The arcane door and key? Was this renamed or removed from thaumcraft 5? If so could anyone let me know if it may return or why it was taken out. Loving Thaumcraft 5 so far. Would love to see more cult/eldritch stuff.
Basically the warded stuff was removed because on a fundamental level it didn't work: A warded door - without warded blocks - is pretty pointless, and warded blocks - as tile entities (as they were in TC4) are a performance hog.
Even if a limited palette of warded blocks was re-introduced (as there was in TC3) there is still the question of what purpose warded blocks actually serve.
On single player games you clearly don't need to ward anything.
On multiplayer games, breaking into other peoples houses is normally covered by the servers griefing rules.
On PVP servers, the presence of per player warded blocks introduces just as many problems as they solve, as a player frustrated that they cannot access a door, can just block it up with their own warded blocks.
So if warded blocks don't solve any PvP problems in SSP, or SMP then they have no actual purpose except to construct explosion proof / wither traps. And you don't need a door with keys for that.
Basically the warded stuff was removed because on a fundamental level it didn't work: A warded door - without warded blocks - is pretty pointless, and warded blocks - as tile entities (as they were in TC4) are a performance hog.
Even if a limited palette of warded blocks was re-introduced (as there was in TC3) there is still the question of what purpose warded blocks actually serve.
On single player games you clearly don't need to ward anything.
On multiplayer games, breaking into other peoples houses is normally covered by the servers griefing rules.
On PVP servers, the presence of per player warded blocks introduces just as many problems as they solve, as a player frustrated that they cannot access a door, can just block it up with their own warded blocks.
So if warded blocks don't solve any PvP problems in SSP, or SMP then they have no actual purpose except to construct explosion proof / wither traps. And you don't need a door with keys for that.
They were fun to try and break into. One of the funnest things for me was trying to break into this giant purple warded cube some one had left. Some one else had gotten in before and taken everything but it was still fun.
Basically the warded stuff was removed because on a fundamental level it didn't work: A warded door - without warded blocks - is pretty pointless, and warded blocks - as tile entities (as they were in TC4) are a performance hog.
Even if a limited palette of warded blocks was re-introduced (as there was in TC3) there is still the question of what purpose warded blocks actually serve.
On single player games you clearly don't need to ward anything.
On multiplayer games, breaking into other peoples houses is normally covered by the servers griefing rules.
On PVP servers, the presence of per player warded blocks introduces just as many problems as they solve, as a player frustrated that they cannot access a door, can just block it up with their own warded blocks.
So if warded blocks don't solve any PvP problems in SSP, or SMP then they have no actual purpose except to construct explosion proof / wither traps. And you don't need a door with keys for that.
I see, thanks for the response, I mostly like the doors graphic and the idea of having an area locked away for a sort of RP aspect for my server I play on with friends. Hopefully warding can be introduced again in a useful and fun way. I like the idea of trapping cows with no fences.
About Thaumcraft 1.9 : Can we hope for the 1.8.9 worlds to be compatible ?
Depends what the version number is. As a general rule, if the major version remains the same, most of the world should survive. So if the MC 1.9 version of TC is numbered 5.x, things should survive. If its released as TC 6.x, then not so much.
Depends what the version number is. As a general rule, if the major version remains the same, most of the world should survive. So if the MC 1.9 version of TC is numbered 5.x, things should survive. If its released as TC 6.x, then not so much.
Depends what the version number is. As a general rule, if the major version remains the same, most of the world should survive. So if the MC 1.9 version of TC is numbered 5.x, things should survive. If its released as TC 6.x, then not so much.
While this is true in general, my guess is we'll have to wait and see when it comes out. Azanor has to rework lots of stuff so it could mean upgrading to 1.9 could be a problem... For TC versionning, my thought is that its more about conceptual changes than logical(code) changes. Since azanor won't be doing much changes in the conceptual part, I was thinking it would remain TC 5...
Then again, just a thought... I would let Azanor reply on this question since he's the only person that can answer it correctly
As a game mechanic - taint spreads while there is vitium in the Aura. Once the vitium is removed or runs out, the taint can no longer spread.
some earlier testing showed taint would only spread 4 chunks in a diamond shape from its origin. not sure if that is still true (post was back in the 1330s)
On topic: I actually like the current taint spread mechanics. It would make for a nice way to create an artificial taint biome laboratory where one could feasibly contain the tainted mobs and taintacles without it somehow spreading beyond the walls of the lab. It could also be used as a sort of taint nature preserve.
Off-topic: Only 30198 more posts to go before it hits 65536, the 16 bit limit. There should be a special title for a user that somehow manages to reach this absurd number of posts: "Error: 16 bit limit reached" or something.
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On topic: I actually like the current taint spread mechanics. It would make for a nice way to create an artificial taint biome laboratory where one could feasibly contain the tainted mobs and taintacles without it somehow spreading beyond the walls of the lab. It could also be used as a sort of taint nature preserve.
Off-topic: Only 30198 more posts to go before it hits 65536, the 16 bit limit. There should be a special title for a user that somehow manages to reach this absurd number of posts: "Error: 16 bit limit reached" or something.
If you want to build a taint lab:
Obsidian is the only vanilla block with a hardness over 10. Taint will not convert blocks with a hardness over 10.
Fibrous taint in TC5 will also grow onto many things and convert all kinds of blocks and tile entities from many mods. It will NOT however convert vanilla glass, or torches. Fibrous taint that has spread onto glass, and is only in contact with glass, will not spread further onto glass.
Tainted dirt can spread indefinitely through dirt. However, tainted stone cannot taint tainted stone, so a double thick stone wall can contain taint without being penetrated. The taint will have to go over, or under.
A double high glass wall will prevent the spread of taint upwards, and an 2 deep entrance, lined with glass, will also prevent the egress of fibrous taint.
With careful application of this knowledge, you can easily prepare an outdoor - or underground laboratory in which to grow as much taint as you wish.
I might have overlooked something, but something doesn't seem normal: in the Golem Research tab I have unlocked the research for Vision module, Aggression module, levitator and climbing legs (?) but my Thaumonomicon is only showing the recipe for the Vision module.
In other words, the righthand page where I'd expect to see the recipe for the other 3 modules is blank, despite my having unlocked them.
Edit: I found the Aggression module on the Guard seal page... honestly I'd expect it to be in its own, separate entry like the Vision module. Anyone else feel the recipes aren't always where they should be, or don't link back to logical/related pages sometimes?
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Obsidian is the only vanilla block with a hardness over 10. Taint will not convert blocks with a hardness over 10.
Fibrous taint in TC5 will also grow onto many things and convert all kinds of blocks and tile entities from many mods. It will NOT however convert vanilla glass, or torches. Fibrous taint that has spread onto glass, and is only in contact with glass, will not spread further onto glass.
Tainted dirt can spread indefinitely through dirt. However, tainted stone cannot taint tainted stone, so a double thick stone wall can contain taint without being penetrated. The taint will have to go over, or under.
A double high glass wall will prevent the spread of taint upwards, and an 2 deep entrance, lined with glass, will also prevent the egress of fibrous taint.
With careful application of this knowledge, you can easily prepare an outdoor - or underground laboratory in which to grow as much taint as you wish.
What about iron blocks?
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
I might have overlooked something, but something doesn't seem normal: in the Golem Research tab I have unlocked the research for Vision module, Aggression module, levitator and climbing legs (?) but my Thaumonomicon is only showing the recipe for the Vision module.
In other words, the righthand page where I'd expect to see the recipe for the other 3 modules is blank, despite my having unlocked them.
Edit: I found the Aggression module on the Guard seal page... honestly I'd expect it to be in its own, separate entry like the Vision module. Anyone else feel the recipes aren't always where they should be, or don't link back to logical/related pages sometimes?
Perhaps it would be better if it was an entry branching off the guard seal, but the research tree looks so nice right now.
Hardness 5. Will be converted into some kind of tainted stuff.
If TC5 is still 1.7.10, since it seems like Azanor's staying away from 1.8.9 and 1.9 for now, that's good. Since then I can use Carpenter's Blocks covered with obsidian, since Carpenter's Blocks take on the hardness, blast resistance, etc of the cover block(not overlays, however). So I can build something out of Carpenter's Blocks, cover em with obsidian and give them iron block overlays and they'll be good.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
If TC5 is still 1.7.10, since it seems like Azanor's staying away from 1.8.9 and 1.9 for now, that's good. Since then I can use Carpenter's Blocks covered with obsidian, since Carpenter's Blocks take on the hardness, blast resistance, etc of the cover block(not overlays, however). So I can build something out of Carpenter's Blocks, cover em with obsidian and give them iron block overlays and they'll be good.
Perhaps it would be better if it was an entry branching off the guard seal, but the research tree looks so nice right now.
Yeah after sleeping on it, I see what you mean. I don't think you'd need to modify the tree at all though; the other parts aren't separate modules either except for the Vision module which already has its recipe on the vision module page, so that's fine. However I do feel the Golem combat page could link back to the Aggression module recipe.
There's a few other places where I wish there were more links back to different or new recipes that have been unlocked later, for example: the Magical Metallurgy page could link to the Void metal recipes once those are unlocked; recipes that use colored nitor unfortunately don't have links to Nitor for the other colors, just "Yellow Nitor" that scrolls by quickly so it's hard to catch.
I also found what I consider a few inconsistencies... e.g. the Morphic Resonator recipe is available early on yet refers to a "Tainted Shard" (the recipe for which I hadn't unlocked yet). Somehow it feels the MR shouldn't be available until you've polluted one of your wall crystals enough to scan it and unlock the shard recipe, unless that was intended as a hint? (I am always super careful with taint, so it's only late-game that I purposefully play with it. I had also not encountered any tainted biomes yet and wasn't sure if tainted crystals generated naturally in those biomes.)
And I don't really see why the Thaumium basic tools and equipment are under Magical Metallurgy (only), since they are the bases for artifacts... I keep looking for these recipes somewhere under the Artifacts page because in my mind, that's where they belong, and keep going "Shucks!".
Just my 2 cents, I figure there's a reason for the above yet they don't feel super natural to me.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Basically the warded stuff was removed because on a fundamental level it didn't work: A warded door - without warded blocks - is pretty pointless, and warded blocks - as tile entities (as they were in TC4) are a performance hog.
Even if a limited palette of warded blocks was re-introduced (as there was in TC3) there is still the question of what purpose warded blocks actually serve.
On single player games you clearly don't need to ward anything.
On multiplayer games, breaking into other peoples houses is normally covered by the servers griefing rules.
On PVP servers, the presence of per player warded blocks introduces just as many problems as they solve, as a player frustrated that they cannot access a door, can just block it up with their own warded blocks.
So if warded blocks don't solve any PvP problems in SSP, or SMP then they have no actual purpose except to construct explosion proof / wither traps. And you don't need a door with keys for that.
They were fun to try and break into. One of the funnest things for me was trying to break into this giant purple warded cube some one had left. Some one else had gotten in before and taken everything but it was still fun.
I see, thanks for the response, I mostly like the doors graphic and the idea of having an area locked away for a sort of RP aspect for my server I play on with friends. Hopefully warding can be introduced again in a useful and fun way. I like the idea of trapping cows with no fences.
I'm getting a StackOverflow crash Whenever I scan Tinkers Constructs Forge Table. It was made with Cobalt Blocks For the legs.
The Site keeps crashing whenever I post the log, Probably because of how Massive it is *The Error Caused an Infinite Loop Bug I think*
So I put it on pastebin http://pastebin.com/bN0YMx7D
Im using Thaumcraft 1.7.10-4.2.3.5
along with a pile of Addons for it.
StackOverflow is actually the term for an "infinite loop bug" when it comes to this sort of thing.
Does anyone happen to know the exact drop rate of the Crimson blade from crimson praetor bosses?
I have spent a lot of time searching through thaumcraft and minecraft's code and cannot figure out what the loot table for the Crimson Praetor is.
About Thaumcraft 1.9 : Can we hope for the 1.8.9 worlds to be compatible ?
Depends what the version number is. As a general rule, if the major version remains the same, most of the world should survive. So if the MC 1.9 version of TC is numbered 5.x, things should survive. If its released as TC 6.x, then not so much.
Thaumcraft 6? lol
I made a D flip-flop!
While this is true in general, my guess is we'll have to wait and see when it comes out. Azanor has to rework lots of stuff so it could mean upgrading to 1.9 could be a problem... For TC versionning, my thought is that its more about conceptual changes than logical(code) changes. Since azanor won't be doing much changes in the conceptual part, I was thinking it would remain TC 5...
Then again, just a thought... I would let Azanor reply on this question since he's the only person that can answer it correctly
some earlier testing showed taint would only spread 4 chunks in a diamond shape from its origin. not sure if that is still true (post was back in the 1330s)
On topic: I actually like the current taint spread mechanics. It would make for a nice way to create an artificial taint biome laboratory where one could feasibly contain the tainted mobs and taintacles without it somehow spreading beyond the walls of the lab. It could also be used as a sort of taint nature preserve.
Off-topic: Only 30198 more posts to go before it hits 65536, the 16 bit limit. There should be a special title for a user that somehow manages to reach this absurd number of posts: "Error: 16 bit limit reached" or something.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
If you want to build a taint lab:
Obsidian is the only vanilla block with a hardness over 10. Taint will not convert blocks with a hardness over 10.
Fibrous taint in TC5 will also grow onto many things and convert all kinds of blocks and tile entities from many mods. It will NOT however convert vanilla glass, or torches. Fibrous taint that has spread onto glass, and is only in contact with glass, will not spread further onto glass.
Tainted dirt can spread indefinitely through dirt. However, tainted stone cannot taint tainted stone, so a double thick stone wall can contain taint without being penetrated. The taint will have to go over, or under.
A double high glass wall will prevent the spread of taint upwards, and an 2 deep entrance, lined with glass, will also prevent the egress of fibrous taint.
With careful application of this knowledge, you can easily prepare an outdoor - or underground laboratory in which to grow as much taint as you wish.
I might have overlooked something, but something doesn't seem normal: in the Golem Research tab I have unlocked the research for Vision module, Aggression module, levitator and climbing legs (?) but my Thaumonomicon is only showing the recipe for the Vision module.
In other words, the righthand page where I'd expect to see the recipe for the other 3 modules is blank, despite my having unlocked them.
Edit: I found the Aggression module on the Guard seal page... honestly I'd expect it to be in its own, separate entry like the Vision module. Anyone else feel the recipes aren't always where they should be, or don't link back to logical/related pages sometimes?
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
What about iron blocks?
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Perhaps it would be better if it was an entry branching off the guard seal, but the research tree looks so nice right now.
I made a D flip-flop!
http://minecraft.gamepedia.com/Breaking#Blocks_by_hardness
Hardness 5. Will be converted into some kind of tainted stuff.
If TC5 is still 1.7.10, since it seems like Azanor's staying away from 1.8.9 and 1.9 for now, that's good. Since then I can use Carpenter's Blocks covered with obsidian, since Carpenter's Blocks take on the hardness, blast resistance, etc of the cover block(not overlays, however). So I can build something out of Carpenter's Blocks, cover em with obsidian and give them iron block overlays and they'll be good.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
TC5 is 1.8 and up.
Check the downloads list on the first post: TC4 is 1.7.10, 5.0.3 is for 1.8 and 5.2.4 is for 1.8.9.
So no Carpenter's Blocks yet. :/ Maybe in 1.9.
Yeah after sleeping on it, I see what you mean. I don't think you'd need to modify the tree at all though; the other parts aren't separate modules either except for the Vision module which already has its recipe on the vision module page, so that's fine. However I do feel the Golem combat page could link back to the Aggression module recipe.
There's a few other places where I wish there were more links back to different or new recipes that have been unlocked later, for example: the Magical Metallurgy page could link to the Void metal recipes once those are unlocked; recipes that use colored nitor unfortunately don't have links to Nitor for the other colors, just "Yellow Nitor" that scrolls by quickly so it's hard to catch.
I also found what I consider a few inconsistencies... e.g. the Morphic Resonator recipe is available early on yet refers to a "Tainted Shard" (the recipe for which I hadn't unlocked yet). Somehow it feels the MR shouldn't be available until you've polluted one of your wall crystals enough to scan it and unlock the shard recipe, unless that was intended as a hint? (I am always super careful with taint, so it's only late-game that I purposefully play with it. I had also not encountered any tainted biomes yet and wasn't sure if tainted crystals generated naturally in those biomes.)
And I don't really see why the Thaumium basic tools and equipment are under Magical Metallurgy (only), since they are the bases for artifacts... I keep looking for these recipes somewhere under the Artifacts page because in my mind, that's where they belong, and keep going "Shucks!".
Just my 2 cents, I figure there's a reason for the above yet they don't feel super natural to me.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.