I really like the idea of a multiblock, customizable smelter. Having it get gunked up by flux is annoying, but I suppose that if it's handled well it could provide another layer of interest.
It's the voiding essentia that gets me. As aspects are currently balanced, you have to wade through an ocean of junk aspects (especially terra and arbor) to get the stuff you want, and it only gets more so as you start using the centrifuge. Having to store all of that or vent it as taint-causing pollution would be a game-breaker for me unless there's a heavy-duty remediation mechanic to go with it, especially since you're already adding another pollution mechanic to essentia systems. However...
...something like this, more violent but less cumulative, has some serious possibilities. Alternatively, I think I'd enjoy a Yucca Mountain style waste-handling mechanic as a midgame obstacle, as long as there are cleaner solutions later.
I think the idea with the Eldritch would be absolutely awesome. He consumes the essentia and flux in his dimension, making him more powerful, and when you pay a visit to him he can be more nasty depending on the amount of essentia you have paid him. Maybe it would eventually notify you of this in the Eldritch tab? I don't know
Other games with waste management usually follows simple rules -
* Early-game you dont produce much waste due to scale of operations, but you cant get rid of it; low impact
* Mid-game you produce a lot of waste due to your expansion/buildings/whatever, you develop basic waste-management mechanics; high impact
* End-game you produce even more waste, but you research highly efficient waste-cleaning techs/machines/whatever; low impact
Just a one example how it could look in Thaumcraft settings -
* Early-game you will get 400 flux in aura from basic items, and you cannot get rid of it; it wont impact you much if at all
* Early mid-game you will get 2000 flux from basic infusion, and you could use a basic alembic/vis filter/whatever to reduce amount produced to ~1400; medium impact, high impact without filtering
* Late mid-game you will get 6000 flux from advanced infusions and you could use an advanced alembic/filter/whatever to reduce amount produced to ~2400; high impact, Really Bad Things if you dont care; also at this point you probably would have some silverwood trees and pure nodes to _slowly_ drain flux from the aura
* Late game you will get 10000 flux finishing your research, but you would be able to greatly reduce both flux actually produced (to ~2000) and drain it from aura using some contraptions so it wont be really affecting you; low impact again
That system would actually be very effective. I think the impact should be based on what you use to handle it. I think it would be cool if you needed to pump excess flux in the form of gas into the air... Maybe raising some sort of pollution level like in thaumcraft 3?
Is it a bug with the model that the player's outer layer of the head on their skin will stick through the Crimson Cult Hood, and the Void Thaumaturge's Hood? It is just really weird looking, but I do love the robe armor.
How can I cheat research notes or how can I cheat set a research to complete? Specifically Magia Naturalis' "Geo Occultism" is bugged and doesn't give a research note. I need to complete it.
Switch research difficulty to -1, buy the research. Then reset it to normal (0) or difficult (1)
Rambles and info on ideas below the cut,theyre just ideas from the top of my head,and are to be taken in no way as insistments,as cool as theyed be to be in there i aint demanding ****
If i may give my two cents, at one point i found a mod called essentialcraft3,not the best but it had its moments, one mechanic in particular could be applicable here, as that mod added its own version of aura nodes that were undamagable entities that effected the world around them,as well as being unbottleable and to move them where they needed to go,you could use a tool that attracts them to you, perhaps at the cost of a constant flow of the nodes aspect in the form of essentia(Ie a tool that takes auram and the nodes essentia from jars in your inventory),you could possibly lure the node to your base.starting off as gradually walking it there,and when you reach mid/late game something akin to the mirrors? I dunno the ability to transport nodes is too good not to have anymore
Also,if flux cant be used to recharge the aura as it does it on its own very slowly from what ive gathered(with assistance sometimes to enhance itself), and im running off of some old ass theories for when i started fooling around with thaumcraft in ftb monster. What if you could re-tune flux into a different "Fluaction/frequency" essentially taking it from the air(Very inefficiently,like taking a lot of vis from a stored inside wand,like a 5;1 ratio with current numbers,in a very expensive, very slow and inefficient recycling) turning it back into essentia,or pump it straight back into the air in aspects that would be more useful as either a "aspect restabilizer" for conversion into essentias or "selective polluter" to pump a combination of essentias into the air as compound flux aspects for environmental effects,like pumping victus,humanis,and spiritus into the air for natural golems. And each flux aspect taking either the proper amount of primals,or the aspect itself for such a effect for the polluter concept
Whereas the restabilizer would act in reverse,using instead of just essentia it would use a combination of flux aspects in the air and vis in a wand to turn flux into a more usable form,IE turning vitium flux into vitium essentia,using a combination of 10 Entropy,5 Aer, 5 Ordo, and 5 Ignis from the wand per essentia point,the ability to turn a counter resource into a resource seems overpowered to me but ive always like the idea of using the word as my crucible and recycling resources
1) Shamanism with a tambourine
2) Initialization in magicians (a thread quest from the NPC). And we wake up students. Star Wars - do not know how else Jedi Apprentice of English writing
3) A more bold
4) Defective golems - not always the same, they must be obtained
5) Structural facilities
6) Teachers of secret knowledge
7) Management of the weather, with the possibility for failure, zapoganit (Make that a very very very bad if your hands do not grow out of the place) entire biome)))
8) More than decoration
9) Original music
10) Ability to turn for a while in the other frog
11) Magically food
12) There is a mini golems - but there is no medium or large
13) Create recipes that will need the help of friends
14) and more imagination ^ _ ^
And I understand that then do this fail. This proposal of the program and at least up to a maximum))) after a maximum of 14 points possible and not achieve))
Looks like someone is posting to advertise his new mod.
No.. I had seen stuff about the new alchemical furnace system and I thought it was cool. Also the fact that the model for the void thaumaturge's hood is messed up drives me nuts.
Not sure if it this has been noticed by someone already, but I'll talk about it for I think it's pretty relevant...while other mods' iron nuggets have only 1 metallum aspect in them, thaumcraft ones have 4, and since the transmutation 1 -> 3 requires 3 metallum, an endless loop can be exploited...it's not intended right?
Not sure if it this has been noticed by someone already, but I'll talk about it for I think it's pretty relevant...while other mods' iron nuggets have only 1 metallum aspect in them, thaumcraft ones have 4, and since the transmutation 1 -> 3 requires 3 metallum, an endless loop can be exploited...it's not intended right?
Are you seriously going to repost this word for word every week?
At any rate, Thaumcraft calculates the aspect totals on most items by examining crafting recipes. There have been issues in the past with mods as mainstream as Thermal Expansion registering items at a point in initialization that Thaumcraft did not expect, and with mods simply registering recipes for existing items that can throw off the calculations.
Personally, I think that @Azanor should make allowance for a secondary config file that is populated with the discovered aspect totals, but which can be edited to override any silliness that results.
At any rate, using the latest versions of the mods in your pack has a good chance of fixing the issue as a lot of mods - such as Thermal Expansion - seem to have been "fixed" to register their recipes in a way that is compatible with TC.
Wouldn't the 'pool of points' prevent you from struggling with a note/several and literally losing all your research points, forcing you to go scan a bunch of nodes to fix that? Instead it makes each one an individual challenge rather than a broad-spanning, slightly nerve-wracking entropy of your resources. I don't see what's terrible about that.
I like this idea and it expands more on the thoughts proposed by Demiurge. I also think that the pumping of victus, humanis, and spiritus into the world for natural golems is good and I would only change that you also add motus to that list. The idea of humanis being required when trying to create these natural golems reinforces what I said about them realizing that you are pumping extra magics into the aura and imbalancing it and they turn hostile to try and stop you. Normal golems are just some animated objects with life and motion but no free will. These natural golems having humanis means they can choose and reason. This kinda flows into another idea I had which is less likely to get added due most likely not being very popular. I had thought about the smart golems with there brains and how they would say suspicious things about a plan or something. I thought about what if there was a kind of revolution system where golems would try to break free of your control and run away or even attack you. This will probably never get added in due to the fact that it would suck for most people to have worked so hard making tons of golems but then they all just revolt and run away. Not a very fun game mechanic but a interesting one. And perhaps this could be enabled on hard mode or something like that to give more of a
challenge in that mode. So going back to what I was talking about perhaps these natural golems try and get there man made brothers to break free. Again the idea of a golem revolt is cool but in practice it would probably just suck for the player and detract from the mod in the end. But putting the golem revolt thing aside the pumping of aspects into the aura to make natural golems is sounding great and i think it would be cool if it were added in along with other effects if other aspects were pumped out.
Touching on node movement for a second I think that node movement in current Thaumcraft is just a little too easy. I mean as a late game thing nodes in jars is a great idea but for earlier game I liked how Thaumcraft 3 had the crystal matrix with the obsidian totems. I was slow and tedious but more balanced for earlier game. I also think that node in a jar research should require a lot more prerequisites to make sure it stays late game or maybe even make it an elderitch research since it is quite powerful and could really upset the natural aura if a system were implemented to make node moving have some serious draw backs. And with these draw backs come the idea that perhaps node moving is a bit sinister ( insert pun about sinister nodes) or evil. These draw backs could include forests and grass dying and just general infertility. Animals would move away and water would dry up. A lot of other possible things that happen when you move a node would be great too for the sake of variety. Maybe the elderitch take notice of nodes being moved about... you never know
To be honest that idea was just,reprogramming the flux and i used the golem discussion sparked by demiurge as a immidiate example,i saw on a ftb wiki that sometimes potion effects would happen based on aspects in the flux in the area, so i was thinking you could take the flux and basicly reprogram it to suit your exploritory needs, IE turning vitium into any thing that contains air.entropy,fire and order,or the compound/primal aspects that make it up, dont think itd fit too much though as much as id like to see it,and id imagine the use of a smokestack and warded jar could do the pollution anyways...though warded jars specially made for flux to be safely released later sounds nice.
Hm...I dont know how the crystal matrix works,but it does seem like a nice exploration thingie,still though,the node in a jar is nice,though it could use some specially treated thaumic glass instead of normal mundane glass for a mid-late game barrier probably,i dunno,perhaps something like that should be a bit more risky too,risking more than the nodes integrety(As with all eldritch ****,if used improperly,**** can go,horribly wrong,like rubbing a node against a pearl,or just outright wasting vis/physical materials?)
Is taint going to have any effect on thaumcraft devices? Like decreasing device efficiency so it produces more flux or potentially destroying machines. I also like that taint will have a number associated with it like in flux it means effects could be set to come in with certain flux levels and likely occur with taint. What is going to happen with the warp mechanic will it be in tc5 and will it still be a research based thing? I would prefer it to be more related to actually performing forbidden tasks than research.
Yeah I was just furthering the golem discussion more. The reprogramming of flux does sound interesting and it would be nice to capture all of your flux to be disposed of later although then you could just capture it all and release it far away from anywhere it would do harm unless you had it like the essentia reservoir and you couldn't move the jar although you could just pipe it to a different location. In the end I think that flux should stay a thing that either gets released into the aura or is cleaned out during whatever process created it. It would stop being much of a threat if you could just bottle it up in special warded jars.
The node in a jar should definitely stay just be rebalanced for much more late game purposes and have more draw backs. When it comes to a special kind of thaumic glass for the node in a jar jars I had always had and idea. So there are nether stars and as I see them they are sources of immense power stored in a small crystal.So the crystal must be quite resistant to magic in order to contain that power. So if you condensed it on all sides you could smother the power out. What you have left over is a hunk of super magic resistant crystal. Then you use that in all kinds of crafting recipes such as node in a jar jars. The power inside the nether stars, how you get it out safely and what you use it for is something I will leave to anyone that reads this. I've thought about it a while and for some reason can't come up with any good ideas.
This new nether star crystal could make armor only about as good as iron but could protect against magical attacks well such as the wand foci or enchantments. This could extend into some cross mod stuff with Ars Magica and protection from its spells. Also since the armor cancels out magic so well runic shielding doesn't work with it and it can't be enchanted. And since it is only as good as iron you are opening yourself up to more physical attacks. The nether star crystal could also be used to upgrade the essentia reservoir. So the essentia reservoir research says your fellow thaumaturges run for cover when they see it because it could explode. This makes sense since the edges are void metal but the rest is just glass with some magic in it. This new essentia reservoir with nether star crystal instead of glass is much more stable and stronger. Now perhaps you could pick it up without it exploding and even more room for essentia maybe. Again just some more crazy ideas. Also why not some void metal golems with malicious intent just a thought.
Yeah but,its not like youre pumping it into a bedrockium drum,the jars could probably just be as unstable as their dissolvy counterparts,constantly leaking until empty even while in your inventory or disposed of,but simultainiously expensive enough that youll want to take it to a flux disposal area instead of trashing it
As much as i like the idea of nether stars used for magic,those node jars arnt exactly reuseable,maybye something a bit more acsessable,but simultaioniously a bit of a pain in the ass to get in the form of balanced shards being wrapped in glass in a crafting table,like arcane stone,but simultainiously a nether star crystal sounds like a good thing for far endgame ****
That being said,powerful and/or malicious void metal golems do sound nice
i'm having a weird problem with the infernal furnace, no matter how i build it it always doesn't work, ive tried everything i can think of and it still wont work, and yes, i made sure it was built right and that my wand had the necessary vis. im using version 4.2.3.5
Based on the info you have given, these are the most likely reasons (that I can come up with) why you can't create the infernal furnace:
1) Maybe you haven't completed the infernal furnace research? (I know some people have made that mistake before)
2) Maybe you're playing on a multiplayer server and got pranked by someone who replaced the blocks used in the structure with double slabs or forge multipart microblocks?
3) Maybe the furnace is disabled on your server using a recipe tweaking mod?
4) If neither of the above are true, I would assume you have a mod installed that replaces the vanilla minecraft obsidian, netherbricks, iron bars or lava with its own version of them (though I don't know of any mod that does that).
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
Hey folks, question about Thaumcraft4.
I try to put Repair2 on my Sword of Zephyr and it wont work.
I did succesfully enchanted it with Repair1, but Repair2? Nope.
I have all the stuff - exp, essentia, anvil/mundus.
Maybe Sword is restricted to Repair1 only? I couldnt find that info.
Update:
So i changed sword to Axe - still no.
Changed recipe - yes, items are echanted.
Looks like my altar cant see Farbrico essentia. Any thoughts?
Update 2:
Looks like i lost all my aspects. Sad.
Update 3:
No, its not loosing aspects. Restored my backup save, still no Repair2.
Update 4:
Out of ideas.
Funny thing is, when i first enchant sword, altar drains Fabrico essentia NOT from provided jar, but rather from empty space. I get succesfull enchant, but after that - nothing.
Based on the info you have given, these are the most likely reasons (that I can come up with) why you can't create the infernal furnace:
1) Maybe you haven't completed the infernal furnace research? (I know some people have made that mistake before)
2) Maybe you're playing on a multiplayer server and got pranked by someone who replaced the blocks used in the structure with double slabs or forge multipart microblocks?
3) Maybe the furnace is disabled on your server using a recipe tweaking mod?
4) If neither of the above are true, I would assume you have a mod installed that replaces the vanilla minecraft obsidian, netherbricks, iron bars or lava with its own version of them (though I don't know of any mod that does that).
I never craft with a focus on my wand after an accident when I tried to craft an infernal furnace with the focus of equal trade equipped :- which is just a complicated way of spawning a Blaze
I seem to remember reading in the patch notes that the wand will only craft arcane work tables, infernal furnaces and other multiblocks if it has no focus.
I also wanted to report that the void thaumaturge's leggings seem to stick through the player's legs when sneaking... it just looks a little weird.
I think the idea with the Eldritch would be absolutely awesome. He consumes the essentia and flux in his dimension, making him more powerful, and when you pay a visit to him he can be more nasty depending on the amount of essentia you have paid him. Maybe it would eventually notify you of this in the Eldritch tab? I don't know
That system would actually be very effective. I think the impact should be based on what you use to handle it. I think it would be cool if you needed to pump excess flux in the form of gas into the air... Maybe raising some sort of pollution level like in thaumcraft 3?
Are you using Smart moving?
And btw, couldn't you place it all in one post?
Switch research difficulty to -1, buy the research. Then reset it to normal (0) or difficult (1)
Rambles and info on ideas below the cut,theyre just ideas from the top of my head,and are to be taken in no way as insistments,as cool as theyed be to be in there i aint demanding ****
If i may give my two cents, at one point i found a mod called essentialcraft3,not the best but it had its moments, one mechanic in particular could be applicable here, as that mod added its own version of aura nodes that were undamagable entities that effected the world around them,as well as being unbottleable and to move them where they needed to go,you could use a tool that attracts them to you, perhaps at the cost of a constant flow of the nodes aspect in the form of essentia(Ie a tool that takes auram and the nodes essentia from jars in your inventory),you could possibly lure the node to your base.starting off as gradually walking it there,and when you reach mid/late game something akin to the mirrors? I dunno the ability to transport nodes is too good not to have anymore
Also,if flux cant be used to recharge the aura as it does it on its own very slowly from what ive gathered(with assistance sometimes to enhance itself), and im running off of some old ass theories for when i started fooling around with thaumcraft in ftb monster. What if you could re-tune flux into a different "Fluaction/frequency" essentially taking it from the air(Very inefficiently,like taking a lot of vis from a stored inside wand,like a 5;1 ratio with current numbers,in a very expensive, very slow and inefficient recycling) turning it back into essentia,or pump it straight back into the air in aspects that would be more useful as either a "aspect restabilizer" for conversion into essentias or "selective polluter" to pump a combination of essentias into the air as compound flux aspects for environmental effects,like pumping victus,humanis,and spiritus into the air for natural golems. And each flux aspect taking either the proper amount of primals,or the aspect itself for such a effect for the polluter concept
Whereas the restabilizer would act in reverse,using instead of just essentia it would use a combination of flux aspects in the air and vis in a wand to turn flux into a more usable form,IE turning vitium flux into vitium essentia,using a combination of 10 Entropy,5 Aer, 5 Ordo, and 5 Ignis from the wand per essentia point,the ability to turn a counter resource into a resource seems overpowered to me but ive always like the idea of using the word as my crucible and recycling resources
I have no idea what im doing 90% of the time.
You should probably ask in the thread for that addon, it may have special requirements of some sort.
Add to the game:
1) Shamanism with a tambourine
2) Initialization in magicians (a thread quest from the NPC). And we wake up students. Star Wars - do not know how else Jedi Apprentice of English writing
3) A more bold
4) Defective golems - not always the same, they must be obtained
5) Structural facilities
6) Teachers of secret knowledge
7) Management of the weather, with the possibility for failure, zapoganit (Make that a very very very bad if your hands do not grow out of the place) entire biome)))
8) More than decoration
9) Original music
10) Ability to turn for a while in the other frog
11) Magically food
12) There is a mini golems - but there is no medium or large
13) Create recipes that will need the help of friends
14) and more imagination ^ _ ^
And I understand that then do this fail. This proposal of the program and at least up to a maximum))) after a maximum of 14 points possible and not achieve))
No.. I had seen stuff about the new alchemical furnace system and I thought it was cool. Also the fact that the model for the void thaumaturge's hood is messed up drives me nuts.
This has been brought up, but must be some mod interfering, since most of us, certainly myself, seem to have TC nuggets with only one metallum.
Are you seriously going to repost this word for word every week?
At any rate, Thaumcraft calculates the aspect totals on most items by examining crafting recipes. There have been issues in the past with mods as mainstream as Thermal Expansion registering items at a point in initialization that Thaumcraft did not expect, and with mods simply registering recipes for existing items that can throw off the calculations.
Personally, I think that @Azanor should make allowance for a secondary config file that is populated with the discovered aspect totals, but which can be edited to override any silliness that results.
At any rate, using the latest versions of the mods in your pack has a good chance of fixing the issue as a lot of mods - such as Thermal Expansion - seem to have been "fixed" to register their recipes in a way that is compatible with TC.
Yup, that is exactly the point of the change.
To be honest that idea was just,reprogramming the flux and i used the golem discussion sparked by demiurge as a immidiate example,i saw on a ftb wiki that sometimes potion effects would happen based on aspects in the flux in the area, so i was thinking you could take the flux and basicly reprogram it to suit your exploritory needs, IE turning vitium into any thing that contains air.entropy,fire and order,or the compound/primal aspects that make it up, dont think itd fit too much though as much as id like to see it,and id imagine the use of a smokestack and warded jar could do the pollution anyways...though warded jars specially made for flux to be safely released later sounds nice.
Hm...I dont know how the crystal matrix works,but it does seem like a nice exploration thingie,still though,the node in a jar is nice,though it could use some specially treated thaumic glass instead of normal mundane glass for a mid-late game barrier probably,i dunno,perhaps something like that should be a bit more risky too,risking more than the nodes integrety(As with all eldritch ****,if used improperly,**** can go,horribly wrong,like rubbing a node against a pearl,or just outright wasting vis/physical materials?)
I have no idea what im doing 90% of the time.
Is taint going to have any effect on thaumcraft devices? Like decreasing device efficiency so it produces more flux or potentially destroying machines. I also like that taint will have a number associated with it like in flux it means effects could be set to come in with certain flux levels and likely occur with taint. What is going to happen with the warp mechanic will it be in tc5 and will it still be a research based thing? I would prefer it to be more related to actually performing forbidden tasks than research.
Yeah but,its not like youre pumping it into a bedrockium drum,the jars could probably just be as unstable as their dissolvy counterparts,constantly leaking until empty even while in your inventory or disposed of,but simultainiously expensive enough that youll want to take it to a flux disposal area instead of trashing it
As much as i like the idea of nether stars used for magic,those node jars arnt exactly reuseable,maybye something a bit more acsessable,but simultaioniously a bit of a pain in the ass to get in the form of balanced shards being wrapped in glass in a crafting table,like arcane stone,but simultainiously a nether star crystal sounds like a good thing for far endgame ****
That being said,powerful and/or malicious void metal golems do sound nice
I have no idea what im doing 90% of the time.
thats the thing, i didnt have the grate
Read the OP. Your answer lies there.
Based on the info you have given, these are the most likely reasons (that I can come up with) why you can't create the infernal furnace:
1) Maybe you haven't completed the infernal furnace research? (I know some people have made that mistake before)
2) Maybe you're playing on a multiplayer server and got pranked by someone who replaced the blocks used in the structure with double slabs or forge multipart microblocks?
3) Maybe the furnace is disabled on your server using a recipe tweaking mod?
4) If neither of the above are true, I would assume you have a mod installed that replaces the vanilla minecraft obsidian, netherbricks, iron bars or lava with its own version of them (though I don't know of any mod that does that).
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
Hey folks, question about Thaumcraft4.
I try to put Repair2 on my Sword of Zephyr and it wont work.
I did succesfully enchanted it with Repair1, but Repair2? Nope.
I have all the stuff - exp, essentia, anvil/mundus.
Maybe Sword is restricted to Repair1 only? I couldnt find that info.
Update:
So i changed sword to Axe - still no.
Changed recipe - yes, items are echanted.
Looks like my altar cant see Farbrico essentia. Any thoughts?
Update 2:
Looks like i lost all my aspects. Sad.
Update 3:
No, its not loosing aspects. Restored my backup save, still no Repair2.
Update 4:
Out of ideas.
Funny thing is, when i first enchant sword, altar drains Fabrico essentia NOT from provided jar, but rather from empty space. I get succesfull enchant, but after that - nothing.
I never craft with a focus on my wand after an accident when I tried to craft an infernal furnace with the focus of equal trade equipped :- which is just a complicated way of spawning a Blaze
I seem to remember reading in the patch notes that the wand will only craft arcane work tables, infernal furnaces and other multiblocks if it has no focus.