Jump to content

  • Curse Sites
Become a Premium Member! Help
Latest News Article

[1.2.5] ThaumCraft 2.1.6d (OUTDATED)

1.2.5

  • Please log in to reply
19182 replies to this topic

#21

Blueblade11
    Blueblade11

    Lapis Lazuli Collector

  • Members
  • 1001 posts
  • Location: Minecraft, Australia

Posted 04 December 2011 - 11:07 AM

Woah...nice.
Defintely going to download :)
Playing since Beta 1.3_01. Yeah. I like BTW. Or used to. Still do. ­Stuff Technic. (Back in the day...)
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*

Register or log in to remove.

#22

Vraxxx
    Vraxxx

    Carpenter

  • Members
  • 43 posts

Posted 04 December 2011 - 08:02 PM

bump for absolutely amazing and underestimate mod!

#23

Spuza_35

Posted 05 December 2011 - 03:59 AM

Hey have you made any other mods?
Posted Image

#24

Azanor
    Azanor

    Void Walker

  • Members
  • 1527 posts
  • Location: South Africa

Posted 05 December 2011 - 04:08 AM

View PostSpuza_35, on 05 December 2011 - 03:59 AM, said:

Hey have you made any other mods?

Nope, this would be my first one.

Posted Image


#25

filthificate
  • Location: United States
  • Minecraft: ChadAlanJackson
  • Xbox:Filthificate

Posted 05 December 2011 - 05:57 AM

Great job on this. Is it just something I munged up, or are there some missing textures?  The Thaumic Conduit, Thaumic Block, Thaumic All seem to be missing textures, and when I place the node, it places as an invisible block. Block ID problems maybe?
----------------------------------------------
nothing to see here... move along.

#26

Azanor
    Azanor

    Void Walker

  • Members
  • 1527 posts
  • Location: South Africa

Posted 05 December 2011 - 09:52 AM

View Postfilthificate, on 05 December 2011 - 05:57 AM, said:

Great job on this. Is it just something I munged up, or are there some missing textures?  The Thaumic Conduit, Thaumic Block, Thaumic All seem to be missing textures, and when I place the node, it places as an invisible block. Block ID problems maybe?

Are you using the HD texture addon I included?

Those blocks use transparent textures, which might not be displaying right on your system. So is the node completely invisible, or do you see the smaller gold cubes that are located in its corners? (They don't use a transparent texture)

Posted Image


#27

KEGARR
    KEGARR

    Carpenter

  • Members
  • 63 posts
  • Location: California
  • Minecraft: KEGARR

Posted 05 December 2011 - 09:58 AM

Amazing mod so far, quite happy with how it is balanced.

One question though.
1. how do i craft the infusion mold? (Hopefully im not missing it but i dont see it in the OP)

also shift clicking out of the infuser gives you a saving chunks crash.

Posted Image


#28

yoyox
    yoyox

    Tree Puncher

  • Members
  • 12 posts

Posted 05 December 2011 - 10:09 AM

love the mod so far but i have to ask will there be smp support

#29

Azanor
    Azanor

    Void Walker

  • Members
  • 1527 posts
  • Location: South Africa

Posted 05 December 2011 - 10:14 AM

View PostKEGARR, on 05 December 2011 - 09:58 AM, said:

Amazing mod so far, quite happy with how it is balanced.

One question though.
1. how do i craft the infusion mold? (Hopefully im not missing it but i dont see it in the OP)

also shift clicking out of the infuser gives you a saving chunks crash.

Wow, I can't believe I missed the mold recipes. Thanks for pointing that out - I will add them ASAP. Thanks for pointing out the bug as well. It should be squashed in the next release.

View Postyoyox, on 05 December 2011 - 10:09 AM, said:

love the mod so far but i have to ask will there be smp support

It isn't on my immediate to-do list, but it is something I might add in the future.

Posted Image


#30

KEGARR
    KEGARR

    Carpenter

  • Members
  • 63 posts
  • Location: California
  • Minecraft: KEGARR

Posted 05 December 2011 - 11:22 AM

Thanks for clearing the mold problem. You did great job for a first mod.

Edit: Hope you dont mind i added a link to your mod in my sig.

Posted Image


#31

Neceros
    Neceros

    Zombie Killer

  • Members
  • 214 posts

Posted 05 December 2011 - 11:31 AM

I'm having some trouble getting the nodes to connect to the connectors. Do you have to sit the notes right next to a crucible? I'd like to pump some thaum else where.

#32

Azanor
    Azanor

    Void Walker

  • Members
  • 1527 posts
  • Location: South Africa

Posted 05 December 2011 - 11:47 AM

View PostNeceros, on 05 December 2011 - 11:31 AM, said:

I'm having some trouble getting the nodes to connect to the connectors. Do you have to sit the notes right next to a crucible? I'd like to pump some thaum else where.

There are some strict rules in place to how nodes and conduits connect mostly for performance reasons. Nodes cannot be placed directly next to each other. In my test worlds I often run setups like this. ( :cobblestone:  = crucible,  :Glass:  = conduit,  :Logs^: = node

:: ::  :Logs^: ::
:cobblestone: :Glass: :Glass: :Glass: --> to wherever
::  ::  ::  ::

this also works (:Water: = conduit with node above and below)
:: :Logs^: :: :Logs^: :: :Logs^: ::
:Glass:  :Water:  :Glass: :Water: :Glass: :Water: :Glass:
:: :Logs^: :: :Logs^: :: :Logs^: ::

Here is a pic of a test setup
Posted Image

Posted Image


#33

Demonette
    Demonette

    Iron Miner

  • Curse Premium
  • Curse Premium
  • 268 posts
  • Location: The Nether
  • Minecraft: Demonette

Posted 05 December 2011 - 11:52 AM

This is... incredible!


Awesome mod you done there. I really have to try it out as soon as i got home.

I really like most of the stuff you but... the symbols look a little... well boring/overloaded to me... there are kind a too many of them and you craft them too similar.
As well i'm not sure if it makes sense that lapis lazuli pushes mobs and gold drags towards.


I wish you good luck with your mod and hope it becomes very popular. ;) I really like it and hope you will "re-think" your symbols.


Cheers!

Mythos revives!

Textures far from normal.


#34

Azanor
    Azanor

    Void Walker

  • Members
  • 1527 posts
  • Location: South Africa

Posted 05 December 2011 - 12:04 PM

View PostDemonette, on 05 December 2011 - 11:52 AM, said:

This is... incredible!


Awesome mod you done there. I really have to try it out as soon as i got home.

I really like most of the stuff you but... the symbols look a little... well boring/overloaded to me... there are kind a too many of them and you craft them too similar.
As well i'm not sure if it makes sense that lapis lazuli pushes mobs and gold drags towards.


I wish you good luck with your mod and hope it becomes very popular. ;) I really like it and hope you will "re-think" your symbols.


Cheers!

Thats the great thing about magic - it doesn't need to make sense.  ;)

When I first started the mod I had one block that did all the pushing and pulling for both mobs and items and you could cover it with runes to change what/when/how it acted. However there was several issues with this method that caused me coding headaches, caused lag and made an already complex mod downright confusing. It was also just a bit overpowered in my opinion.

Symbols are simpler to understand, cheaper to make and easier to configure. And its 87% more stylish.

Posted Image


#35

filthificate
  • Location: United States
  • Minecraft: ChadAlanJackson
  • Xbox:Filthificate

Posted 05 December 2011 - 02:27 PM

View PostAzanor, on 05 December 2011 - 09:52 AM, said:

Are you using the HD texture addon I included?

Those blocks use transparent textures, which might not be displaying right on your system. So is the node completely invisible, or do you see the smaller gold cubes that are located in its corners? (They don't use a transparent texture)

Thanks for the quick response.  I am not using your HD textures, I am just running the base.  I have some mods installed... so I am guessing this is a conflict with one of them.  I am going to roll them back and see what I can find.  In the mean time, this is what I am seeing.  I checked for item and block ID conflicts with my other mods and I didn't see anything apparent.

I have Forge-based mods installed:
InfiTools
Weapon Mod
Equivalent Exchange
Buildcraft

I just snagged the newest version of ID Resolver, so I will see what that comes up with.

Screenshots:
Spoiler:

----------------------------------------------
nothing to see here... move along.

#36

AznaktaX
    AznaktaX

    Redstone Miner

  • Members
  • 645 posts

Posted 05 December 2011 - 02:47 PM

O.o

This looks interesting but very confusing!

But I like how you made it compatible with almost anything!

#37

Azanor
    Azanor

    Void Walker

  • Members
  • 1527 posts
  • Location: South Africa

Posted 05 December 2011 - 03:18 PM

View Postfilthificate, on 05 December 2011 - 02:27 PM, said:

Thanks for the quick response.  I am not using your HD textures, I am just running the base.  I have some mods installed... so I am guessing this is a conflict with one of them.  I am going to roll them back and see what I can find.  In the mean time, this is what I am seeing.  I checked for item and block ID conflicts with my other mods and I didn't see anything apparent.

I have Forge-based mods installed:
InfiTools
Weapon Mod
Equivalent Exchange
Buildcraft

I just snagged the newest version of ID Resolver, so I will see what that comes up with.

Screenshots:
Spoiler:

Wow, very strange. I'm not even sure where to start looking. Did you place the .zip in the mods folder?

Posted Image


#38

Icenisse
    Icenisse

    Void Walker

  • Members
  • 1602 posts
  • Location: Snowman's Freezer

Posted 05 December 2011 - 04:04 PM

I really like this mod, especially the blaze totems. But theres one thing that bothers me: You can place conduits before nodes to create good pathways, but if you try to place a conduit next to a node, it just dosent work. The conduits have the same rules as the nodes, which makes it extremely annoying if you need to redo a big or small roadway of nodes.

There's also the thing that it gives me 15 different nodes (242:1 - 242:15) that I can choose from and place with TMI. They all are the same and do the same. And there's also lots of invisible things that dosent do anything or just dosent have any sprite. ID conflicts possibly?
I'm still wondering how the creepers gained the ability to climb ladders...

#39

filthificate
  • Location: United States
  • Minecraft: ChadAlanJackson
  • Xbox:Filthificate

Posted 05 December 2011 - 04:40 PM

View PostAzanor, on 05 December 2011 - 03:18 PM, said:

Wow, very strange. I'm not even sure where to start looking. Did you place the .zip in the mods folder?

Yeah it is in the mods folder, and it was loading.  And I think I have the issue down to an "optimization" Optifine makes.  It evidently kills textures with alpha transparency in it.  Mystery solved.  I will see if there is some setting that will revive the textures.

To make sure everything is working as designed, I rolled back all of my other mods and I wanted to run these screen shots by you:


As I said, I am not sure if this is as designed, but it is helpful to be able to use everything in TMI when making maps etc.

Actually as I've been typing this, it looks like Icenisse asked the same question on the items...

Quote

There's also the thing that it gives me 15 different nodes (242:1 - 242:15) that I can choose from and place with TMI. They all are the same and do the same. And there's also lots of invisible things that dosent do anything or just dosent have any sprite. ID conflicts possibly?


Again, great mod (especially for your first one! Holy cow, you don't do anything by half Posted Image!).  Please don't take any of my questions as anything but a desire to help.
----------------------------------------------
nothing to see here... move along.

#40

Azanor
    Azanor

    Void Walker

  • Members
  • 1527 posts
  • Location: South Africa

Posted 05 December 2011 - 04:54 PM

View PostIcenisse, on 05 December 2011 - 04:04 PM, said:

I really like this mod, especially the blaze totems. But theres one thing that bothers me: You can place conduits before nodes to create good pathways, but if you try to place a conduit next to a node, it just dosent work. The conduits have the same rules as the nodes, which makes it extremely annoying if you need to redo a big or small roadway of nodes.

There's also the thing that it gives me 15 different nodes (242:1 - 242:15) that I can choose from and place with TMI. They all are the same and do the same. And there's also lots of invisible things that dosent do anything or just dosent have any sprite. ID conflicts possibly?

I noticed the Node/conduit thing myself yesterday and I will having a look at fixing it in the next release.

I don't use TMI much myself, but I'll have a look at what's up. There are some hidden blocks that the player is never supposed to get hold of and I suspect that is what you are seeing.

View Postfilthificate, on 05 December 2011 - 04:40 PM, said:

Posted Image
Zoom in on Picasa
[/spoiler]

As I said, I am not sure if this is as designed, but it is helpful to be able to use everything in TMI when making maps etc.

Again, great mod (especially for your first one! Holy cow, you don't do anything by half Posted Image!).  Please don't take any of my questions as anything but a desire to help.

Or maybe not... some of those items showing in TMI are just junk icons left over on my sprite sheet. There are no actual items defined for them or anything - I have no idea why TMI would pick them up. I guess I'm going bug hunting  :P

And thanks for the compliment :)

Posted Image