Magistics is back (again), but this time going solo in 1.11! Becoming independent results in less time configuring everything to be compatible with Thaumcraft, which is increases the likelyhood of an actual release this time. Third time's the charm!
I think these are great ideas! Excited for a beta release Just one thing, the Everfull Urn has already been reintroduced in Thaumic Exploration, so if you decide to add it, you should make a config to disable it so people don't complain.
I think these are great ideas! Excited for a beta release Just one thing, the Everfull Urn has already been reintroduced in Thaumic Exploration, so if you decide to add it, you should make a config to disable it so people don't complain.
Ah, a valid point! I actually just checked that out now and it seems pretty cool. I am planning on adding in all of the good ol' Crucibles in later versions, so I guess I'll have to stick in config options for that to. I'll set it up so that the artifice added by Magistics is the default, though. My development workspace just got a bit more crowded!
Ah, a valid point! I actually just checked that out now and it seems pretty cool. I am planning on adding in all of the good ol' Crucibles in later versions, so I guess I'll have to stick in config options for that to. I'll set it up so that the artifice added by Magistics is the default, though. My development workspace just got a bit more crowded!
While this addon definitely looks cool, not only is Thaumic History trying to do the exact same thing, but so are many other addons in certain areas, such as Thaumic Exploration's Crucible of Souls, Boots of the Meteor, and Everfull Urn. Also, how are you planning on making better crucibles as they don't work in the same way as tc2? A simple aspect cap increase doesn't seem worth adding several tiers.
Just a heads up on something mentioned in his irc. He doesn't want essentia being treated like a normal liquid and has asked another mod author before to keep their jars from going above 256 in terms of jar size. Advanced thaumaturgy. Theres around 14 addons already so you might want to check against them aswell.
I believe there iiiiiiiis
Thaumic intergration
Thaumic Exploration
Forbidden magic
Thaumcraft extra's
Thaumic warden
Thaumic history
Magical bee's
Advanced Thaumaturgy
Thaumic Tinkerer.
Thaumcraft mob aspects..
and I honestly can't be asked to remember every one holly hell Point is there's allot of thaumcraft addons already and it might be a good idea to start looking for them and seeing what's been done and what hasn't to avoid making the room even more of a hazard zone for toes.
While this addon definitely looks cool, not only is Thaumic History trying to do the exact same thing, but so are many other addons in certain areas, such as Thaumic Exploration's Crucible of Souls, Boots of the Meteor, and Everfull Urn. Also, how are you planning on making better crucibles as they don't work in the same way as tc2? A simple aspect cap increase doesn't seem worth adding several tiers.
Just a heads up on something mentioned in his irc. He doesn't want essentia being treated like a normal liquid and has asked another mod author before to keep their jars from going above 256 in terms of jar size. Advanced thaumaturgy. Theres around 14 addons already so you might want to check against them aswell.
I believe there iiiiiiiis
Thaumic intergration
Thaumic Exploration
Forbidden magic
Thaumcraft extra's
Thaumic warden
Thaumic history
Magical bee's
Advanced Thaumaturgy
Thaumic Tinkerer.
Thaumcraft mob aspects..
and I honestly can't be asked to remember every one holly hell Point is there's allot of thaumcraft addons already and it might be a good idea to start looking for them and seeing what's been done and what hasn't to avoid making the room even more of a hazard zone for toes.
This mod isn't intended to "step on any toes"; frankiy a lot of the excess in addons for Thaumcraft all involve overpowered artifice and awkward mechanics. This is simply meant to bring back some features into Thaumcraft and do it in a way that blends well, and almost feels like it belongs in the normal version. Anything that's not in the main thread isn't really planned on being added either; the crucibles are just an idea for the future; some internal input. Hope this helps clarify some things
Great idea! I love the idea that the infuser back. I can not wait to download this mod hope it is soon.
Sorry for the spelling, I'm from Spain and I use the translator
Thanks! I actually completed work on the Hungry Iron Chests today, and am planning on completing the Dawn Artifice first and then I'll begin work on the Infusers. The one thing that's kind of hindering development is the texturing problem. I plan on pushing out an alpha snapshot on the main thread soon featuring the Hungry Iron Chests soon though, so stayed tuned in!
Here's a quick question for everyone: would you guys prefer if the hungry iron chests research be all under one "one" node, or spread out across several nodes?
Here's a quick question for everyone: would you guys prefer if the hungry iron chests research be all under one "one" node, or spread out across several nodes?
Are you only adding Iron Chests or all the chest until the crystal chest? I vote for all in the same node.
Are you only adding Iron Chests or all the chest until the crystal chest? I vote for all in the same node.
I'm adding hungry versions of all of the chests from Iron Chests, and have completed programming them too! Just need to know how people would like the research set up. I was kind of thinking along the same lines as you, having them all in one node, w/ a kind of "scroll by" preview effect, kind of like what Thaumcraft's ores have under the basic research tab. Another reason for the one node is that a lot of the chests have alternate recipes for one chest, so if I spread out the research, I'd have to make it so that when another chest is researched that has a recipe for another chest, it unlocks the recipe for that other chest.
It takes much the download link? Sorry if I'm too impatient just curious .
Sorry for the spelling, I'm from Spain and I use the translator.
So k! Currently this mod is in development and not yet complete. I do have a ton of the prerequisite code completed and am ready for an alpha release, I just need someone who can edit images well in order to have some textures for the additional blocks added by this mod. W/out textures, all you will see in-game is a bunch of pink and black checkered tiles everywhere.
I actually even contacted Dan Scott recently to see if he would be interested in helping me out. He's the guy who makes all (or a majority) of the textures for Thaumcraft. Haven't heard from him yet though and frankly I didn't expect to.
Hey guys! I really need some more people who would like to make textures for this mod. Whether your a professional looking for a challenge, or beginner looking for somewhere to start, this mod has areas that can provide for both! The only thing I ask is that you truly know what you're doing. Other than that, everything is pretty much fair ground! Please contact me or leave a post here if you're interested!
Hey guys! I really need some more people who would like to make textures for this mod. Whether your a professional looking for a challenge, or beginner looking for somewhere to start, this mod has areas that can provide for both! The only thing I ask is that you truly know what you're doing. Other than that, everything is pretty much fair ground! Please contact me or leave a post here if you're interested!
I quite interested! What do you need textures for?
I'm most excited for the runes i think that implementing all the possible aspect combinations would be too much... maybe just sticking to the 6 elements But other then that your ideas sound fun i always missed the 2x2 infusion table i thought it was really cool...
Magistics is back (again), but this time going solo in 1.11! Becoming independent results in less time configuring everything to be compatible with Thaumcraft, which is increases the likelyhood of an actual release this time. Third time's the charm!
Check out the project on Curse!
Ya! So far I've begun work on the Infusers, and at least hope to release the beta when they're finished.
Ah, a valid point! I actually just checked that out now and it seems pretty cool. I am planning on adding in all of the good ol' Crucibles in later versions, so I guess I'll have to stick in config options for that to. I'll set it up so that the artifice added by Magistics is the default, though. My development workspace just got a bit more crowded!
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
I believe there iiiiiiiis
Thaumic intergration
Thaumic Exploration
Forbidden magic
Thaumcraft extra's
Thaumic warden
Thaumic history
Magical bee's
Advanced Thaumaturgy
Thaumic Tinkerer.
Thaumcraft mob aspects..
and I honestly can't be asked to remember every one holly hell Point is there's allot of thaumcraft addons already and it might be a good idea to start looking for them and seeing what's been done and what hasn't to avoid making the room even more of a hazard zone for toes.
This mod isn't intended to "step on any toes"; frankiy a lot of the excess in addons for Thaumcraft all involve overpowered artifice and awkward mechanics. This is simply meant to bring back some features into Thaumcraft and do it in a way that blends well, and almost feels like it belongs in the normal version. Anything that's not in the main thread isn't really planned on being added either; the crucibles are just an idea for the future; some internal input. Hope this helps clarify some things
Thanks! I actually completed work on the Hungry Iron Chests today, and am planning on completing the Dawn Artifice first and then I'll begin work on the Infusers. The one thing that's kind of hindering development is the texturing problem. I plan on pushing out an alpha snapshot on the main thread soon featuring the Hungry Iron Chests soon though, so stayed tuned in!
I'm adding hungry versions of all of the chests from Iron Chests, and have completed programming them too! Just need to know how people would like the research set up. I was kind of thinking along the same lines as you, having them all in one node, w/ a kind of "scroll by" preview effect, kind of like what Thaumcraft's ores have under the basic research tab. Another reason for the one node is that a lot of the chests have alternate recipes for one chest, so if I spread out the research, I'd have to make it so that when another chest is researched that has a recipe for another chest, it unlocks the recipe for that other chest.
Thanks a lot! Looking forward to them!
So k! Currently this mod is in development and not yet complete. I do have a ton of the prerequisite code completed and am ready for an alpha release, I just need someone who can edit images well in order to have some textures for the additional blocks added by this mod. W/out textures, all you will see in-game is a bunch of pink and black checkered tiles everywhere.
I actually even contacted Dan Scott recently to see if he would be interested in helping me out. He's the guy who makes all (or a majority) of the textures for Thaumcraft. Haven't heard from him yet though and frankly I didn't expect to.
I quite interested! What do you need textures for?