My only reservation with these ideas is this: in the real world, say you are learning about geology. You accumulate a significant amount of knowledge, which satisfies whatever reason you were researching it in the first place. Then you start learning about gemology. It's a related field, but not exactly the same. However, what you learned about geology before impacts your study of gemology, and so you aren't starting from scratch.
The same ideas would apply to thaumian researches. If you keep all research from each branch completely separate, it doesn't really make sense, since there would be some overlap. For example, if you are researching Forbidden Knowledge and metal, when you go to research Lost Knowledge, the study of metal you previously did should start you out with a bit of knowledge already that applies. In my opinion anyway.
I don't know how much harder it would be to code, but perhaps if one is researching specifics in one branch, such as metal, or crystals, it should add a small percentage of points to each of the other branches as well. Say, if you earn 10 points in Forbidden researching metals, 1 point would also go in each of Eldritch, Lost and Tainted toward research of metals there.
Does that make sense? I'm just saying, don't keep research in one branch totally without effect in the other branches. There should be a bit of overlap.
It does make sense, yes. My line of thinking goes like this: I see Thaumic research as studying the energy fields in specific items, and in the wider world. If you're studying a block of sand to learn about its glassy properties, you might not pay as much attention to its "flowing" properties. It would be analogous to studying a piece of granite as a geochemist, rather than an architect. One is more concerned with chemical properties and reactions, the other is more concerned with physical properties and aesthetics. Both are looking at the same substance, but both want different data from it. By contrast, gemology would be more like a subset of geology, where it's concerned with a specific subset of a larger unified group. If you already have a lot of data about "rocks" in general, then you've got a good start on studying "shiny rocks" in more detail.
That said, I wouldn't mind doing all research via a single book. The only concern I'd have would be, since you're assigning earned research points at random to all discoveries that use them, it might slow things down a LOT if you're simultaneously trying to fill 25 discoveries that all use the tag "metal."
- Portal seals and void interfaces keep the chunk they are placed in loaded at all times. In addition two new seals have been added: Magic+Earth and Magic+Earth+Earth. These seals keeps a 3x3 and 5x5 area of chunks loaded around where they are placed.
This is just wrong. I don't see why you would need to make portals and void interfaces keep chunks active if you now also have seals that do the EXACT SAME THING. It's duplicate functionality and, in my opinion, completely unnecessary.
I think that Azanor should remove that functionality from the portals and interfaces and make it exclusively for those seals. After all, you can put an "active chunk" seal on a wall nearby the portal/interface and it would do the same thing as the portal itself activating chunks. Plus, I expect that a lot of people use many portals for transportation and that many active chunks could cause some big problems for those with lower end machines.
Other than that, great update! Improvements and bugfixes are sometimes the best things that happen!
This is just wrong. I don't see why you would need to make portals and void interfaces keep chunks active if you now also have seals that do the EXACT SAME THING. It's duplicate functionality and, in my opinion, completely unnecessary.
I think that Azanor should remove that functionality from the portals and interfaces and make it exclusively for those seals. After all, you can put an "active chunk" seal on a wall nearby the portal/interface and it would do the same thing as the portal itself activating chunks. Plus, I expect that a lot of people use many portals for transportation and that many active chunks could cause some big problems for those with lower end machines.
Other than that, great update! Improvements and bugfixes are sometimes the best things that happen!
It's more of a requirement for those things to work. How are you going to get access to your chest 7 map-distances away, if the chunk doesn't stay loaded? And I believe that the portal seals only load the destination chunk when you walk up to it and open the portal. Otherwise it stays unloaded. I'm not sure of the radius on the portals or void interfaces, but you can at least choose the number of chunks loaded by the "chunkloader seal."
This is just wrong. I don't see why you would need to make portals and void interfaces keep chunks active if you now also have seals that do the EXACT SAME THING. It's duplicate functionality and, in my opinion, completely unnecessary.
I think that Azanor should remove that functionality from the portals and interfaces and make it exclusively for those seals. After all, you can put an "active chunk" seal on a wall nearby the portal/interface and it would do the same thing as the portal itself activating chunks. Plus, I expect that a lot of people use many portals for transportation and that many active chunks could cause some big problems for those with lower end machines.
Other than that, great update! Improvements and bugfixes are sometimes the best things that happen!
The thing about that is void interfaces and portals will cause bugs if he doesn't include that functionality. The seals are just a bonus. They're for keeping stuff like redstone clocks running forever.
EDIT: had better dungeons installed, found a sotz and a sor
I have New Dungeons installed and found a SotZ and a PotC and a Endermen Spawner... X3 But how is Better Dungeons? Does it add anything new (Blocks/Items/Mobs) to Minecraft?
I have New Dungeons installed and found a SotZ and a PotC and a Endermen Spawner... X3 But how is Better Dungeons? Does it add anything new (Blocks/Items/Mobs) to Minecraft?
it is really cool/ nothing new added. it was actually a battle tower i found it in, from battletowers
Rollback Post to RevisionRollBack
TG: im not a hero TG: my bro was TG: john is TG: im not
I've talked to all my friends who also downloaded the new version, and none of them have seen high nor hare of a sheep since the update, please fix it, I've been close to having a heart attack from the zombies pounding on my door...
I've talked to all my friends who also downloaded the new version, and none of them have seen high nor hare of a sheep since the update, please fix it, I've been close to having a heart attack from the zombies pounding on my door...
Not ThaumCraft's fault... I still have sheep in my world and I have it install... o-o
I've talked to all my friends who also downloaded the new version, and none of them have seen high nor hare of a sheep since the update, please fix it, I've been close to having a heart attack from the zombies pounding on my door...
i am pretty sure the expression is "hide nor hair"
Rollback Post to RevisionRollBack
TG: im not a hero TG: my bro was TG: john is TG: im not
http://pcpartpicker.com/p/2kUq0
the average script-follower/lack of common sense: http://www.techtales.com/tftechs.php?m=200504#8418
windoge 8 has the saddest excuse for a BSOD, it just tells you the type of error, no stop code, no nothing, just "something went wrong, all your unsaved work has now been lost to the void that is volatile memory"
1) Brain-in-a-jars don't seem movable by sticky pistons. Why does this matter? Because I like to hook my bookcases/brains up to rows of them so I can raise/lower the top or bottom row depending on what level of enchant I want/how much vis I want to spend. Doesn't work with brains.
2) I seem to have found an issue with pressure since I switched to Thaumium reinforced tanks to hold taint in my Nether lab. I will just use screenshots to show what I mean.
You can see in this pic a filter on top of a conduit. Taint is clearly flowing out of the tank into the filter. The bit of taint coming from the left is not a steady stream, it is just a small spurt coming from a Crucible of Souls. Just take my word for it, taint is flowing from the tank as it should, into the filter.
However, when I add one valve before the filter, taint will NOT flow out of the tank into the filter. I tried every position and hookup I could think of to try and get this to work, but no matter what, if I take off the valve, the filter pulls from the tanks, and if I put it on, it doesn't. I did not have this problem with my previous tanks (but they had both taint and vis in them, while vis is getting sent to the other side of the room in the pics shown.)
You can also see in that pic that I had to directly connect conduits to the bottom tanks in the stacks to get taint to flow out at all, which I am certain was not the case with my mixed tanks, which worked fine as a single unit.
That does not work so well when you are trying to drop things into your crucible.
It does make sense, yes. My line of thinking goes like this: I see Thaumic research as studying the energy fields in specific items, and in the wider world. If you're studying a block of sand to learn about its glassy properties, you might not pay as much attention to its "flowing" properties. It would be analogous to studying a piece of granite as a geochemist, rather than an architect. One is more concerned with chemical properties and reactions, the other is more concerned with physical properties and aesthetics. Both are looking at the same substance, but both want different data from it. By contrast, gemology would be more like a subset of geology, where it's concerned with a specific subset of a larger unified group. If you already have a lot of data about "rocks" in general, then you've got a good start on studying "shiny rocks" in more detail.
That said, I wouldn't mind doing all research via a single book. The only concern I'd have would be, since you're assigning earned research points at random to all discoveries that use them, it might slow things down a LOT if you're simultaneously trying to fill 25 discoveries that all use the tag "metal."
Works perfectly fine for me.
Oh Azanor:
You could put your crucible down a hole in a corner.. giant funnel GO!
This is just wrong. I don't see why you would need to make portals and void interfaces keep chunks active if you now also have seals that do the EXACT SAME THING. It's duplicate functionality and, in my opinion, completely unnecessary.
I think that Azanor should remove that functionality from the portals and interfaces and make it exclusively for those seals. After all, you can put an "active chunk" seal on a wall nearby the portal/interface and it would do the same thing as the portal itself activating chunks. Plus, I expect that a lot of people use many portals for transportation and that many active chunks could cause some big problems for those with lower end machines.
Other than that, great update! Improvements and bugfixes are sometimes the best things that happen!
It's more of a requirement for those things to work. How are you going to get access to your chest 7 map-distances away, if the chunk doesn't stay loaded? And I believe that the portal seals only load the destination chunk when you walk up to it and open the portal. Otherwise it stays unloaded. I'm not sure of the radius on the portals or void interfaces, but you can at least choose the number of chunks loaded by the "chunkloader seal."
The thing about that is void interfaces and portals will cause bugs if he doesn't include that functionality. The seals are just a bonus. They're for keeping stuff like redstone clocks running forever.
I've always done this, I don't see how it could be a problem.
*stabstabstab*
TG: john is TG: im not
i should be the demon carrying cursed swords
EDIT: had better dungeons installed, found a sotz and a sor
TG: john is TG: im not
I have New Dungeons installed and found a SotZ and a PotC and a Endermen Spawner... X3 But how is Better Dungeons? Does it add anything new (Blocks/Items/Mobs) to Minecraft?
it is really cool/ nothing new added. it was actually a battle tower i found it in, from battletowers
TG: john is TG: im not
azanor is talking about over-hauling the current research system.
TG: john is TG: im not
Not ThaumCraft's fault... I still have sheep in my world and I have it install... o-o
i am pretty sure the expression is "hide nor hair"
TG: john is TG: im not
sounds..boreing
and i heard that another mod lets you make something like the pick which is...destructive..
http://pcpartpicker.com/p/2kUq0
the average script-follower/lack of common sense: http://www.techtales.com/tftechs.php?m=200504#8418
windoge 8 has the saddest excuse for a BSOD, it just tells you the type of error, no stop code, no nothing, just "something went wrong, all your unsaved work has now been lost to the void that is volatile memory"
known issue. carry on your way
TG: john is TG: im not
1) Brain-in-a-jars don't seem movable by sticky pistons. Why does this matter? Because I like to hook my bookcases/brains up to rows of them so I can raise/lower the top or bottom row depending on what level of enchant I want/how much vis I want to spend. Doesn't work with brains.
2) I seem to have found an issue with pressure since I switched to Thaumium reinforced tanks to hold taint in my Nether lab. I will just use screenshots to show what I mean.
You can see in this pic a filter on top of a conduit. Taint is clearly flowing out of the tank into the filter. The bit of taint coming from the left is not a steady stream, it is just a small spurt coming from a Crucible of Souls. Just take my word for it, taint is flowing from the tank as it should, into the filter.
However, when I add one valve before the filter, taint will NOT flow out of the tank into the filter. I tried every position and hookup I could think of to try and get this to work, but no matter what, if I take off the valve, the filter pulls from the tanks, and if I put it on, it doesn't. I did not have this problem with my previous tanks (but they had both taint and vis in them, while vis is getting sent to the other side of the room in the pics shown.)
You can also see in that pic that I had to directly connect conduits to the bottom tanks in the stacks to get taint to flow out at all, which I am certain was not the case with my mixed tanks, which worked fine as a single unit.