to redo all of the custom renderers. Unless there is overwhelming demand from the community, I'd prefer to focus on finishing and polishing the current edition of Thaumic Horizons.
On a more positive note, expect to see some pocket plane teasers later this week. With the new Planar Gateway system, you can turn your pocket plane into a handy interdimensional waystation that connects locations miles apart.
So does this mean that you won't update to 1.8? Personally I don't have an issue if you stay at 1.7.10, I'm just curious.
will the pocket plane biome id be configurable next update?
To be perfectly clear, I'm not ruling out the possibility of updating past 1.7 sometime in the future - it just doesn't seem worthwhile at the moment. If future versions of Minecraft or Thaumcraft include something spectacularly compelling (off the top of my head, maybe modular/programmable golems) I may re-evaluate this stance.