I don't know what you're reading, but the OP pretty clearly says this is for 1.5.2. The download link explicitly says "for 1.5.2", and such a complicated mod cannot be cross-transferred from 1.5.2 to 1.6.2 without some porting efforts. Just wait for the next update; it'll be far better than the 1.5.2 version.
The Meaning of Life, the Universe, and Everything.
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6/3/2012
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VikingGoth
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Azanor, are you planning to add more kinds of golems in the future for the 3.1 update? I have a couple ideas if you'd like to give it a read.
One I would like to see would be a Bone Golem (or some such evil looking aspect), requiring Advanced Golemmancy, which would work like your Iron Golem, but attack players, not mobs. It could be set up to patrol between the spot it is placed at and where you set it to with the Golem Bell. Smart ones would have more patrol points (or be the only ones that recognize their master if you want to be evil), Perceptive ones would attack players further away from their patrol path, speed and strength ones are obvious.
One problem I see with my idea is the fact that other players would have very powerful gear by the time you start rolling these guys out. Perhaps a larger version would be available with further (or hidden) research? and maybe they'd be so evil that the wouldn't recognize their master, wander freely or burn in sunlight. maybe a hidden research (a leash or some such thing) that would let them either recognize the leash bearer as their master or chain them to a spot?
These are just a couple of ideas, thankyou for reading and I hope you at least took something from it (enabling iron golems to patrol maybe?)
Azanor, one request for 3.1. Do not make a mouse wheel a requirement. At least allow a keyboard command or something to change settings. I'm disabled and unable to use a normal mouse and so have to use a modified trackball. Thanks
This is a very valid request and I want to point it out. Same as Thermal Expansion's color blind support, these options are always a huge addition for the people who need them.
taint is back?!
yeah!!!
can't wait for 3.1,I'm so exited
Literally dosn't read the post, just gets excited for no reason. You do realise Azanar hasn't said anything about the taint coming back, that whole post was just someones suggestions, right?
Literally dosn't read the post, just gets excited for no reason. You do realise Azanar hasn't said anything about the taint coming back, that whole post was just someones suggestions, right?
I made one post to make suggestions, and that was a separate one based on a discussion Azanor himself has already had. All of those have either been in teaser videos released by Azanor or acknowledged by him to exist when someone brought up loose, unused code in the newer releases of Thaumcraft 3. He hasn't just said something about the Taint coming back, he's literally shown it.
Please read the post yourself and check your facts before you get sassy.
Hi Azanor...very excited for the new version, with all of the updates you've been working on.
I can't help but notice that there are no Vis Crystals used in creating a wand anymore. Are they still going to be part of the world-gen, and be used in crafting? I know you were revamping Aura, Nodes, Vis, and....pretty much everything, but I don't remember hearing (reading) mention of Vis Crystals. Can you give us a little hint/teaser about what your doing with them?
Crystals are still there, though there are six types now - one for each of the primal aspects.
The "starter" wand does not require crystals, just 2 pieces of iron and a wooden stick, but that does not mean crystals won't be involved with crafting higher tier wands. The foci will defintely require crystals.
I don't really see how that would be possible to pull off with those wands, at least in the way they're held while extracting essentia. At best it would look extremely awkward.
This is the main reason I switched to using a model instead - I wanted to add some animations, but with the normal "2.5D" wands it looked a bit silly. At least the model is still very MC - I resisted the urge to create a high-poly, non-square wand model
Hey Azanor, I was wondering if you are going to add warded trapdoors/other warded items to the mod. Also what are you working on at the moment? (if your fine with telling us)
Also, I don't know if you know about this one, but when you read the second page of the "Arcane Bellows" entry, the sky changes color, as if you were using a night vision potion.
More warded items might make their way into the game, but for the initial update just the normal warded items will be there. If time allows the entire warded block system might in fact change - I'm toying around with a few ideas atm.
I'm aware of the brightness changes for some recipes. Not particularly high priority for me, but I do try and fix them as I come accross them. At least I've finally managed to fix the brightness changes when you view item aspects by pressing shift.
I also don't mind telling what I'm working on at the moment. I spent this weekend finishing up the third and final part of the research system. For those that don't know, the first part involves exploring the world and "scanning" objects, entities and phenomena to gain research points for the aspects.
The second part involves combining aspects into more complex aspects in a sort of mini-game based on the various alchemy type games like Doodle God.
The last part is taking those aspects and using them in another mini-game to discover and complete research. This last mini-game is a fairly simple memory and resource management game.
I will release a video showing a sneak-peek of this once I am 100% happy with the way it works.
So does that mean, at least for now, the update is coming to a close before we can start "playtesting" it? Or is there some last secret to the mod that you want to finish off before the grand reveal?
Also, for all the people who had watched that one video I had made about the thaumic elevator, I finally got the youtube set up so it is a little less funky to watch. Also edited out the first like 3 minutes of fumbling as I got Xsplit working again after a few months of not using it.
EDIT2: There, got it working finally.
I intend to go back and make a better recording on an actually decent setting (and a bit better planning for the video) as soon as we get the new goodies, but this stop-gap will prevent any issues with Twitch being about to delete the old video. After we get the update, I also plan on showing how you can extend the signal so you can have a fully functional 250 block tall elevator setup, as well as a design which doesn't require the top layer of leve blocks, and a FINAL setup which fixes a few other issues with the elevator if designing it from close to the bedrock layer where you can't get enough Leve blocks below it that uses a bit of an alternate setup for it. If I get it all working right in my demo setup, I'll have a few cool things to show off later on. Biggest thing is making sure everything still works after Azanor does his changes.
It would look more like a purple version of redstone and as a result more like violetstone really, but the point is it could be an alternative signal system, acting much like Redstone but only being activated by arcane pressure plates, arcane buttons, arcane levers, so on and so forth. The stuff could even have unique reactions with machines, opening up a new realm of cross-mod compatibility via 'arcane functionality' where machines might do something different, or just better when a magical signal is applied rather than just a mechanical energy-based one from redstone.
Maybe it could also transmit user signals as well, like the arcane pressure plate to the warded door, and the mechanisms which activate it could be configured so that only certain users can activate the arcane power, and anyone else would just activate regular old redstone signals, so when the dust trail splits into arcane and regular redstone, the effect is different. Someone pressing the Arcane Button without a key might activate a trap, while someone with a key, or the guy who placed it pressing it would open a door.
As for warded stuff in general, if you're planning on revising it, maybe other players could break it, but they'd have to use the Excavation foci on their wands or something and it'd take as long as obsidian would if you were in water, maybe longer.
Ward-Wise Pistons, which could pull and push warded blocks if both blocks are placed by the same player?
Maybe Warded blocks could be changed to have the textures of other blocks, but a certain toggleable upgrade to the Goggles of Revealing could reveal the true nature of the disguised warded blocks?
This post brought to you by IDEAS AT 4:49 IN THE MORNING
It would look more like a purple version of redstone and as a result more like violetstone really, but the point is it could be an alternative signal system, acting much like Redstone but only being activated by arcane pressure plates, arcane buttons, arcane levers, so on and so forth. The stuff could even have unique reactions with machines, opening up a new realm of cross-mod compatibility via 'arcane functionality' where machines might do something different, or just better when a magical signal is applied rather than just a mechanical energy-based one from redstone.
Maybe it could also transmit user signals as well, like the arcane pressure plate to the warded door, and the mechanisms which activate it could be configured so that only certain users can activate the arcane power, and anyone else would just activate regular old redstone signals, so when the dust trail splits into arcane and regular redstone, the effect is different. Someone pressing the Arcane Button without a key might activate a trap, while someone with a key, or the guy who placed it pressing it would open a door.
[...]
hmm. what would be the point of introducing a separate redstone system? unless its a significant improvement over vanilla redstone, like mfr rednet cable, red wiring or wireless redstone.
even if its an improvement of the system, why shouldnt it be compatible with vanilla redstone?
Crystals are still there, though there are six types now - one for each of the primal aspects.
The "starter" wand does not require crystals, just 2 pieces of iron and a wooden stick, but that does not mean crystals won't be involved with crafting higher tier wands. The foci will defintely require crystals.
This is the main reason I switched to using a model instead - I wanted to add some animations, but with the normal "2.5D" wands it looked a bit silly. At least the model is still very MC - I resisted the urge to create a high-poly, non-square wand model
i absolutely love how the wands turned out. the simple, blocky model still fits into minecraft, even if its a custom model.
i remember in thaumcraft 2, there used to be a block, to drain crystals of their vis. are you planning something similar for 3.1?
Hey, please make golems harvest ic2 crops? the API on the IC2 side is already there
its up to the individual mod authors, to add golem support to their crops. azanor made a specific golem api for that purpose.
didnt they even work on ic2 crops at one point? i might be wrong, but in minecraft 1.47, golems where able to harvest their crops. i think ive seen it happening in dires single player series.
I also don't mind telling what I'm working on at the moment. I spent this weekend finishing up the third and final part of the research system. For those that don't know, the first part involves exploring the world and "scanning" objects, entities and phenomena to gain research points for the aspects.
The second part involves combining aspects into more complex aspects in a sort of mini-game based on the various alchemy type games like Doodle God.
The last part is taking those aspects and using them in another mini-game to discover and complete research. This last mini-game is a fairly simple memory and resource management game.
I will release a video showing a sneak-peek of this once I am 100% happy with the way it works.
Interesting, very excited to see it in action. I will say however that considering the relatively massive additions and overhauls that you should just call it ThaumCraft 4. Or go the snazzy Hollywood route, with .
Also, for all the people who had watched that one video I had made about the thaumic elevator, I finally got the youtube set up so it is a little less funky to watch. Also edited out the first like 3 minutes of fumbling as I got Xsplit working again after a few months of not using it.
Finally watched it, and it looks pretty cool. Think you could put up a build using the condensed redstone mod you mentioned earlier? Also, vanilla textures? For shame...
it looks like the new wand rods will be craftable from different wood, and metals. like, from forestry wood for example, or just the different vanilla wood types, because the basic component for a wooden wand is a stick.
but will the wands look accordingly to what wood they where created of? birch would cause the wand to be a light color, and spruce wood, to make it look really dark?
this is more a question of astethics, because they would all still be simple wooden wands, but look different.
will there be wands craftable from blaze rods, and cause the wand to have a very high capacity for the fire aspect, but a low capacity for the other aspects? etc.
i mean in principle, you could really go crazy with the customization of these things, instead of just having different tiers of wands.
with the transformation in the crucible, it would be possible to craft nuggets, and wand caps of other metals like copper, silver or lead, even if there are no other mods installed, that add the ores.
I don't know what you're reading, but the OP pretty clearly says this is for 1.5.2. The download link explicitly says "for 1.5.2", and such a complicated mod cannot be cross-transferred from 1.5.2 to 1.6.2 without some porting efforts. Just wait for the next update; it'll be far better than the 1.5.2 version.
Problem. That is fully on IC2's end to implement. Sooo..... Go yell at them to use the API.
One problem I see with my idea is the fact that other players would have very powerful gear by the time you start rolling these guys out. Perhaps a larger version would be available with further (or hidden) research? and maybe they'd be so evil that the wouldn't recognize their master, wander freely or burn in sunlight. maybe a hidden research (a leash or some such thing) that would let them either recognize the leash bearer as their master or chain them to a spot?
These are just a couple of ideas, thankyou for reading and I hope you at least took something from it (enabling iron golems to patrol maybe?)
Nope, it's going to be for 1.6.2.
Profile pic by Cheshirette c:
This is a very valid request and I want to point it out. Same as Thermal Expansion's color blind support, these options are always a huge addition for the people who need them.
Literally dosn't read the post, just gets excited for no reason. You do realise Azanar hasn't said anything about the taint coming back, that whole post was just someones suggestions, right?
I made one post to make suggestions, and that was a separate one based on a discussion Azanor himself has already had. All of those have either been in teaser videos released by Azanor or acknowledged by him to exist when someone brought up loose, unused code in the newer releases of Thaumcraft 3. He hasn't just said something about the Taint coming back, he's literally shown it.
Please read the post yourself and check your facts before you get sassy.
Then you discovered all of the the lost research.
Crystals are still there, though there are six types now - one for each of the primal aspects.
The "starter" wand does not require crystals, just 2 pieces of iron and a wooden stick, but that does not mean crystals won't be involved with crafting higher tier wands. The foci will defintely require crystals.
This is the main reason I switched to using a model instead - I wanted to add some animations, but with the normal "2.5D" wands it looked a bit silly. At least the model is still very MC - I resisted the urge to create a high-poly, non-square wand model
More warded items might make their way into the game, but for the initial update just the normal warded items will be there. If time allows the entire warded block system might in fact change - I'm toying around with a few ideas atm.
I'm aware of the brightness changes for some recipes. Not particularly high priority for me, but I do try and fix them as I come accross them. At least I've finally managed to fix the brightness changes when you view item aspects by pressing shift.
I also don't mind telling what I'm working on at the moment. I spent this weekend finishing up the third and final part of the research system. For those that don't know, the first part involves exploring the world and "scanning" objects, entities and phenomena to gain research points for the aspects.
The second part involves combining aspects into more complex aspects in a sort of mini-game based on the various alchemy type games like Doodle God.
The last part is taking those aspects and using them in another mini-game to discover and complete research. This last mini-game is a fairly simple memory and resource management game.
I will release a video showing a sneak-peek of this once I am 100% happy with the way it works.
So does that mean, at least for now, the update is coming to a close before we can start "playtesting" it? Or is there some last secret to the mod that you want to finish off before the grand reveal?
Also, for all the people who had watched that one video I had made about the thaumic elevator, I finally got the youtube set up so it is a little less funky to watch. Also edited out the first like 3 minutes of fumbling as I got Xsplit working again after a few months of not using it.
I intend to go back and make a better recording on an actually decent setting (and a bit better planning for the video) as soon as we get the new goodies, but this stop-gap will prevent any issues with Twitch being about to delete the old video. After we get the update, I also plan on showing how you can extend the signal so you can have a fully functional 250 block tall elevator setup, as well as a design which doesn't require the top layer of leve blocks, and a FINAL setup which fixes a few other issues with the elevator if designing it from close to the bedrock layer where you can't get enough Leve blocks below it that uses a bit of an alternate setup for it. If I get it all working right in my demo setup, I'll have a few cool things to show off later on. Biggest thing is making sure everything still works after Azanor does his changes.
ARCANE REDSTONE
It would look more like a purple version of redstone and as a result more like violetstone really, but the point is it could be an alternative signal system, acting much like Redstone but only being activated by arcane pressure plates, arcane buttons, arcane levers, so on and so forth. The stuff could even have unique reactions with machines, opening up a new realm of cross-mod compatibility via 'arcane functionality' where machines might do something different, or just better when a magical signal is applied rather than just a mechanical energy-based one from redstone.
Maybe it could also transmit user signals as well, like the arcane pressure plate to the warded door, and the mechanisms which activate it could be configured so that only certain users can activate the arcane power, and anyone else would just activate regular old redstone signals, so when the dust trail splits into arcane and regular redstone, the effect is different. Someone pressing the Arcane Button without a key might activate a trap, while someone with a key, or the guy who placed it pressing it would open a door.
As for warded stuff in general, if you're planning on revising it, maybe other players could break it, but they'd have to use the Excavation foci on their wands or something and it'd take as long as obsidian would if you were in water, maybe longer.
Ward-Wise Pistons, which could pull and push warded blocks if both blocks are placed by the same player?
Maybe Warded blocks could be changed to have the textures of other blocks, but a certain toggleable upgrade to the Goggles of Revealing could reveal the true nature of the disguised warded blocks?
This post brought to you by IDEAS AT 4:49 IN THE MORNING
Mod by Tuhljin
hmm. what would be the point of introducing a separate redstone system? unless its a significant improvement over vanilla redstone, like mfr rednet cable, red wiring or wireless redstone.
even if its an improvement of the system, why shouldnt it be compatible with vanilla redstone?
i absolutely love how the wands turned out. the simple, blocky model still fits into minecraft, even if its a custom model.
i remember in thaumcraft 2, there used to be a block, to drain crystals of their vis. are you planning something similar for 3.1?
its up to the individual mod authors, to add golem support to their crops. azanor made a specific golem api for that purpose.
didnt they even work on ic2 crops at one point? i might be wrong, but in minecraft 1.47, golems where able to harvest their crops. i think ive seen it happening in dires single player series.
Interesting, very excited to see it in action. I will say however that considering the relatively massive additions and overhauls that you should just call it ThaumCraft 4. Or go the snazzy Hollywood route, with .
Finally watched it, and it looks pretty cool. Think you could put up a build using the condensed redstone mod you mentioned earlier? Also, vanilla textures? For shame...
it looks like the new wand rods will be craftable from different wood, and metals. like, from forestry wood for example, or just the different vanilla wood types, because the basic component for a wooden wand is a stick.
but will the wands look accordingly to what wood they where created of? birch would cause the wand to be a light color, and spruce wood, to make it look really dark?
this is more a question of astethics, because they would all still be simple wooden wands, but look different.
will there be wands craftable from blaze rods, and cause the wand to have a very high capacity for the fire aspect, but a low capacity for the other aspects? etc.
i mean in principle, you could really go crazy with the customization of these things, instead of just having different tiers of wands.
with the transformation in the crucible, it would be possible to craft nuggets, and wand caps of other metals like copper, silver or lead, even if there are no other mods installed, that add the ores.