So far enjoying the mod, but I do have a problem or two to report and a couple possible suggestions.
First up, the bug. Thaumic slimes don't appear to respect the difficulty "Peaceful." Either they are able to spawn in Peaceful mode, or they do not despawn like other mobs when the difficulty is changed to Peaceful later, I'm not quite sure. I will let you know if I can figure out which one it is.
Second, my difficulty. I'm using ThaumCraft with Redpower 2 pr4, Buildcraft 2.2.7, and Forestry. I've tried adding some of the new ores and materials from Redpower 2 and Forestry to ThaumCraft's .cfg, and while I can get Forestry items to convert in the crucible and copy in the copier, I cannot do the same with Redpower. I think it may be a problem with how Redpower handles its materials. Just something to note. I asked for help on the Redpower forum posting, and I'll let you know if I find a fix.
Third, my suggestions. I originally decided to try your mod due to the fact that Industrial Craft 2 is not ready for 1.0.0 yet, and I've always relied on its Recycler and Mass Fabricator blocks to turn the excess cobble from Buildcraft quarries into useful things. I figured I could do the same with the Crucible and the Duplicator. When IC2 does get released, however, I'm thinking about keeping ThaumCraft around. If you could publish a list of calls and commands that other modders could use in conjunction with ThaumCraft, I and other would be modders could create mods that tightly integrate ThaumCraft with some of our other favorite mods. Imagine a Buildcraft engine or IC2 generator that runs off of Thaum. Maybe a converter for moving Thaum in Buildcraft pipes or storing it in Buildcraft tanks. Pools of pump-able Thaum left over from an irresponsible wizard's experiments. Carry buckets of Thaum in your inventory, but watch out, it is volatile stuff! I'm beginning to ramble, aren't I?
EDIT: forgot one other thing. If you do make an API, make it so that mods can automatically report their materials and material values to ThaumCraft so there is no need to be mucking about in the .cfg.
Thanks to RaianBlackwing I discovered that the Obelisks are actually bugged atm. They are not harvestable. I tested the harvesting before I made their models and it worked fine, but apparently when I made their models I broke it. :sad.gif:
It is fixed and will be rolled out with the next update which should be in the next few days.
is there a limit to how far you can pipe the thaum?
i have an obelisk about 30+ blocks away from my base (and a few others 100+ blocks away) and im trying to pipe in the thaum.
do you need a relay system of nodes and conduits, or just one node and a bunch of conduits?
Theoretically there is no limit, but it won't work if the chunk isn't loaded. I believe the game loads 8x8 chunks around the player, each 16 blocks wide. So piping beyond 64 blocks is not recommended unless you use another mod that forces chunks to load.
God I'm a post *****, aren't I? I was thinking about what happens when you overfill a cauldron, and the only thing that I've seen when you drop an entire stack of diamonds in is that your cauldron gets swarmed by annoying little magic-slime rejects. What if there were more genuinely bad effects to encourage you to do that? For instance...a thaumic singularity occurs, eating all your equiptment, or if critical mass is reached and the tub just blows up, or a lightning storm suddenly starts because of your experimentation, or you get thaumic poisoning? In all of them, though, I do think a crystalizd thaum should be generated regardless. Also, maybe these effects could occur around the obsidian posts as well (thaum poisoning and slimes would make the most sense in context). Oh, and maybe add the ability to dilute the thaum that's spilt on the floor with water, to give yourself a chance to stop the madness before it spirals out of control.
Also, as the guy below me said, an option where you can create crystalized thaum would be nice.
Oh, and add a splash noise when you get in the cauldron. I like the concept of my character taking a bath in thaum.
Oh, and maybe a method to repair tools and armor with Thaum?
two things: did you modify the ender pearl drop rate? ive killed quite a few and have yet to get a pearl, whereas with a non-modded game i get at least 3 out of 5 kills.
also, whats the spawn rate of those slimes? ive seen several obelisks, but no slimes spawn unless i overflow a crucible.
and for a request, maybe you can add in a refinery or a recipe to the infuser (using a diamond, redstone, or glowstone as a "seed") that turns thaum into crystallized thaum? might help with not being able to find the slimes or having to overflow the crucible
I have a suggestion. You should make conduit blocks. By this I mean the pipes could run through the blocks, giving them more aesthetic value. In fact, I love the general aesthetic you've chosen for this mod (Pratchet inspired, I guess?) enough that I'd like to see a few purely aesthetic features, be they blocks or some other form of decoration.
*snip*
...and the only thing that I've seen when you drop an entire stack of diamonds in is that your cauldron gets swarmed by annoying little magic-slime rejects. What if there were more genuinely bad effects to encourage you to do that?
*snip*
Have you noticed that the little slimes seem to suck up thaum? Have you given them the chance to hang around a while?
I am planning on adding more effects beyond the slimes and the crystal dropping. I had planned more effects originally, but I had to prioritize what I worked on to get the mod out.
two things: did you modify the ender pearl drop rate? ive killed quite a few and have yet to get a pearl, whereas with a non-modded game i get at least 3 out of 5 kills.
also, whats the spawn rate of those slimes? ive seen several obelisks, but no slimes spawn unless i overflow a crucible.
and for a request, maybe you can add in a refinery or a recipe to the infuser (using a diamond, redstone, or glowstone as a "seed") that turns thaum into crystallized thaum? might help with not being able to find the slimes or having to overflow the crucible
I havent touched any base classes or spawn rates of anything in vanilla. I have also noticed a lower drop rate however - maybe that was changed by Notch with MC 1.0.0?
The slimes do spawn naturally and I have seen loads of them in my test worlds. However they have normal slime behavior when not near the player or a thaum source which means they just start hopping in a direction after spawning. This means they might quickly wander into unloaded chunks.
I have a suggestion. You should make conduit blocks. By this I mean the pipes could run through the blocks, giving them more aesthetic value. In fact, I love the general aesthetic you've chosen for this mod (Pratchet inspired, I guess?) enough that I'd like to see a few purely aesthetic features, be they blocks or some other form of decoration.
I'm not 100% sure what you mean? Do you mean a normal sized block that acts as a conduit?
On my to-do list is a big, mostly aestetic addition to my mod. I don't want to go into too much detail since I'm not yet sure if it technically feasible.
I'm not 100% sure what you mean? Do you mean a normal sized block that acts as a conduit?
On my to-do list is a big, mostly aestetic addition to my mod. I don't want to go into too much detail since I'm not yet sure if it technically feasible.
Imagine a block of cobblestone, normal except for the conduit running through the center of it. It's a feature I've always wanted in mods that feature pipes, like BC. Come to think of it, though, it would get weird when it became necessary to bend the pipe.
I get a crash whenever I try and break a Lapis Symbol and possibly other Symbols as well. I am using BuildCraft.
Other errors I have noticed are that the Lapis Symbol does not appear to push or pull the player when on the ground with a Gold Rune.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Unfortunately the error only appears for a fraction of a second before the minecraft goes black-screen.
And there goes my plan for having a lift system through my Thaum-refinery.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
And there goes my plan for having a lift system through my Thaum-refinery.
Don't give up quite yet. I have plans you see. *rubs hands together with sinister glee*
Another quick question - is it just the lapis symbol that causes the crash, or any of the others as well? Technically all the symbols are one block and they use the default MC code for "harvesting" them.
Currently my Thaum-refinery is just a hole my quarry dug out with a fast-drop in the corner. I'm hoping to run a system of Nitor refinement and refeeding into a cauldron. Or just make a huge Obelisk and line up Condensers along the sides.
EDIT: It seems to have fixed itself, or possibly it only occurs when the symbol is on the top layer of bedrock.
EDIT 2: Okay, so when I try and fill the infusers from the top the items just pop out of the pipe, how do I fill an infuser when there's an infusion mold in the bottom?
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
i downloaded but am mega confused is there a solid guide out there that will answer my questions or is this a more figure it out on your own kinda mod, either way great mod cant wait for more updates :biggrin.gif:
i downloaded but am mega confused is there a solid guide out there that will answer my questions or is this a more figure it out on your own kinda mod, either way great mod cant wait for more updates :biggrin.gif:
Read the first post.
Rollback Post to RevisionRollBack
"Don't pay any attention to the critics. Don't even ignore them." -Nicolas Negroponte
That appears regardless. I definitely think the light ball should only appear if it's working or something.
First up, the bug. Thaumic slimes don't appear to respect the difficulty "Peaceful." Either they are able to spawn in Peaceful mode, or they do not despawn like other mobs when the difficulty is changed to Peaceful later, I'm not quite sure. I will let you know if I can figure out which one it is.
Second, my difficulty. I'm using ThaumCraft with Redpower 2 pr4, Buildcraft 2.2.7, and Forestry. I've tried adding some of the new ores and materials from Redpower 2 and Forestry to ThaumCraft's .cfg, and while I can get Forestry items to convert in the crucible and copy in the copier, I cannot do the same with Redpower. I think it may be a problem with how Redpower handles its materials. Just something to note. I asked for help on the Redpower forum posting, and I'll let you know if I find a fix.
Third, my suggestions. I originally decided to try your mod due to the fact that Industrial Craft 2 is not ready for 1.0.0 yet, and I've always relied on its Recycler and Mass Fabricator blocks to turn the excess cobble from Buildcraft quarries into useful things. I figured I could do the same with the Crucible and the Duplicator. When IC2 does get released, however, I'm thinking about keeping ThaumCraft around. If you could publish a list of calls and commands that other modders could use in conjunction with ThaumCraft, I and other would be modders could create mods that tightly integrate ThaumCraft with some of our other favorite mods. Imagine a Buildcraft engine or IC2 generator that runs off of Thaum. Maybe a converter for moving Thaum in Buildcraft pipes or storing it in Buildcraft tanks. Pools of pump-able Thaum left over from an irresponsible wizard's experiments. Carry buckets of Thaum in your inventory, but watch out, it is volatile stuff! I'm beginning to ramble, aren't I?
EDIT: forgot one other thing. If you do make an API, make it so that mods can automatically report their materials and material values to ThaumCraft so there is no need to be mucking about in the .cfg.
i have an obelisk about 30+ blocks away from my base (and a few others 100+ blocks away) and im trying to pipe in the thaum.
do you need a relay system of nodes and conduits, or just one node and a bunch of conduits?
Thanks to RaianBlackwing I discovered that the Obelisks are actually bugged atm. They are not harvestable. I tested the harvesting before I made their models and it worked fine, but apparently when I made their models I broke it. :sad.gif:
It is fixed and will be rolled out with the next update which should be in the next few days.
Theoretically there is no limit, but it won't work if the chunk isn't loaded. I believe the game loads 8x8 chunks around the player, each 16 blocks wide. So piping beyond 64 blocks is not recommended unless you use another mod that forces chunks to load.
Also, as the guy below me said, an option where you can create crystalized thaum would be nice.
Oh, and add a splash noise when you get in the cauldron. I like the concept of my character taking a bath in thaum.
Oh, and maybe a method to repair tools and armor with Thaum?
also, whats the spawn rate of those slimes? ive seen several obelisks, but no slimes spawn unless i overflow a crucible.
and for a request, maybe you can add in a refinery or a recipe to the infuser (using a diamond, redstone, or glowstone as a "seed") that turns thaum into crystallized thaum? might help with not being able to find the slimes or having to overflow the crucible
-Nicolas Negroponte
Are you sure you have downloaded version 1.0.1?
Have you noticed that the little slimes seem to suck up thaum? Have you given them the chance to hang around a while?
I am planning on adding more effects beyond the slimes and the crystal dropping. I had planned more effects originally, but I had to prioritize what I worked on to get the mod out.
That has been planned for a while and I even have some of the code already in, but I keep being distracted by shiny stuff. :tongue.gif:
I havent touched any base classes or spawn rates of anything in vanilla. I have also noticed a lower drop rate however - maybe that was changed by Notch with MC 1.0.0?
The slimes do spawn naturally and I have seen loads of them in my test worlds. However they have normal slime behavior when not near the player or a thaum source which means they just start hopping in a direction after spawning. This means they might quickly wander into unloaded chunks.
I'm not 100% sure what you mean? Do you mean a normal sized block that acts as a conduit?
On my to-do list is a big, mostly aestetic addition to my mod. I don't want to go into too much detail since I'm not yet sure if it technically feasible.
Imagine a block of cobblestone, normal except for the conduit running through the center of it. It's a feature I've always wanted in mods that feature pipes, like BC. Come to think of it, though, it would get weird when it became necessary to bend the pipe.
Looking forward to future updates! Big fan!
-Nicolas Negroponte
Other errors I have noticed are that the Lapis Symbol does not appear to push or pull the player when on the ground with a Gold Rune.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Strange about the crash. I will take a look, though I use buildcraft as well. Can you post the error you get?
Lapis and Gold symbols never work on the player.
And there goes my plan for having a lift system through my Thaum-refinery.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Don't give up quite yet. I have plans you see. *rubs hands together with sinister glee*
Another quick question - is it just the lapis symbol that causes the crash, or any of the others as well? Technically all the symbols are one block and they use the default MC code for "harvesting" them.
Currently my Thaum-refinery is just a hole my quarry dug out with a fast-drop in the corner. I'm hoping to run a system of Nitor refinement and refeeding into a cauldron. Or just make a huge Obelisk and line up Condensers along the sides.
EDIT: It seems to have fixed itself, or possibly it only occurs when the symbol is on the top layer of bedrock.
EDIT 2: Okay, so when I try and fill the infusers from the top the items just pop out of the pipe, how do I fill an infuser when there's an infusion mold in the bottom?
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Read the first post.
-Nicolas Negroponte