im gonna wait and see, how azanor plans to implement the automated, or improved ways to charge your wand.
but i like the thought of aura manipulation making a return. being able to merge a big 6 aspect node together and drag it into your labaratory seems a lot more impactful, than in thaumcraft 3.
he might have planned to implement high tier stuff later on, that would make a big node in your house really useful. but thaumcraft 3 never got to that stage, where you needed a node with more than 500 vis. especially with crystal clusters and capacitors to support it.
and when liquid aspects make a return, if you might be able to drain aspects from a node into jars later on, to remotely power machines like the arcane bore, it would get really important.
im just really excited to see, where he goes with the mod. so far, everything looks beyond awesome.
I was just gone for a little while and bam... the thread explodes XD Well its looking good, and if it makes it in I would love to see the portable hole focus.
My suggestion for the portable hole is thus: the initial portable hole is one use. It is an actual hole you place, and then it stays there. The wand focus makes temperary portable holes with vis. Another 'machine' that is made out of a portable hole is a warded block variant that when activated in an authorized manner replaces itself with a temperary portable hole tunnel. So you can have a wall that turns into an awesome tunnel. This would also make things like the magic mirrors feel a bit less like giving up a super-item, since the base portable hole wouldn't do as much.
I think the hole should stay as an item. The (w)hole idea with a portable hole is that it's a hole that can be picked up and placed down elsewhere. That wouldn't be the case with a focus even if it worked the same way. With a focus you would be creating a new hole each time you use it, not moving the same hole around. I know it's a bit silly reason, since the gameplay with pretty much the same. One advantage to making it a focus, would be being able to create the hole at an angle.
I'd agree with you... if the portable hole functioned like that at all. In TC3 it remained as an item in your hand despite casting multiple holes of various sizes simultaneously, which leads me to believe that the "portable hole" is rather not an actual hole that you are carrying around, but instead it could be said that the item you are holding CONTAINS a hole of potentially infinite size, and using it temporarily extends that captured hole (without actually placing or releasing the hole) in order to 'override' the space outside with some of the space from inside, without actually removing anything that was there.
Alternatively it could just be said that it actually temporarily shifts space into another dimension and it's just called a "portable hole" because the result of using it is temporarily creating a hole through matter and it's not actually a hole that you are holding, essentially just making it a cool name.
as the vis as rough power is going away I think the wand focus makes more sense... even because in TC3 there used to be nodes all around the world and as it seems to me from the streams nodes are not that common anymore so using it as an item that takes energy from nearby nodes may cause problems...
first of all you might not found a nearby node so you could not be able to use it in some places... this could be avoided with a portable "battery" but that will involve a new item and mechanic already in the new wand system... like isn't the wand itself a sort of battery?
secondly you may accidentally take all the energy from a node witch is bad in the new system can cause lot of issues... unless you make it with classic durability but that is lame imo...
also by enchanting it you could make it better, like deeper holes, less aspect usage, more duration of the hole effect... so I think wand focus all the way!!! you better set up a poll int the thread that's the easiest way to know for sure the result
So I have a question for you guys: I've started adding the still outstanding TC 3 items into TC 4 - the portable hole specifically. I came to a realization however: the portable hole has been in since the days of TC 2 and is my (and some other peoples) favourite item. However with the new wand system it really ought to be a wand focus instead of a separate item. It will need vis to use and making it a focus makes a lot of sense.
Honestly, I'm torn. What is your opinion?
I say make it a Focus, perhaps it's a combination of like a Ender Eye and some aspects for travel,etc?
Question: will the node-moving stuff from tc3 still be in 4? I remember Dire saying something about how it really has meaning now, but haven't seen him doing it yet, so I'm assuming its either not implemented yet or not coming.
What I have planned is:
- something that recharges nodes and possibly add new primal aspects to them.
- something that drains from a node to recharge wands or turning it into essentia
- a way to create nodes, though they will be fairly crappy (unstable and/or fading nodes)
- a way to "pick up" nodes and move them... and yes, I am strongly considering the carrying method being "node-in-a-jar" Of course, moving a node is usually bad for it.
- a way to merge nodes... probably also with negative consequences to the node.
There won't be a way to inject vis or essentia back into a node directly, nor do I think I will allow essentia to recharge a wand directly. It will be relatively easy to get later on and will make recharging wands trivial.
Just to make it clear why I have the distinction between vis and essentia:
Vis is magical energy in its raw form and the way it occurs naturally. Essentia is what you get when vis is extracted from an item with a crucible or other means. It is liquid vis, but it cannot easily return to being pure "energy" vis. It is also fairly volatile and breaks down into flux at the drop of a pin.
Essentia is much easier to work with however in thaumaturgic constructs and easier to store.
In non roleplay terms - vis is for wands and essentia for crafting and powering machines. You can turn vis into essentia, but not the other way around.
Thanks for taking the time to answer that. So I guess the old "node-dragger" contraption is out, then? Never actually got around to trying it in TC3, so I wont miss it if it doesn't make the cut, at least
Node-in-a-jar sounds like it has potential for some really interesting side effects, heh. Or maybe just as a pretty decoration for your lab. Who wouldn't want a row of node-jars sitting on their mantle?
Oh, I could have sworn it was removed from your hotbar when you used it and then had to be picked up as an item after the hole closed. But if that's not the case, then focus is fine with me
Interesting fact - that is exactly how it worked when I first made it, but for various reasons it didn't work very well.
What I have planned is:
- something that recharges nodes and possibly add new primal aspects to them.
- something that drains from a node to recharge wands or turning it into essentia
- a way to create nodes, though they will be fairly crappy (unstable and/or fading nodes)
- a way to "pick up" nodes and move them... and yes, I am strongly considering the carrying method being "node-in-a-jar" Of course, moving a node is usually bad for it.
- a way to merge nodes... probably also with negative consequences to the node.
There won't be a way to inject vis or essentia back into a node directly, nor do I think I will allow essentia to recharge a wand directly. It will be relatively easy to get later on and will make recharging wands trivial.
Just to make it clear why I have the distinction between vis and essentia:
Vis is magical energy in its raw form and the way it occurs naturally. Essentia is what you get when vis is extracted from an item with a crucible or other means. It is liquid vis, but it cannot easily return to being pure "energy" vis. It is also fairly volatile and breaks down into flux at the drop of a pin.
Essentia is much easier to work with however in thaumaturgic constructs and easier to store.
In non roleplay terms - vis is for wands and essentia for crafting and powering machines. You can turn vis into essentia, but not the other way around.
Thanks I didn't know the difference between Vis and Essentia, I thought Vis was energy in the old sense, as in Thaumcraft 3 nodes, just pure energy without any elements.
Also, did my post get mentioned by azanor here? I feel... honored..... SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE *explodes of pure exitement and honor*
Since you make this mod for your own chalange and entertainment, here is a small chalange for you.
In the latest video you made the items on the pedestals emit particles towards the center and then dissapear, my chalange is to make the item acualy desolve, pixel by pixel and make that pixel fly to the middle.
I think you understand what i mean
Since you make this mod for your own chalange and entertainment, here is a small chalange for you.
In the latest video you made the items on the pedestals emit particles towards the center and then dissapear, my chalange is to make the item acualy desolve, pixel by pixel and make that pixel fly to the middle.
I think you understand what i mean
I think you would change how the item is actually being displayed, cutting off the edge of it by just not rendering its edge in the first place, You know, making Minecraft think that the edge of the item's sprite does not exist or is transparent. Although all hell would break loose with TConstrucT items. And it may not be possible since items.png was phased out.
Is he changing anything about the Thauminomacan? (Hopefully spelled that right, probably didn't.....). I don't want to have to go on an epic journey to find it.
Is he changing anything about the Thauminomacan? (Hopefully spelled that right, probably didn't.....). I don't want to have to go on an epic journey to find it.
Thaumnomicon. And yes, its a combination of the old TC2 thaumnomicon and the achievement viewer.
Rollback Post to RevisionRollBack
Today's weather report includes black holes, mixed with light meteor showers
Could we possibly DRINK liquid Vis? With interesting and random side effects which could be good, bad, or some where in bettwen? o3o
It'd be like drinking a glowstick!
but i like the thought of aura manipulation making a return. being able to merge a big 6 aspect node together and drag it into your labaratory seems a lot more impactful, than in thaumcraft 3.
he might have planned to implement high tier stuff later on, that would make a big node in your house really useful. but thaumcraft 3 never got to that stage, where you needed a node with more than 500 vis. especially with crystal clusters and capacitors to support it.
and when liquid aspects make a return, if you might be able to drain aspects from a node into jars later on, to remotely power machines like the arcane bore, it would get really important.
im just really excited to see, where he goes with the mod. so far, everything looks beyond awesome.
I'd agree with you... if the portable hole functioned like that at all. In TC3 it remained as an item in your hand despite casting multiple holes of various sizes simultaneously, which leads me to believe that the "portable hole" is rather not an actual hole that you are carrying around, but instead it could be said that the item you are holding CONTAINS a hole of potentially infinite size, and using it temporarily extends that captured hole (without actually placing or releasing the hole) in order to 'override' the space outside with some of the space from inside, without actually removing anything that was there.
Alternatively it could just be said that it actually temporarily shifts space into another dimension and it's just called a "portable hole" because the result of using it is temporarily creating a hole through matter and it's not actually a hole that you are holding, essentially just making it a cool name.
Mod by Tuhljin
as the vis as rough power is going away I think the wand focus makes more sense... even because in TC3 there used to be nodes all around the world and as it seems to me from the streams nodes are not that common anymore so using it as an item that takes energy from nearby nodes may cause problems...
first of all you might not found a nearby node so you could not be able to use it in some places... this could be avoided with a portable "battery" but that will involve a new item and mechanic already in the new wand system... like isn't the wand itself a sort of battery?
secondly you may accidentally take all the energy from a node witch is bad in the new system can cause lot of issues... unless you make it with classic durability but that is lame imo...
also by enchanting it you could make it better, like deeper holes, less aspect usage, more duration of the hole effect... so I think wand focus all the way!!! you better set up a poll int the thread that's the easiest way to know for sure the result
I say make it a Focus, perhaps it's a combination of like a Ender Eye and some aspects for travel,etc?
What I have planned is:
- something that recharges nodes and possibly add new primal aspects to them.
- something that drains from a node to recharge wands or turning it into essentia
- a way to create nodes, though they will be fairly crappy (unstable and/or fading nodes)
- a way to "pick up" nodes and move them... and yes, I am strongly considering the carrying method being "node-in-a-jar" Of course, moving a node is usually bad for it.
- a way to merge nodes... probably also with negative consequences to the node.
There won't be a way to inject vis or essentia back into a node directly, nor do I think I will allow essentia to recharge a wand directly. It will be relatively easy to get later on and will make recharging wands trivial.
Just to make it clear why I have the distinction between vis and essentia:
Vis is magical energy in its raw form and the way it occurs naturally. Essentia is what you get when vis is extracted from an item with a crucible or other means. It is liquid vis, but it cannot easily return to being pure "energy" vis. It is also fairly volatile and breaks down into flux at the drop of a pin.
Essentia is much easier to work with however in thaumaturgic constructs and easier to store.
In non roleplay terms - vis is for wands and essentia for crafting and powering machines. You can turn vis into essentia, but not the other way around.
Node-in-a-jar sounds like it has potential for some really interesting side effects, heh. Or maybe just as a pretty decoration for your lab. Who wouldn't want a row of node-jars sitting on their mantle?
Interesting fact - that is exactly how it worked when I first made it, but for various reasons it didn't work very well.
Thanks I didn't know the difference between Vis and Essentia, I thought Vis was energy in the old sense, as in Thaumcraft 3 nodes, just pure energy without any elements.
Also, did my post get mentioned by azanor here? I feel... honored..... SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE *explodes of pure exitement and honor*
He is the ultimate and immortal god of coding, he knows no bounds.
EDIT:Page king?
In the latest video you made the items on the pedestals emit particles towards the center and then dissapear, my chalange is to make the item acualy desolve, pixel by pixel and make that pixel fly to the middle.
I think you understand what i mean
I think you would change how the item is actually being displayed, cutting off the edge of it by just not rendering its edge in the first place, You know, making Minecraft think that the edge of the item's sprite does not exist or is transparent. Although all hell would break loose with TConstrucT items. And it may not be possible since items.png was phased out.
Thaumnomicon. And yes, its a combination of the old TC2 thaumnomicon and the achievement viewer.
It'd be like drinking a glowstick!
Correction, it's Thaumonomnom. Everyone knows that. lol
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