Something I would love to see, something I like to call Thaumic Foci.
Thaumic Foci would be a mid-late (Leaning towards mid, merely because of the randomity of the system) basic research which allow you to have a bit more control over your research. There will be a variety of Thaumic Foci (Notably one Focus for each discipline of Magic) which act as addons for the research table. These would not completely retract from the randomity of research as they would A: Only increase the chance of getting a research of that discipline, not force it, and B: Not allow you to choose specifically the research you want. However, this would, for example, allow a Golemancer to keep him or herself from getting bogged down in spell research. With these, I hope to prevent the monotony of trying for a specific research but continuously getting a research of a different discipline, while still maintaining the randomity of the research system found in standard TC3.
Later on in the basic research line, you could get access to advanced foci, such as foci which allow you to be more specific in what you hope to research (ie: focusing on a specific branch of a discipline) or enhancing the abilities of the focus (ie: Basic focus improves the chance from the standard for each discipline to 50% for the chosen discipline but the advanced one ups it to 75%).
I hope that a similar idea hasn't been suggested earlier/this idea isn't a complete waste because of the research changes.
Rollback Post to RevisionRollBack
You could call me insane. I just say I'm a guy who does what he does.
Regarding aspects, having 48 allows for stuff like this
Although it is true that many of these are useless (aer, bestia/bestiola (don't need both), flos/fungus/herba/messis, gelum, malum, fabrico/instrumentum, mortuus, pannus (?), sano (?), saxum/solum (don't need both), sonus, tempus, tenebris, venenum, volito. That's 18, which is almost half), now that they're here, they don't necessarily have to go. Maybe make more things (and even bring in other modders to help you...maybe?) that use these different aspects, as long as quantity didn't reduce the current quality of your work, as pretty much the whole mod looks very professional (such as golems, aspect jars, goggles, crucible, infusion bubbles in the world when preparing a recipe).
Also, I don't believe that research is too difficult as it is (and if you do it right, it's not particularly research-intensive either) - once the name of the object and description are revealed (which often occur at 100% on the first aspect), educated guesses can be made at the remaining aspects. Maybe introduce a hint system of sorts, or make the research descriptions more hinty towards the aspects used.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/10/2012
Posts:
62
Member Details
Hey azanor so far I am loving hat I have seen of thaumcraft 4 through dire wolf's videos and i was wondering if you could release a dev version through github or something so we could play aroud with it cause i t looks great
As far as objects that put Vis into the world go, perhaps naturally spawning (Stonehenge-esque?) altars could be thrown into the world generation. Those altars could be mined out of their spawn point, upgraded, and then placed back into the environment with a stronger effect depending on what upgrades have been placed on them.
Those upgrades could be unlocked by completing their respective Thaumcraft research, and they could range from raising the Vis output, increasing the total Vis in the area, or maybe acting as a sort of "heat sink" for Flux.
Here's an Idea for how to work Aura, Nodes and Flux to make it a bit easier for a server...
Set the Aura for the whole World, base it off the Seed. Sometimes you get a high magic world, sometimes you don't.
Positive effects, like the presence of Silverwood trees would create Nodes. A node would only occur in places that had a positive effect.
Negative effects, like Flux would hand around once created, until they dissipate.
So basically there is a flat amount of magic based upon world seed and it only changes when you do something to affect it.
Also, Nodes don't 'feed' each other or update one another, They just recharge from the world aura, which we will assume is so vast that it never really changes except in small amounts on a local level. Much less maintenance and lag.
Just watching Dire's newest Lets Play on Forgecraft 2 and watching him looking for and draining the new elemental nodes, got me thinking, there should totally be a Mystcraft integration page that while causing moderate/severe instability, gens either large, quickly recharging nodes or just loads of normal sized random nodes dotted around the place.
I believe xCompWiz said he would be willing to do something like that when ThaumCraft had a more stable API.
Just saw your video on the Infuser! So great looking, quite reminiscent of Ars Magika and some magic tinkery you'd expect from this mod.
Might I suggest upgrades to the Crucible like earlier versions of Thaumcraft? Like a Thaumium/Thaumite Crucible, Imbued Thaum Crucible,etc? Perhaps have it bonuses such as longer decay delay and eventually no decay at all? Perhaps ports on the side to connect to a machine that would process excess Aspects?
I had an idea about node movement.
What you would do is build a 3x3 multiblock structure around the node.
click it would cause it to activate and seal up the node.
you can hit the south face with your wand to make it go north, and so on.
Shift clicking the corners cause the the Node frame to drop into it's items forms.
In addition the Node frame mechanic could be expanded,
say one without the movement block that improves on the auto tapping tech.
Or being able to modify the node, add aspects to it,
or enhance it's capacity.
the problem with that is Super large nodes become unstable,
and would need some sort of stabilization system.
if the system breaks down, the the tortured laws of reality imposed with in the frame manifest themselves.
maybe as a huge explosion, maybe as an eruption of taint, maybe as Some huge sentient node-whisp monster.
(this idea also posted in the 3.1 thread by accident)
Two ideas I had are items/blocks that give a specific aspect that can only be gained by using a thaumometer on that item/block or group of items/blocks and can't be created by mixing aspects together and are not basic aspects and the other idea is generated structures that have so much magic around them that they bend reality, with rooms that go nowhere or spill out into other dimensions and living knowledge that adds possibilities of research you could obtain or makes some current research that small bit easier.
I love the new multiblock infusion system, but one thing I have to ask is, shouldn't it have another use as well? The mechanic behind it is, one would assume a somewhat improved version of the thaumcraft three tables.
What I would like to know is it the new infusion system could be used, not just to make new items, but to repair old ones
My idea for this new infusion repairing mechanic would be that by putting an item on the alter and inputing the aspects of said item, the alter would absorb the aspect value of the item on the alter and repair it to maximum durability. This process could use the same aspect ratio regardles of how used the item being repaired is, making it more efficient to repair the item if it is nearly worn out, and unlike anvils it would not require exp, only the aspects and the flux cost produced by the repairing process.
There would need to be some waste factor involved for the repairing process, the simplest thing would be for the process to cost a bit extra (say 10-20% or so rounded to the nearest whole number) then the actual aspect value of the item and have the extra cost be dumped into the flux of the surrounding area.
I know! but like direwolf20. how did he get thaumcraft 4 Alpha? i want to have alpha release too!
Please stay on topic, thaumcraft 3.1 (or thaumcraft 4 if you honestly want to call it that) will not be out anytime soon. The mod will be made public when the author feels like it, not before. Your question has been asked quite frequently by a large number of people, and this has always been the obvious responce. Direwolf20 plays on forgecraft, which is a test server for mod authors to test mods that have not been made public yet.
If you want to see if the mod has been made public yet, check the authors channel for updates (you can get a link to his videos by googleing thaumcraft 3.1), or check the wiki, the wiki editors claim they will update the wiki when thaumcraft 3.1/thaumcraft 4 is made public.
Awhile back on the mIRC chat, I had spoken with Azanor about the exact subject. He had told me that there would be new armors. However, I wouldn't take his words as a "yes, 100% it'll happen" but more of a "there's a good chance".
I believe many of us had a similar discussion somewhere in the multitudes of pages that exist for both TC3/3.1 and the gist was that Azanor doesn't cater to modpacks in the sense that just because there's Quantum Armor, Power Suits,etc that he's not going to make an Uber Thaum Suit just cause. I'm glad of that honestly because I'd rather play MC where I'm not some god that would never die (Too boring!).
Hello! Longish-time lurker here. Just wanted to share a random idea I'd just thought of.
I remember (though my memory is rather awful) that Thaumcraft 3 had a system of area-based Vis which centered about invisible nodes, and that there were problems with having those nodes in-game. I was wondering if it'd alleviate the situation to have the existence of the nodes be instigated by having the player be involved in creating them.
To explain it in a more fluffy and clear manner, imagine that magical energy is inherent in all objects in the Minecraft universe. You have essentia, which are the various essences or aspects of the various blocks and items of Minecraft, and then there's Vis, which is the inherent magical energy in all items. Essentia (at least as far as I interpret personally) is, at least in part, containing or made up of Vis, which would lead to aforementioned discovery that Vis is inherent in all things. My thought would be that Vis would be found to originate from elsewhere, a place which isn't really a place at all, but which is more like an 'overlay' to the world in question. This is where the nodes come in; according to the interpretation I'd be proposing, Vis Nodes would, in essence, be a weakening of the barrier between normal reality and the 'overlay' in which Vis resides, one which, specifically, would be created by means of player action.
This would allow for the preservation of Vis Nodes and the Aura as a mechanic (albeit one likely requiring a bit of re-jigging, as there'd be, for instance, no other Nodes to feed off of), while potentially alleviating the issues associated with their spawning and maintenance; the former would be entirely the result of player action, potentially making the Nodes easier to keep track of (for instance, requiring a certain block structure or shrine or ritual space to be built in order to stabilize and contain the Node), and the latter would also be a result of player action, with the aura being a suffusion of Vis in a certain (likely rather large) radius of the Node.
The creation and nurturing of the Node and Aura could easily serves as a means to establish a tech-tree, and the Node itself could supply the Aura with Vis, at cost of destabilizing the Node and causing Flux (the effects of which could be numerous and fantastical). It'd be up to the efforts of the player to ensure that the Node remains stable enough to not explode or implode or somesuch through responsible use of magic and through finding more efficient and safe means of spellweaving (and that's where the tech-tree'd come in).
The extraction of Vis from Essentia or items/blocks could serve as one potential means of replenishing the Node artificially (while likely causing Flux in the process).
I know that Azanor is currently leaning more towards re-implementing the goop of old (or, at least, I remember something about that) due to the difficulties related to the implementation of the Aura/Nodes of TC3. I'm hoping that this entirely out-of-the-blue idea maybe assists in resolving some of those difficulties.
Thoughts, anyone? It'd be appreciated; I'd love to see if I hadn't thought something through or anything like that.
vis can only be turned in to essentia, not the other way around. essentia is the material form of vis, as in liquids, vapor, solids, and other such things. Vis is the magical energy of the world, that seem to be seeping through what we know as nodes. Vis appears in only the most basic of types known as air, fire, water, earth, order, and disorder. our research has started on that same note of the 6 main types of research being the same types earth, water, fire, air, order, and disorder. this leads us to question to where did the long list of essentia come from? of course we know that vis is the original of essentia and there are thousands of different essentia out there. weather is be soul, magic, void, plant, rock, the list goes on, but no matter how hard we try ony our research has shown us how we got this list from only 6. So, go out in the world explore and find the greatest of the greats, and the lowest of the lows, and discover the unknown for we wish to know what can it do?
Azanor, the First Thaummancer, Legand to all within this realm, Discover of the Old Pipes and Biomes Filled with with this Essentia we are just now understanding, have you discovered a way to bring back, from all your knowledge, a way to recombine Nitor and Alumentum recreating what was once known as Arcane Singularity and its one so fabled effects similar to black holes?
huy677, the mod author has aparently decided the basic structure of nodes, this was shown in both his video or the spoiler-enriched direwolf20 youtube forgecraft series. However, to summarize the new mechanic as it stands, the current node system has been scraped due to node deletion and other nasty server-side issues. Nodes are effectively blocks as of the latest alpha version of thaumcraft 3.1, currently being tested in the forgecraft bug-fix server. For more detailed information on the new mechanics, check the spoiler videos or perhaps a youtube series made by a active player on the forgecraft server.
newabcd, as of the latest alpha version of thaumcraft 3.1 I believe wand foci can be enchanted, and there is a thaumic tinkerer item that allows you to choose your enchantments, so they are fairly easy to customize.
...a way to recombine Nitor and Alumentum recreating what was once known as Arcane Singularity and its one so fabled effects similar to black holes?
With the node system revamped, there may actually be a reason to re-institute the arcane singularity as the fuel source for the arcane bore. However,if an arcane singularity type item is to be re-implemented, it should probably be re-coded to only draw in and damage entitys, and not the structures in which they reside. This is largely because so far as I know many people who run servers tend to ban any explosives they can to limit griefing. However, aside from possible re-implementation of it as a fuel source, and very dangerous thing that tends to kill you, and anyone near you, if you aren't careful with it, it could also be used as an unstable crafting ingredient. For instance, it could be used in some way for the portable hole wand focus.
The combination of one nitor and one alumentium, while potent, does not seem to be sufficient to create an arcane singularity, perhaps it should include an ender pearl or an eye of ender as a focus for the unstable energy, infused with three nitor and four alumentium on that shiny new infusion thing hidden in the basement of your house.
Thaumic Foci would be a mid-late (Leaning towards mid, merely because of the randomity of the system) basic research which allow you to have a bit more control over your research. There will be a variety of Thaumic Foci (Notably one Focus for each discipline of Magic) which act as addons for the research table. These would not completely retract from the randomity of research as they would A: Only increase the chance of getting a research of that discipline, not force it, and B: Not allow you to choose specifically the research you want. However, this would, for example, allow a Golemancer to keep him or herself from getting bogged down in spell research. With these, I hope to prevent the monotony of trying for a specific research but continuously getting a research of a different discipline, while still maintaining the randomity of the research system found in standard TC3.
Later on in the basic research line, you could get access to advanced foci, such as foci which allow you to be more specific in what you hope to research (ie: focusing on a specific branch of a discipline) or enhancing the abilities of the focus (ie: Basic focus improves the chance from the standard for each discipline to 50% for the chosen discipline but the advanced one ups it to 75%).
I hope that a similar idea hasn't been suggested earlier/this idea isn't a complete waste because of the research changes.
Regarding aspects, having 48 allows for stuff like this
Although it is true that many of these are useless (aer, bestia/bestiola (don't need both), flos/fungus/herba/messis, gelum, malum, fabrico/instrumentum, mortuus, pannus (?), sano (?), saxum/solum (don't need both), sonus, tempus, tenebris, venenum, volito. That's 18, which is almost half), now that they're here, they don't necessarily have to go. Maybe make more things (and even bring in other modders to help you...maybe?) that use these different aspects, as long as quantity didn't reduce the current quality of your work, as pretty much the whole mod looks very professional (such as golems, aspect jars, goggles, crucible, infusion bubbles in the world when preparing a recipe).
Also, I don't believe that research is too difficult as it is (and if you do it right, it's not particularly research-intensive either) - once the name of the object and description are revealed (which often occur at 100% on the first aspect), educated guesses can be made at the remaining aspects. Maybe introduce a hint system of sorts, or make the research descriptions more hinty towards the aspects used.
Those upgrades could be unlocked by completing their respective Thaumcraft research, and they could range from raising the Vis output, increasing the total Vis in the area, or maybe acting as a sort of "heat sink" for Flux.
Set the Aura for the whole World, base it off the Seed. Sometimes you get a high magic world, sometimes you don't.
Positive effects, like the presence of Silverwood trees would create Nodes. A node would only occur in places that had a positive effect.
Negative effects, like Flux would hand around once created, until they dissipate.
So basically there is a flat amount of magic based upon world seed and it only changes when you do something to affect it.
Also, Nodes don't 'feed' each other or update one another, They just recharge from the world aura, which we will assume is so vast that it never really changes except in small amounts on a local level. Much less maintenance and lag.
-L
I believe xCompWiz said he would be willing to do something like that when ThaumCraft had a more stable API.
Profile pic by Cheshirette c:
Might I suggest upgrades to the Crucible like earlier versions of Thaumcraft? Like a Thaumium/Thaumite Crucible, Imbued Thaum Crucible,etc? Perhaps have it bonuses such as longer decay delay and eventually no decay at all? Perhaps ports on the side to connect to a machine that would process excess Aspects?
What you would do is build a 3x3 multiblock structure around the node.
click it would cause it to activate and seal up the node.
you can hit the south face with your wand to make it go north, and so on.
Shift clicking the corners cause the the Node frame to drop into it's items forms.
In addition the Node frame mechanic could be expanded,
say one without the movement block that improves on the auto tapping tech.
Or being able to modify the node, add aspects to it,
or enhance it's capacity.
the problem with that is Super large nodes become unstable,
and would need some sort of stabilization system.
if the system breaks down, the the tortured laws of reality imposed with in the frame manifest themselves.
maybe as a huge explosion, maybe as an eruption of taint, maybe as Some huge sentient node-whisp monster.
(this idea also posted in the 3.1 thread by accident)
https://highfidelity.io
Very exciting.
Interesting
What I would like to know is it the new infusion system could be used, not just to make new items, but to repair old ones
My idea for this new infusion repairing mechanic would be that by putting an item on the alter and inputing the aspects of said item, the alter would absorb the aspect value of the item on the alter and repair it to maximum durability. This process could use the same aspect ratio regardles of how used the item being repaired is, making it more efficient to repair the item if it is nearly worn out, and unlike anvils it would not require exp, only the aspects and the flux cost produced by the repairing process.
There would need to be some waste factor involved for the repairing process, the simplest thing would be for the process to cost a bit extra (say 10-20% or so rounded to the nearest whole number) then the actual aspect value of the item and have the extra cost be dumped into the flux of the surrounding area.
Opinions anyone?
Please stay on topic, thaumcraft 3.1 (or thaumcraft 4 if you honestly want to call it that) will not be out anytime soon. The mod will be made public when the author feels like it, not before. Your question has been asked quite frequently by a large number of people, and this has always been the obvious responce. Direwolf20 plays on forgecraft, which is a test server for mod authors to test mods that have not been made public yet.
If you want to see if the mod has been made public yet, check the authors channel for updates (you can get a link to his videos by googleing thaumcraft 3.1), or check the wiki, the wiki editors claim they will update the wiki when thaumcraft 3.1/thaumcraft 4 is made public.
Awhile back on the mIRC chat, I had spoken with Azanor about the exact subject. He had told me that there would be new armors. However, I wouldn't take his words as a "yes, 100% it'll happen" but more of a "there's a good chance".
I believe many of us had a similar discussion somewhere in the multitudes of pages that exist for both TC3/3.1 and the gist was that Azanor doesn't cater to modpacks in the sense that just because there's Quantum Armor, Power Suits,etc that he's not going to make an Uber Thaum Suit just cause. I'm glad of that honestly because I'd rather play MC where I'm not some god that would never die (Too boring!).
I remember (though my memory is rather awful) that Thaumcraft 3 had a system of area-based Vis which centered about invisible nodes, and that there were problems with having those nodes in-game. I was wondering if it'd alleviate the situation to have the existence of the nodes be instigated by having the player be involved in creating them.
To explain it in a more fluffy and clear manner, imagine that magical energy is inherent in all objects in the Minecraft universe. You have essentia, which are the various essences or aspects of the various blocks and items of Minecraft, and then there's Vis, which is the inherent magical energy in all items. Essentia (at least as far as I interpret personally) is, at least in part, containing or made up of Vis, which would lead to aforementioned discovery that Vis is inherent in all things. My thought would be that Vis would be found to originate from elsewhere, a place which isn't really a place at all, but which is more like an 'overlay' to the world in question. This is where the nodes come in; according to the interpretation I'd be proposing, Vis Nodes would, in essence, be a weakening of the barrier between normal reality and the 'overlay' in which Vis resides, one which, specifically, would be created by means of player action.
This would allow for the preservation of Vis Nodes and the Aura as a mechanic (albeit one likely requiring a bit of re-jigging, as there'd be, for instance, no other Nodes to feed off of), while potentially alleviating the issues associated with their spawning and maintenance; the former would be entirely the result of player action, potentially making the Nodes easier to keep track of (for instance, requiring a certain block structure or shrine or ritual space to be built in order to stabilize and contain the Node), and the latter would also be a result of player action, with the aura being a suffusion of Vis in a certain (likely rather large) radius of the Node.
The creation and nurturing of the Node and Aura could easily serves as a means to establish a tech-tree, and the Node itself could supply the Aura with Vis, at cost of destabilizing the Node and causing Flux (the effects of which could be numerous and fantastical). It'd be up to the efforts of the player to ensure that the Node remains stable enough to not explode or implode or somesuch through responsible use of magic and through finding more efficient and safe means of spellweaving (and that's where the tech-tree'd come in).
The extraction of Vis from Essentia or items/blocks could serve as one potential means of replenishing the Node artificially (while likely causing Flux in the process).
I know that Azanor is currently leaning more towards re-implementing the goop of old (or, at least, I remember something about that) due to the difficulties related to the implementation of the Aura/Nodes of TC3. I'm hoping that this entirely out-of-the-blue idea maybe assists in resolving some of those difficulties.
Thoughts, anyone? It'd be appreciated; I'd love to see if I hadn't thought something through or anything like that.
Azanor, the First Thaummancer, Legand to all within this realm, Discover of the Old Pipes and Biomes Filled with with this Essentia we are just now understanding, have you discovered a way to bring back, from all your knowledge, a way to recombine Nitor and Alumentum recreating what was once known as Arcane Singularity and its one so fabled effects similar to black holes?
newabcd, as of the latest alpha version of thaumcraft 3.1 I believe wand foci can be enchanted, and there is a thaumic tinkerer item that allows you to choose your enchantments, so they are fairly easy to customize.
With the node system revamped, there may actually be a reason to re-institute the arcane singularity as the fuel source for the arcane bore. However,if an arcane singularity type item is to be re-implemented, it should probably be re-coded to only draw in and damage entitys, and not the structures in which they reside. This is largely because so far as I know many people who run servers tend to ban any explosives they can to limit griefing. However, aside from possible re-implementation of it as a fuel source, and very dangerous thing that tends to kill you, and anyone near you, if you aren't careful with it, it could also be used as an unstable crafting ingredient. For instance, it could be used in some way for the portable hole wand focus.
The combination of one nitor and one alumentium, while potent, does not seem to be sufficient to create an arcane singularity, perhaps it should include an ender pearl or an eye of ender as a focus for the unstable energy, infused with three nitor and four alumentium on that shiny new infusion thing hidden in the basement of your house.