NEW! - REPORTING BUGS
I have finally set up a Github where you can report issues. I'll do my best to keep monitoring this thread, but in all likelihood, it's only going to get fixed if you report the issue on Github here
I've been a fan of Thaumcraft for some time, and with the release of TC4, I've become inspired to a point where I started a mod for it.One of my 'things to do' in TC4 is run around collecting nodes. All kinds, tainted, dark, normal, etc. With the 70 vis cost and the max wand core only storing 100, this meant I had to constantly run to and from my base to recharge my wand. I partially solved this by carrying around 5 wands, but that left me with little inventory space. Solution? Come up with my own wand!
Current items and blocks the mod contains:
Mercurial Core - Base rod for the Mercurial Wand
Mercurial Wand - Holds 500 vis of each primary aspect. In the future, will be upgradable.
Fertilizer - Randomly fertilizes an 8x8 area of farmland or saplings. Does not require a water source block nor bonemeal supplies. Does use aqua essentia.
Node Modifier: Changes a jarred node, given the correct type and amount of aspects provided by nearby essentia jars. Currently 'cures' sinister, hungry, tainted, pale, fading, and unstable nodes. Can also convert normal nodes to bright nodes, and any non-'dirty' node to a pure node. Will eventually allow for node aspect 'buffing'
Essentia Engine - Eats varying types of essentia from nearby jars (Ignis, arbor, herba, saxum) to produce energy. Currently supports Buildcraft MJ, plans in effect to support EU, RF, UE, maybe Factorization. All depend on specific mod authors + API availability.
Creative Node - A special node that contains 100 of each primal aspect and never depletes. Good for a public wand recharge area.
Things the mod changes:
Adds permutatio back to eggs, because a) copper is not always available, and hoppers are fricking expensive to make
Adds exanimus to bones because a) wither skulls are hard to come by and brains are useful in other applications
Adds the ability to 'wand' the TOP of a wooden slab when building a 'jar' around a node in order to activate the jarring process.
I am not currently officially working with Azanor, or Vazkii (the author of Thaumic Tinkerer) but I do talk to Vazkii and I will personally be monitoring both Thaumcraft and Thaumic Tinkerer so that I am not toe-stepping on anyone's implementations.
As my first TC based mod, I will be taking ANY ideas and implementing them, however, whether they will actually make it into the public release of the mod is up in the air.
This mod is intentionally "stupidly expensive" as far as recipes go. It is intended to extend the end-game area of Thaumcraft to give us all something to do after we get our thaumium capped silverwood wand. This does not mean I will not entertain adding in simpler items / blocks, if there is support / demand for them.
I ask that if you intend to volunteer for modeling or texturing, please PM me to keep the thread clean. If you have ideas, post them in the thread.
I am incredibly eager to see this mod grow, so if you're interested, post, even if it's just to show support! Thanks in advance.
KNOWN ISSUES - Build 28
Microliths are not finished.
Merc wand must be removed from the infusion altar after each upgrade or the upgrade will not apply.
SPOTLIGHTS
DOWNLOADS
Primary Download: Advanced Thaumaturgy 0.0.28 (preferred, helps me track download count)
Emergency/Alternate Download: Mirror (not preferred, Dropbox has no concept of simple things like download count)
The adf.ly links are from the author(s) of the download, not mine.
Donations / Patreon
I am putting these here because they were asked for, not because I am fishing for money. I love programming and I will continue doing it whether I get anything or not. I do, however, pay for my own server because making people put up with adf.ly / mediashare / dropbox is kind of a B.S. move IMO, but it'd be cool to be able to offset that cost a little.
Made-Up License for Advanced Thaumaturgy
i don't know whether there is a license that exactly matches these requirements, so for the moment, this is the license that AT is governed by.
1) You are granted a revocable, nontransferrable license to utilize the Advanced Thaumaturgy mod in any SSP or SMP environment you choose, without requiring specific permission from me.
2) You are allowed to package AT into a modpack and distribute that modpack through any means you choose so long as users are NEVER directly or indirectly charged money for said access, whether it is a subscription fee, membership fee, or forced 'donation', nor place the mod or modpack behind an intermediary url designed to earn ad/click revenue. You can use AT freely as you like as long as you're not making money off of it.
3) You are allowed to use AT in a streaming/Youtube environment. If you make money off of these methods, I ask that you have some decency and relay a little bit of that profit to me. You CAN make money off of using my mod, that's fine, but you'd better have the balls to share a little of it.
4) You are NOT allowed to use my mod's code from Github to create a modified version of AT and distribute it whether it is credited to me or not. If you REALLY need a feature added, submit a feature request. If your idea is so out of the realm of AT that it would not be feasible, write your own mod.
5) You are granted the right to read through the AT code on Github and use it to learn how to do things for your own mod. You are NOT allowed to just flat out copy and paste my code into your own mod. Use it to learn, not to be lazy.
That should cover most of the questions that would come up. if in doubt, send me a PM and I will amend the license. My intent is for AT to be used by all, whether in mod form or code form, but not for people to pass it off as their own, or to make money off of it without sharing a little bit of that profit with the author. While I do work on AT for free, I do have other coding jobs that pay money, and if people are going to sit there and make money off of my work and not pay me for it, it eliminates any interest I have in working on AT :\
ChangeLog
Build 28
Fixed issue where sneak-rightclicking an ethereal jar cleared the contents but did not allow other essentia types to fill it.
Added creative jars to go along with the creative node. Place essentia in the jar to fill it up permanently.
Fixed several NPE crashes when certain items/blocks were disabled in the config
Slightly increased the recharge rate of the recharge upgrade
Essentia engines no longer suck essentia from nearby jars; they require it to be piped in. Engine does not accept all types of essentia at the moment.
Build 26
Removed hard dependency on buildcraft.
Ensured ALL the mercurial wand upgrades worked (in SSP at least!)
Build 25
Moved [AT] tag to the right spot
Fixed server crash related to EntityFX (damn you, classloader!)
Build 24
Fixed server crash regarding a NCDFE for lwjgl's Color class.
Added an aspect price to the Node Modifer research to make it obtainable.
Added an aspect cost to the Microlith research to make it obtainable.
Readded research for essentia engine (whoops) - adjusted cost
Added [AT] tag to any research not on the AT tab.
Build 23
Finished off mercurial wand upgrade recipes, research. They are now live and can be applied to the wand.
Mercurial Rod is now adaptive, to a point. It will increase its capacity to the highest rod known.
Flux Dissipator is now part of the new Microlith content, and is now craftable.
Watchful Microlith is a chunkloader and is currently untested. Use at your own risk! (Right click it to toggle)
Build 22
Updated to 4.1
Removed mercurial wand infusion recipe, you can now properly use any cap you like on the core.
Gave the mercurial wand core a name that more closely follows the naming convention of the rest of the cores
Fixed misspelling in mercurial wand ore page. Also fixed \n's in the same page.
Fixed break texture on fertilizer.
Ethereal jars now show up in creative again.
Removed [beta] tag from ethereal jars. Bugs might exist but they should be working now.
Added Minilith stuff.
Flux Dissipator, one of the new Miniliths, now has research and a recipe.
Build 20
Fixed several issues with the ethereal jar which was causing desync issues between client and server
Fixed issue with mcmod.info file.
Changed how the fertilizer works. It now uses herba to fertilize (ala the lamp of growth) which will cause normal plant
growth and can spread certain plants like mushrooms, lilypads and flowers. Hydrating soil is now a free function
so you no longer need to worry about accidentally running out of aqua and having your farmland dry up.
Fixed NPE crash when right clicking a flux dissipator with an empty hand.
Ethereal jars now retain their labels when broken and placed.
Build 19
Quick fix to a bug that was causing random items to disappear from creative tabs.
Fixed bug where labels always apply to the same direction on ethereal jars.
Build 18
Fixed TickManager crash on servers.
Fixed labels causing crash when affixing to ethereal jars.
Fixed thaumonomicon pages for ethereal jar.
Build 17
Fixed wand tooltip to correctly show vis discount from armor, and not the current Ignis modifier
Added Herba as a requirement for the actual fertilization component of the fertilizer. Watering still requires Aqua, of course
Added beginnings of wand pommels. Currently only available via the creative menu.
Added [AT] tag to AT research
Fixed bug with flux dissipator where it was acting derpy with goo/gas, and not saving contained vitium between save/load
Fixed fertilizer and flux dissipator to not insta-break and drop no block.
Fixed bug with flux ventilator where you could not remove vitium with a phial.
Fixed depth rendering bug with the flux dissipator orb
Increased the rate at which the flux ventilator converts liquid goo to gas.
Fixed essentia particle position for the fertilizer.
Fertilizer now spreads flowers.
Build 16
Removed red marker particles from the fertilizer. Oops, debug code!
Reduced fertilizer chance to non-debug levels
Fixed FloatyLineFX crash on dedicated servers. One of these days, it WILL work. I promise!
Fixed variable swap that was causing node modification to freeze upon 'eating' an essence from a pedestal.
Removed debug code from wand
Added a config option to use the classic TC4 wand tooltip. You can also see this tooltip by holding Shift
Build 15
Changed several block materials to dirt to allow block drops when using any tool to break it, and not just picks
Redid the Node Modifier thaumonomicon pages to better explain and illustrate the new node modifier mechanics.
Build 14
Extended the fertilizer to support any crop or sapling that extends BlockCrops, BlockStem, BlockSapling. This should inherently add lots of mod support by default (if the mod author codes their crops and saplings correctly!)
Extended the fertilizer to work on reeds, cacti, and mana beans
Extended the fertilizer to spread mushrooms and lilypads
Fixed RenderManager crash when using the mod on a dedicated server
Build 13
Swapped out node modifier model for a lower poly count version.
Fixed the crazy text in the mercurial wand tooltip (damn you, UTF-8!)
Fixed the fertilizer. Oops.
Set the correct research flags for the fertilizer.
Made the node modifier slightly more sturdy; the slightest touch should no longer break it
Fixed the 'break' texture on the node modifier
Node modifier no longer plays failure sound if it doesn't actually fail an operation
Added particle effects to modifier while it's active
Added the ethereal jar, stores 256 essentia (creative only at the moment, needs testing)
Gave some items and blocks more sane aspects when scanned.
Added in the flux ventilator for testing (creative only at the moment)
Fixed config code to actually allow disabling of features. Everything related to this is now under the "Feature Control" group in the config
I am constantly up in the air with my thaumic harness, and as such, I chew through charcoal like mad for the potentia. This leaves me with tons of ignis laying around, and even with the infernal furnace, I still have 50+ jars of ignis. Would be nice to stick those jars in an engine. The problem would be making the engine enticing to an end-game thaumaturgist while keeping it 'too expensive' for a fledgling thaumaturgist to use.
As soon as i saw you had no intention to hide stuff that isnt part of the mod itself i decided to avoid looking at them
Uh, every image is specifically of the mod... I did have ONE with my taskbar showing (which I replaced) but I don't see more than one image with anything non mod related.
I like the looks of this! Normally I tend to be a downer on any mod that is just "I took normal things but made them bigger!" like any of the mods that just add a fancy pickaxe, but I think this is definetly a desired addition. I'm tired of carrying around a backpack full of wands and slowly filling them up. I almost want to add it even without it having a texture yet!
On the topic of texture, do you have any idea what ind of texture you're going to be wanting? Like, any sort of color or anything?
What will be the cost reduction for the quicksilver wand cap?
I'm not sure on the name "netherwood wand", puts me in the wrong state of mind right away with making me think it was going to add a tree to the nether as well. I can't thin of a better name right off the bat, but just something worth thinking about.
I recommend you editing those images somewhat, or atleast put them in Spoilers. As soon as i saw you had no intention to hide stuff that isnt part of the mod itself i decided to avoid looking at them
Woah... what? I think I see what he's getting at there (showing us your kinda tc settup with all the nodes) but this is still the most absurd quible I've seen all week.
Oh, new thought I just had, since you mentioned wanting ideas for this mod.... while its not 100% thaumcraft related, I was reminded of it from seeing your infusion table in in the background there... A mod really needs to add something like the vorpal enchantment from redpower or the headhunter enchantment from harken scythe- something that allows us to get more skulls then just the wither legitamately. I think I have 1 skull in my setup from looting a tombstone from the graveyard mod, but... yeah. Adding an enchantment that adds like a 0.5% per level of making a mob drop a head on death would be great for decorating my infusion table.
Also I just found out that mojang made kinda mobheads for every other default mob (check the wiki, its cool) so getting things like blaze heads or chicken heads or whatever is easilly possible, and that none of the other mentioned versions made use of this feature. I dunno, just a me throwing my random train of thought at ya.
I had a few ideas for Thaumcraft, Thought I'd dump them here:
Flux Dissipator:
Type: Infusion
Recipe: 3 Flux Filters, 1 Nitor, 2 Blaze Rods; 16 Vitnium, 20 Ignis
Description: This can be put on an Infernal Furnace instead of an Arcane Bellow to reduce 25% of Flux to Produce. If you have 2 on the Infernal Furnace it stacks to 50%. If you have 3 it does not produce Flux.
Essentia Skimmer:
Type: Infusion
Recipe: ?
Description: Lowers the Chance to make Nuggets by 65% but it will fill up a Jar below it slowly with a Random Aspect it chooses from the Items being Smelted until the item changes (Smelting Iron then Suddenly Smelting Gold). If you have 2 Essentia Skimmers you can Set 3 Aspects it cannot Skim. If you have 3 Essentia SKimmers you can set which Aspect to Skim OR which 5 Aspects it cannot skim.
Hush:
Type: Enchantment
Recipe: ?
Description: Can be up to Level 2. You produce no Sound when Walking/Landing/Swiming as well as Mobs cannot see you for 3 blocks farther than normal unless Level 2 in which they cannot see you for 5 blocks farther. This effect only is active while sneaking. This can only be Enchanted on Boots.
Fleeting Cold:
Type: Enchantment
Recipe: ?
Description: Can be up to Level 1. While running if you run onto water you will make ice allowing you to walk on water... sorta. This can only be Enchanted on Boots.
Aquatic:
Type: Enchantment
Recipe: ?
Description: The enchantment makes it so the Tool can be used underwater at Maximum efficiency and is not damaged while using it underwater.
Vorpal:
Type: Enchantment
Recipe: ?
Description: Can be up to level 3. Gives you a chance when you kill a mob to have it drops its head. This can only be Enchanted on Swords.
Wand Foci, Entangle:
Type: Infusion
Recipe: ?
Description: Gives the mob you are Shooting with this Slowness 3 unless it has higher than 25 Health. With Potency 1 it can do it to mobs with 50 Health, Potency 2 is 100 Health and Potency 3 is 200 Health.
Silence:
Type: Enchantment
Recipe: None.
Description: This makes it so the wearer unable to use magic while wearing this. Wand Foci with Potency are ignored but for ever level of Silence it will take a level from potency (Example: Silence 2 + Potency 3 = Potency 1, Silence 2 + Potency 1 = Potency 0) Silence cannot be enchanted, it can only be found on armor in dungeons and mineshafts. If Potency is higher than Silence you can still use that Foci using the resulting potency level. This is a Armor only Enchantment.
Volitile:
Type: Enchantment
Recipe: ?
Description: This makes it so when this armor breaks it will expload (This does not do damage to the player
or land scape but does do the same amount as a creeper in damage). This can only be applied to Thaumcraft Armor.
Slip Walk:
Type: Enchantment
Recipe: ?
Description: While standing on any block for the player it will act like Ice so they can "Skate" on it. This can only be Applied to Thaumcraft Foot Wear.
Return of the Old Stuff:
Description: Return of the following; Flying Carpet, Mask of Cruelty, Everfull Urn, Boots of the Meteor, Traveling Trunk, Wand of Bone, Eldritch Temples.
Flute of the Piper:
Type: Infusion
Recipe: ?
Description: If played at an enemy it has a 5% chance of Calming them making them Neutral (This chance is checked only once on a mob but it doesnt have to check for up to 15 seconds (Minimum of 5 seconds) while playing it at a mob). While played Passive Mobs within 8 Blocks of you will follow you like you have Wheat or anything that they would require. Makes notes block notes in a flowy line.
Mask of Visage:
Type: Infusion
Recipe: ?
Description: Shift right clicking while this is in your hand opens a GUI where you can put a players name in and Confirm. While wearing the Mask of Visage your Skin and Name Changes to that players but the Mask is still visible on allowing you to be in disguise just not a very good one.
Wand Foci: Worms:
Type: Infusion
Recipe: ?
Description: Summons untamed Zombies at High Cost (Don't know what I feel like it should be at).
Wand Foci: Chameleon:
Type: Infusion
Recipe: ?
Description: Turns you into the Block you are Standing on and you Snap to grid while you move. Being Attacked in this Form with a Tool that would break you does Triple Damage. Being Attacked in this Form will turn you back into a Player. This has High Cost (Don't know what I feel like it should be at).
Wand Foci: Homeward:
Type: Infusion
Recipe: ?
Description: Teleports you to your Respawn Spot, 10 second cast time and has High Cost (Don't know what I feel like it should be at).
Wand Foci: Empathy:
Type: Infusion
Recipe: ?
Description: Reduces 50% of Incoming damage while being casted. Costs 5 Ordo and Perdito per Damage done to you (otherwise it does 1 Ordo and Perdito per second). If it cannot protect you from the full damage it will protect you with what it can and drain your wand of Ordo and Perdito. Where your casting gets the amount of Reduced damage as Damage to the Target assuming it has health.
Wand Foci: Illuminae:
Type: Infusion
Recipe: ?
Description: This is Hyperkinetic Nitor but as a cast-able Spell making it have cost.
Wand Foci: Decoy:
Type: Infusion
Recipe: ?
Description: This summons a 50% Visible clone of you at the Target spot, Mobs will Attack it instead of you but it will die after 5 damage is done to it (Don't know what I feel like it should be at).
Wand Foci: Guidance:
Type: Infusion
Recipe: ?
Description: When you cast this on a Block assuming its a Thaumcraft related Block it will open the thaumonomicon assuming you have it to the corresponding page. 2 Ordo cost.
Wand Foci: Pace of Peace:
Type: Infusion
Recipe: ?
Description: When casting in an AOE 8 Blocks around you everyone has Slowness and cannot run (Don't know what I feel like it should be at).
Wand Foci: Blink:
Type: Infusion
Recipe: ?
Description: Teleports you to where your looking if you have the Aspects required, Uses 2 Ordo and Perdito per Block distance.
Wand Foci: Animate:
Type: Infusion
Recipe: ?
Description: Gives any Block of your Choosing Legs and it will follow you like a Wolf (I know this is impossible but I sorta wanna give you the idea of something along those lines).
Aspect Mutator:
Type: Infusion
Recipe: ?
Description: For a Full Jar of Aspect you can turn that Aspect into any other Aspect but random between 1% and 5% of it is turned into the new aspect and the left over is destroyed.
Transmutator:
Type: Infusion
Recipe: ?
Description: This allows you to make any VANILLA or whitelisted item in the game assuming you can give it a template. To create the item it costs Quadruple what ever aspects it has to make it and dependent on how much aspect it is in the end it will produce X amount of flux, it will however tell you like how the infusion altar does how much flux it will produce but in this it will show it in the GUI before you start it. The Transmutator can be activated by pressing a button in the GUI or by giving it a redstone pulse. Note: As I said any VANILLA Item meaning it cannot copy items from other mods unless you add it to the whitelist making sure this doesn't cause too big of exploits.
On the topic of texture, do you have any idea what ind of texture you're going to be wanting? Like, any sort of color or anything?
I've settled on Mercurial Crystal Wand/Rod for the wand and rod described in the OP. I am hoping to get a texture that is silvery with slight white highlights to it (silvery from the quicksilver. white from the nether star)
Quote from estradus »
What will be the cost reduction for the quicksilver wand cap?
Probably looking at 25 or 30%. The new cap is intended more as a difficult crafting ingredient than a super useful cap. You're already carrying around a 500 vis wand, which in testing lasts quite a while anyhow.
Quote from estradus »
I'm not sure on the name "netherwood wand", puts me in the wrong state of mind right away with making me think it was going to add a tree to the nether as well. I can't thin of a better name right off the bat, but just something worth thinking about.
See above
Quote from estradus »
Woah... what? I think I see what he's getting at there (showing us your kinda tc settup with all the nodes) but this is still the most absurd quible I've seen all week
That node setup is creative, it's kind of necessary to test wand charging, you know?.
Quote from estradus »
A mod really needs to add something like the vorpal enchantment from redpower or the headhunter enchantment from harken scythe- something that allows us to get more skulls then just the wither legitamately.
Absolutely agreed. I think Vazkii might be adding this into Thaumic Tinkerer, so I am not sure if it'll make it into AT. If he does not, I'll sure add it. I'll also consider adding it anyway, since I don't expect EVERYONE to have TT installed alongside AT.
Quote from estradus »
Also I just found out that mojang made kinda mobheads for every other default mob (check the wiki, its cool) so getting things like blaze heads or chicken heads or whatever is easilly possible, and that none of the other mentioned versions made use of this feature. I dunno, just a me throwing my random train of thought at ya.
Potato gun? Pssh!! CHICKEN GUN! And you thought the focus of nine hells was fun <.<
Opinions on a thaumic hydrator (waters crops, eats aqua essentia), fertilizer (eats herba essentia), anvil (eats fabrico/instrumentum plus whatever aspects the item is made of, restricted to thaumium stuff and whitelisted armor/tools), ignis engine (eats ignis essentia, output goes up the more jars of ignis you have nearby) requested!
It is my personal opinion that WE NEED MOAR WAND FOCI!
Seriously, even with TT my Foci Pouch isn't full yet.
I second the suggestion way to turn Essentia into POWAH! But I know that GregTech is going to add it again, so I can wait for now.
Oh, and might I suggest not calling it a Netherwood Wand but perhaps a Withered Wand? Maybe Starmetal(using Thaumium as well to craft it). Actually, I prefer Starmetal as that doesn't conflict with the idea of a Withering Foci(using entropic crystals on the straights, wither skulls on the corners, and nether quartz in the middle) as much in my head.
The Withering Foci applies the Wither Effect to your target. Also as they take damage you get healed(slightly) and if you have full HP you get fed instead(slightly). 30 Entropic Vis per shot, but it's enough to kill most mobs in one cast(deals less damage to players for super secret and totally not game balancing reasons).
Actually, maybe I should suggest this to Vazkii as well(the Foci I mean).
EDIT: Oh right, and please add a upgraded Alchemical Furnace that can be powered without furnace fuel. Perhaps similar to an Infernal Furnace in that it will run for free but slow but can be given ignis jars to go faster. Of course, adding racing strips and a spoiler is even better then ignis.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Opinions on a thaumic hydrator (waters crops, eats aqua essentia), fertilizer (eats herba essentia), anvil (eats fabrico/instrumentum plus whatever aspects the item is made of, restricted to thaumium stuff and whitelisted armor/tools), ignis engine (eats ignis essentia, output goes up the more jars of ignis you have nearby) requested!
o/ They all seem quite useful. I am of the hope that you will make it configurable to allow vanilla tools on a thaumic anvil, and also that the anvil is a nice, dull purple color, because Thaumium. Also, that you either document the range of the hydrator/fertilizer, or have some way of displaying it in the world.
Small update. I've got the wand textured, finally, and it has been renamed to Mercurial Crystal (or maybe just Mercurial) Wand.
The Node Infuser is now the Node Modifier, and it is pretty much done. You place a 'bad' jarred node on the pedestal (model still pending) and right click with any wand. It will analyze the node and if it finds anything 'wrong' with it, it will begin draining essentia from nearby jars (with pretty particle effects) and over a long period of time, and a lot of essentia, it will cure the node of a bad effect. It auto selects what to remove, but I will be adding a GUI so you can select which action to perform on the node. I'll also be adding in a way to strengthen nodes at some point.
I am working on a hungry jar, which is a 256 storage jar that will automatically drain essentia from nearby jars, consolidating all of those jars with 3 essentia in it into a single jar.
One of the things I am doing is, each research entry contains a sort of journal snippet about the item it's referring to. As a perk to people who contribute ideas, I am offering to mention their name in the journal entry as a sort of plug/thank you, if they desire.
While there are currently only two items in the mod, I am close to releasing a pre-alpha in order to have people test it out. As my first mod, I am still very unfamiliar with the inner workings of Forge, and while there are a great many tutorials about Forge, they tend to just explain how to do something, not the inner workings (eg, when is the proper time to use @SideOnly or world.isRemote?) As such, I imagine the first test will be quite buggy (no surprise there, right?)
Thanks to everyone who has posted so far. Though it's not the thousands of people I hope one day will be using my mod, it's good to see that there's some interest in it, and that's enough of a drive to keep me going
Thanks to everyone who has posted so far. Though it's not the thousands of people I hope one day will be using my mod, it's good to see that there's some interest in it, and that's enough of a drive to keep me going
Well if the mod really is gonna add a decent amount of features in the foci department id definitely play it
I think your mod has some potential to make it as addon to a successful mod
If anyone is any good at making logos, I had in mind a banner that had most of an infusion altar visible in the middle and right, looking like it's in a nitor-lit library, with a Steve guy learning in from the left with his hand stroking his chin with thumb and forefinger in a "I'm thinking of something very interesting" expression with a face to match, eyes looking off toward the infusion altar. I'll see if I can draw out a terrible approximation with my mouse, lol.
Update: Thaumic Hydrator is in. Keeps a 8x4x8 area of farmland around it hyrdrated, no water block needed. Just stick a jar of aqua essentia nearby (within 16 blocks or so). Bury it out of sight and forget about it
Another small update. Added in placeholder textures for the modifier and the fertilizer (was the hydrator). I am about ready to do a pre-pre-pre-alpha as soon as AbraSyed gets something fixed with the Gradle build stuff he's got going.
New block planned: Ventilator. Placable where ever there is a 1 block thick wall or ceiling, it'll suck out flux gas and goo and vent it outside. No more breaking your ceiling repeatedly to let the flux gas out
Changed the hydrator to a fertilizer because a plain old hydrator just wasn't much more useful than a plain old water block. The fertilizer not only keeps an 8 block radius (read 17 blocks across) square farm hydrated (no wasting space on water blocks), it will also passivlely and randomly fertilize nearby crops and saplings.
New enchant in the works: Arcing. Levels available are 1-5. For each level, when you use the Shock focus on a mob, it will arc to nearby entities equal to the Arcing level. Amazing for those damn zombie pigmen, or the zombie mob that shows up after you kill that lonesome villager zombie.
The Thaumic Hydrator could make it so as long as it has the Aqua Essentia near by it keeps All farm land that is touching it and all farm land touching that farm land so on and so forth is kept Hydrated but the more blocks the more Aqua Required.
Advanced Thaumaturgy has been brought out of the WIP phase and moved to http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2091853-advanced-thaumaturgy-thaumcraft-addon
NEW! - REPORTING BUGS
I have finally set up a Github where you can report issues. I'll do my best to keep monitoring this thread, but in all likelihood, it's only going to get fixed if you report the issue on Github here
I've been a fan of Thaumcraft for some time, and with the release of TC4, I've become inspired to a point where I started a mod for it.One of my 'things to do' in TC4 is run around collecting nodes. All kinds, tainted, dark, normal, etc. With the 70 vis cost and the max wand core only storing 100, this meant I had to constantly run to and from my base to recharge my wand. I partially solved this by carrying around 5 wands, but that left me with little inventory space. Solution? Come up with my own wand!
Current items and blocks the mod contains:
Mercurial Core - Base rod for the Mercurial Wand
Mercurial Wand - Holds 500 vis of each primary aspect. In the future, will be upgradable.
Fertilizer - Randomly fertilizes an 8x8 area of farmland or saplings. Does not require a water source block nor bonemeal supplies. Does use aqua essentia.
Node Modifier: Changes a jarred node, given the correct type and amount of aspects provided by nearby essentia jars. Currently 'cures' sinister, hungry, tainted, pale, fading, and unstable nodes. Can also convert normal nodes to bright nodes, and any non-'dirty' node to a pure node. Will eventually allow for node aspect 'buffing'
Essentia Engine - Eats varying types of essentia from nearby jars (Ignis, arbor, herba, saxum) to produce energy. Currently supports Buildcraft MJ, plans in effect to support EU, RF, UE, maybe Factorization. All depend on specific mod authors + API availability.
Creative Node - A special node that contains 100 of each primal aspect and never depletes. Good for a public wand recharge area.
Things the mod changes:
Adds permutatio back to eggs, because a) copper is not always available, and hoppers are fricking expensive to make
Adds exanimus to bones because a) wither skulls are hard to come by and brains are useful in other applications
Adds the ability to 'wand' the TOP of a wooden slab when building a 'jar' around a node in order to activate the jarring process.
I am not currently officially working with Azanor, or Vazkii (the author of Thaumic Tinkerer) but I do talk to Vazkii and I will personally be monitoring both Thaumcraft and Thaumic Tinkerer so that I am not toe-stepping on anyone's implementations.
As my first TC based mod, I will be taking ANY ideas and implementing them, however, whether they will actually make it into the public release of the mod is up in the air.
This mod is intentionally &amp;amp;quot;stupidly expensive&amp;amp;quot; as far as recipes go. It is intended to extend the end-game area of Thaumcraft to give us all something to do after we get our thaumium capped silverwood wand. This does not mean I will not entertain adding in simpler items / blocks, if there is support / demand for them.
I ask that if you intend to volunteer for modeling or texturing, please PM me to keep the thread clean. If you have ideas, post them in the thread.
I am incredibly eager to see this mod grow, so if you're interested, post, even if it's just to show support! Thanks in advance.
KNOWN ISSUES - Build 28
Microliths are not finished.
Merc wand must be removed from the infusion altar after each upgrade or the upgrade will not apply.
SPOTLIGHTS
DOWNLOADS
Primary Download: Advanced Thaumaturgy 0.0.28 (preferred, helps me track download count)
Emergency/Alternate Download: Mirror (not preferred, Dropbox has no concept of simple things like download count)
Minecraft version: 1.6.4
Forge version: 9.11.1.953
Thaumcraft version: 4.1e
The adf.ly links are from the author(s) of the download, not mine.
Donations / Patreon
I am putting these here because they were asked for, not because I am fishing for money. I love programming and I will continue doing it whether I get anything or not. I do, however, pay for my own server because making people put up with adf.ly / mediashare / dropbox is kind of a B.S. move IMO, but it'd be cool to be able to offset that cost a little.
Paypal: [email protected]
Patreon: http://www.patreon.com/lycaon
Made-Up License for Advanced Thaumaturgy
i don't know whether there is a license that exactly matches these requirements, so for the moment, this is the license that AT is governed by.
1) You are granted a revocable, nontransferrable license to utilize the Advanced Thaumaturgy mod in any SSP or SMP environment you choose, without requiring specific permission from me.
2) You are allowed to package AT into a modpack and distribute that modpack through any means you choose so long as users are NEVER directly or indirectly charged money for said access, whether it is a subscription fee, membership fee, or forced 'donation', nor place the mod or modpack behind an intermediary url designed to earn ad/click revenue. You can use AT freely as you like as long as you're not making money off of it.
3) You are allowed to use AT in a streaming/Youtube environment. If you make money off of these methods, I ask that you have some decency and relay a little bit of that profit to me. You CAN make money off of using my mod, that's fine, but you'd better have the balls to share a little of it.
4) You are NOT allowed to use my mod's code from Github to create a modified version of AT and distribute it whether it is credited to me or not. If you REALLY need a feature added, submit a feature request. If your idea is so out of the realm of AT that it would not be feasible, write your own mod.
5) You are granted the right to read through the AT code on Github and use it to learn how to do things for your own mod. You are NOT allowed to just flat out copy and paste my code into your own mod. Use it to learn, not to be lazy.
That should cover most of the questions that would come up. if in doubt, send me a PM and I will amend the license. My intent is for AT to be used by all, whether in mod form or code form, but not for people to pass it off as their own, or to make money off of it without sharing a little bit of that profit with the author. While I do work on AT for free, I do have other coding jobs that pay money, and if people are going to sit there and make money off of my work and not pay me for it, it eliminates any interest I have in working on AT :\
ChangeLog
Added creative jars to go along with the creative node. Place essentia in the jar to fill it up permanently.
Fixed several NPE crashes when certain items/blocks were disabled in the config
Slightly increased the recharge rate of the recharge upgrade
Essentia engines no longer suck essentia from nearby jars; they require it to be piped in. Engine does not accept all types of essentia at the moment.
Ensured ALL the mercurial wand upgrades worked (in SSP at least!)
Fixed server crash related to EntityFX (damn you, classloader!)
Added an aspect price to the Node Modifer research to make it obtainable.
Added an aspect cost to the Microlith research to make it obtainable.
Readded research for essentia engine (whoops) - adjusted cost
Added [AT] tag to any research not on the AT tab.
Mercurial Rod is now adaptive, to a point. It will increase its capacity to the highest rod known.
Flux Dissipator is now part of the new Microlith content, and is now craftable.
Watchful Microlith is a chunkloader and is currently untested. Use at your own risk! (Right click it to toggle)
Removed mercurial wand infusion recipe, you can now properly use any cap you like on the core.
Gave the mercurial wand core a name that more closely follows the naming convention of the rest of the cores
Fixed misspelling in mercurial wand ore page. Also fixed \n's in the same page.
Fixed break texture on fertilizer.
Ethereal jars now show up in creative again.
Removed [beta] tag from ethereal jars. Bugs might exist but they should be working now.
Added Minilith stuff.
Flux Dissipator, one of the new Miniliths, now has research and a recipe.
Fixed issue with mcmod.info file.
Changed how the fertilizer works. It now uses herba to fertilize (ala the lamp of growth) which will cause normal plant
growth and can spread certain plants like mushrooms, lilypads and flowers. Hydrating soil is now a free function
so you no longer need to worry about accidentally running out of aqua and having your farmland dry up.
Fixed NPE crash when right clicking a flux dissipator with an empty hand.
Ethereal jars now retain their labels when broken and placed.
Fixed bug where labels always apply to the same direction on ethereal jars.
Fixed labels causing crash when affixing to ethereal jars.
Fixed thaumonomicon pages for ethereal jar.
Added Herba as a requirement for the actual fertilization component of the fertilizer. Watering still requires Aqua, of course
Added beginnings of wand pommels. Currently only available via the creative menu.
Added [AT] tag to AT research
Fixed bug with flux dissipator where it was acting derpy with goo/gas, and not saving contained vitium between save/load
Fixed fertilizer and flux dissipator to not insta-break and drop no block.
Fixed bug with flux ventilator where you could not remove vitium with a phial.
Fixed depth rendering bug with the flux dissipator orb
Increased the rate at which the flux ventilator converts liquid goo to gas.
Fixed essentia particle position for the fertilizer.
Fertilizer now spreads flowers.
Reduced fertilizer chance to non-debug levels
Fixed FloatyLineFX crash on dedicated servers. One of these days, it WILL work. I promise!
Fixed variable swap that was causing node modification to freeze upon 'eating' an essence from a pedestal.
Removed debug code from wand
Added a config option to use the classic TC4 wand tooltip. You can also see this tooltip by holding Shift
Redid the Node Modifier thaumonomicon pages to better explain and illustrate the new node modifier mechanics.
Extended the fertilizer to work on reeds, cacti, and mana beans
Extended the fertilizer to spread mushrooms and lilypads
Fixed RenderManager crash when using the mod on a dedicated server
Fixed the crazy text in the mercurial wand tooltip (damn you, UTF-8!)
Fixed the fertilizer. Oops.
Set the correct research flags for the fertilizer.
Made the node modifier slightly more sturdy; the slightest touch should no longer break it
Fixed the 'break' texture on the node modifier
Node modifier no longer plays failure sound if it doesn't actually fail an operation
Added particle effects to modifier while it's active
Added the ethereal jar, stores 256 essentia (creative only at the moment, needs testing)
Gave some items and blocks more sane aspects when scanned.
Added in the flux ventilator for testing (creative only at the moment)
Fixed config code to actually allow disabling of features. Everything related to this is now under the "Feature Control" group in the config
I am constantly up in the air with my thaumic harness, and as such, I chew through charcoal like mad for the potentia. This leaves me with tons of ignis laying around, and even with the infernal furnace, I still have 50+ jars of ignis. Would be nice to stick those jars in an engine. The problem would be making the engine enticing to an end-game thaumaturgist while keeping it 'too expensive' for a fledgling thaumaturgist to use.
Uh, every image is specifically of the mod... I did have ONE with my taskbar showing (which I replaced) but I don't see more than one image with anything non mod related.
On the topic of texture, do you have any idea what ind of texture you're going to be wanting? Like, any sort of color or anything?
What will be the cost reduction for the quicksilver wand cap?
I'm not sure on the name "netherwood wand", puts me in the wrong state of mind right away with making me think it was going to add a tree to the nether as well. I can't thin of a better name right off the bat, but just something worth thinking about.
Woah... what? I think I see what he's getting at there (showing us your kinda tc settup with all the nodes) but this is still the most absurd quible I've seen all week.
Oh, new thought I just had, since you mentioned wanting ideas for this mod.... while its not 100% thaumcraft related, I was reminded of it from seeing your infusion table in in the background there... A mod really needs to add something like the vorpal enchantment from redpower or the headhunter enchantment from harken scythe- something that allows us to get more skulls then just the wither legitamately. I think I have 1 skull in my setup from looting a tombstone from the graveyard mod, but... yeah. Adding an enchantment that adds like a 0.5% per level of making a mob drop a head on death would be great for decorating my infusion table.
Also I just found out that mojang made kinda mobheads for every other default mob (check the wiki, its cool) so getting things like blaze heads or chicken heads or whatever is easilly possible, and that none of the other mentioned versions made use of this feature. I dunno, just a me throwing my random train of thought at ya.
Flux Dissipator:
Type: Infusion
Recipe: 3 Flux Filters, 1 Nitor, 2 Blaze Rods; 16 Vitnium, 20 Ignis
Description: This can be put on an Infernal Furnace instead of an Arcane Bellow to reduce 25% of Flux to Produce. If you have 2 on the Infernal Furnace it stacks to 50%. If you have 3 it does not produce Flux.
Essentia Skimmer:
Type: Infusion
Recipe: ?
Description: Lowers the Chance to make Nuggets by 65% but it will fill up a Jar below it slowly with a Random Aspect it chooses from the Items being Smelted until the item changes (Smelting Iron then Suddenly Smelting Gold). If you have 2 Essentia Skimmers you can Set 3 Aspects it cannot Skim. If you have 3 Essentia SKimmers you can set which Aspect to Skim OR which 5 Aspects it cannot skim.
Hush:
Type: Enchantment
Recipe: ?
Description: Can be up to Level 2. You produce no Sound when Walking/Landing/Swiming as well as Mobs cannot see you for 3 blocks farther than normal unless Level 2 in which they cannot see you for 5 blocks farther. This effect only is active while sneaking. This can only be Enchanted on Boots.
Fleeting Cold:
Type: Enchantment
Recipe: ?
Description: Can be up to Level 1. While running if you run onto water you will make ice allowing you to walk on water... sorta. This can only be Enchanted on Boots.
Aquatic:
Type: Enchantment
Recipe: ?
Description: The enchantment makes it so the Tool can be used underwater at Maximum efficiency and is not damaged while using it underwater.
Vorpal:
Type: Enchantment
Recipe: ?
Description: Can be up to level 3. Gives you a chance when you kill a mob to have it drops its head. This can only be Enchanted on Swords.
Wand Foci, Entangle:
Type: Infusion
Recipe: ?
Description: Gives the mob you are Shooting with this Slowness 3 unless it has higher than 25 Health. With Potency 1 it can do it to mobs with 50 Health, Potency 2 is 100 Health and Potency 3 is 200 Health.
Silence:
Type: Enchantment
Recipe: None.
Description: This makes it so the wearer unable to use magic while wearing this. Wand Foci with Potency are ignored but for ever level of Silence it will take a level from potency (Example: Silence 2 + Potency 3 = Potency 1, Silence 2 + Potency 1 = Potency 0) Silence cannot be enchanted, it can only be found on armor in dungeons and mineshafts. If Potency is higher than Silence you can still use that Foci using the resulting potency level. This is a Armor only Enchantment.
Volitile:
Type: Enchantment
Recipe: ?
Description: This makes it so when this armor breaks it will expload (This does not do damage to the player
or land scape but does do the same amount as a creeper in damage). This can only be applied to Thaumcraft Armor.
Slip Walk:
Type: Enchantment
Recipe: ?
Description: While standing on any block for the player it will act like Ice so they can "Skate" on it. This can only be Applied to Thaumcraft Foot Wear.
Return of the Old Stuff:
Description: Return of the following; Flying Carpet, Mask of Cruelty, Everfull Urn, Boots of the Meteor, Traveling Trunk, Wand of Bone, Eldritch Temples.
Flute of the Piper:
Type: Infusion
Recipe: ?
Description: If played at an enemy it has a 5% chance of Calming them making them Neutral (This chance is checked only once on a mob but it doesnt have to check for up to 15 seconds (Minimum of 5 seconds) while playing it at a mob). While played Passive Mobs within 8 Blocks of you will follow you like you have Wheat or anything that they would require. Makes notes block notes in a flowy line.
Mask of Visage:
Type: Infusion
Recipe: ?
Description: Shift right clicking while this is in your hand opens a GUI where you can put a players name in and Confirm. While wearing the Mask of Visage your Skin and Name Changes to that players but the Mask is still visible on allowing you to be in disguise just not a very good one.
Wand Foci: Worms:
Type: Infusion
Recipe: ?
Description: Summons untamed Zombies at High Cost (Don't know what I feel like it should be at).
Wand Foci: Chameleon:
Type: Infusion
Recipe: ?
Description: Turns you into the Block you are Standing on and you Snap to grid while you move. Being Attacked in this Form with a Tool that would break you does Triple Damage. Being Attacked in this Form will turn you back into a Player. This has High Cost (Don't know what I feel like it should be at).
Wand Foci: Homeward:
Type: Infusion
Recipe: ?
Description: Teleports you to your Respawn Spot, 10 second cast time and has High Cost (Don't know what I feel like it should be at).
Wand Foci: Empathy:
Type: Infusion
Recipe: ?
Description: Reduces 50% of Incoming damage while being casted. Costs 5 Ordo and Perdito per Damage done to you (otherwise it does 1 Ordo and Perdito per second). If it cannot protect you from the full damage it will protect you with what it can and drain your wand of Ordo and Perdito. Where your casting gets the amount of Reduced damage as Damage to the Target assuming it has health.
Wand Foci: Illuminae:
Type: Infusion
Recipe: ?
Description: This is Hyperkinetic Nitor but as a cast-able Spell making it have cost.
Wand Foci: Decoy:
Type: Infusion
Recipe: ?
Description: This summons a 50% Visible clone of you at the Target spot, Mobs will Attack it instead of you but it will die after 5 damage is done to it (Don't know what I feel like it should be at).
Wand Foci: Guidance:
Type: Infusion
Recipe: ?
Description: When you cast this on a Block assuming its a Thaumcraft related Block it will open the thaumonomicon assuming you have it to the corresponding page. 2 Ordo cost.
Wand Foci: Pace of Peace:
Type: Infusion
Recipe: ?
Description: When casting in an AOE 8 Blocks around you everyone has Slowness and cannot run (Don't know what I feel like it should be at).
Wand Foci: Blink:
Type: Infusion
Recipe: ?
Description: Teleports you to where your looking if you have the Aspects required, Uses 2 Ordo and Perdito per Block distance.
Wand Foci: Animate:
Type: Infusion
Recipe: ?
Description: Gives any Block of your Choosing Legs and it will follow you like a Wolf (I know this is impossible but I sorta wanna give you the idea of something along those lines).
Aspect Mutator:
Type: Infusion
Recipe: ?
Description: For a Full Jar of Aspect you can turn that Aspect into any other Aspect but random between 1% and 5% of it is turned into the new aspect and the left over is destroyed.
Transmutator:
Type: Infusion
Recipe: ?
Description: This allows you to make any VANILLA or whitelisted item in the game assuming you can give it a template. To create the item it costs Quadruple what ever aspects it has to make it and dependent on how much aspect it is in the end it will produce X amount of flux, it will however tell you like how the infusion altar does how much flux it will produce but in this it will show it in the GUI before you start it. The Transmutator can be activated by pressing a button in the GUI or by giving it a redstone pulse. Note: As I said any VANILLA Item meaning it cannot copy items from other mods unless you add it to the whitelist making sure this doesn't cause too big of exploits.
I've settled on Mercurial Crystal Wand/Rod for the wand and rod described in the OP. I am hoping to get a texture that is silvery with slight white highlights to it (silvery from the quicksilver. white from the nether star)
Probably looking at 25 or 30%. The new cap is intended more as a difficult crafting ingredient than a super useful cap. You're already carrying around a 500 vis wand, which in testing lasts quite a while anyhow.
See above
That node setup is creative, it's kind of necessary to test wand charging, you know?.
Absolutely agreed. I think Vazkii might be adding this into Thaumic Tinkerer, so I am not sure if it'll make it into AT. If he does not, I'll sure add it. I'll also consider adding it anyway, since I don't expect EVERYONE to have TT installed alongside AT.
Potato gun? Pssh!! CHICKEN GUN! And you thought the focus of nine hells was fun <.<
Seriously, even with TT my Foci Pouch isn't full yet.
I second the suggestion way to turn Essentia into POWAH! But I know that GregTech is going to add it again, so I can wait for now.
Oh, and might I suggest not calling it a Netherwood Wand but perhaps a Withered Wand? Maybe Starmetal(using Thaumium as well to craft it). Actually, I prefer Starmetal as that doesn't conflict with the idea of a Withering Foci(using entropic crystals on the straights, wither skulls on the corners, and nether quartz in the middle) as much in my head.
The Withering Foci applies the Wither Effect to your target. Also as they take damage you get healed(slightly) and if you have full HP you get fed instead(slightly). 30 Entropic Vis per shot, but it's enough to kill most mobs in one cast(deals less damage to players for super secret and totally not game balancing reasons).
Actually, maybe I should suggest this to Vazkii as well(the Foci I mean).
EDIT: Oh right, and please add a upgraded Alchemical Furnace that can be powered without furnace fuel. Perhaps similar to an Infernal Furnace in that it will run for free but slow but can be given ignis jars to go faster. Of course, adding racing strips and a spoiler is even better then ignis.
ALSO GROK SAYS PAINT IT RED TO MAKE IT GO FASTA!
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
I Agree with YX33A there is nowhere near enough wand foci
Also good luck with your mod LycaonX
o/ They all seem quite useful. I am of the hope that you will make it configurable to allow vanilla tools on a thaumic anvil, and also that the anvil is a nice, dull purple color, because Thaumium. Also, that you either document the range of the hydrator/fertilizer, or have some way of displaying it in the world.
The Node Infuser is now the Node Modifier, and it is pretty much done. You place a 'bad' jarred node on the pedestal (model still pending) and right click with any wand. It will analyze the node and if it finds anything 'wrong' with it, it will begin draining essentia from nearby jars (with pretty particle effects) and over a long period of time, and a lot of essentia, it will cure the node of a bad effect. It auto selects what to remove, but I will be adding a GUI so you can select which action to perform on the node. I'll also be adding in a way to strengthen nodes at some point.
I am working on a hungry jar, which is a 256 storage jar that will automatically drain essentia from nearby jars, consolidating all of those jars with 3 essentia in it into a single jar.
One of the things I am doing is, each research entry contains a sort of journal snippet about the item it's referring to. As a perk to people who contribute ideas, I am offering to mention their name in the journal entry as a sort of plug/thank you, if they desire.
While there are currently only two items in the mod, I am close to releasing a pre-alpha in order to have people test it out. As my first mod, I am still very unfamiliar with the inner workings of Forge, and while there are a great many tutorials about Forge, they tend to just explain how to do something, not the inner workings (eg, when is the proper time to use @SideOnly or world.isRemote?) As such, I imagine the first test will be quite buggy (no surprise there, right?)
Thanks to everyone who has posted so far. Though it's not the thousands of people I hope one day will be using my mod, it's good to see that there's some interest in it, and that's enough of a drive to keep me going
Well if the mod really is gonna add a decent amount of features in the foci department id definitely play it
I think your mod has some potential to make it as addon to a successful mod
New block planned: Ventilator. Placable where ever there is a 1 block thick wall or ceiling, it'll suck out flux gas and goo and vent it outside. No more breaking your ceiling repeatedly to let the flux gas out
Changed the hydrator to a fertilizer because a plain old hydrator just wasn't much more useful than a plain old water block. The fertilizer not only keeps an 8 block radius (read 17 blocks across) square farm hydrated (no wasting space on water blocks), it will also passivlely and randomly fertilize nearby crops and saplings.
New enchant in the works: Arcing. Levels available are 1-5. For each level, when you use the Shock focus on a mob, it will arc to nearby entities equal to the Arcing level. Amazing for those damn zombie pigmen, or the zombie mob that shows up after you kill that lonesome villager zombie.
More ideas needed!