can i regenerate aura nodes and biomes from thaumcraft with MCedit? i'm using an old vanilla world, and the world file is huge, and it'd take me a long time to find new chunks. i'm using the 1.7.10 TC btw.
can i regenerate aura nodes and biomes from thaumcraft with MCedit? i'm using an old vanilla world, and the world file is huge, and it'd take me a long time to find new chunks. i'm using the 1.7.10 TC btw.
I think there's a regeneration option in the config file?
You know, thinking of features ... I was thinking about enchanting the other day, and realized that even with the improved MC 1.8 enchanting mechanisms, if the only thing Thaumcraft added to the game was infusion enchanting, I would still use Thaumcraft. Because that's how much I think infusion enchanting adds to the game.
Just to be clear about what I'm saying here, I'm not saying that the rest of Thaumcraft is unimportant. I'm just saying that infusion enchanting adds so much sheer gameplay fun that I consider it alone sufficient to justify Thaumcraft. I know a lot of people miss golemancy from TC5 so far, but the truth is, if I had to choose between infusion enchanting and golemancy, I think I'd pick infusion enchanting. Because golemancy is handy and convenient, sure, but in the end it's a set-it-and-forget-it convenience that really doesn't do anything I can't do myself or have other ways to do. (And the truth is, sometimes golems can be maddeningly annoying. I gave up mana-bean farming because I simply could not get golems to do the job reliably enough to outweigh my limited need/use for mana beans. They always found a way to foul up, get stuck, or even just wander off and vanish.)
You know, thinking of features ... I was thinking about enchanting the other day, and realized that even with the improved MC 1.8 enchanting mechanisms, if the only thing Thaumcraft added to the game was infusion enchanting, I would still use Thaumcraft. Because that's how much I think infusion enchanting adds to the game.
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It would be great to reimplement Infusion Enchanting as something that required the last tier of altar, so people would have plenty of time using the vanilla enchanting system.
It would be great to reimplement Infusion Enchanting as something that required the last tier of altar, so people would have plenty of time using the vanilla enchanting system.
I've barely used the vanilla enchanting system, and I'm almost to the outer lands myself. I'm just waiting for eldritch revelations to come to me now. The majority of my xp has been poured into foci. The only reason I really made an enchanting table was cause I thought it was required to be scanned to unlock infusion enchanting. At the time I didn't know infusion enchanting didn't exist in TC5.
Honestly, one of my biggest issues with the vanilla enchanting system is that it punishes you for gaining more xp then what you intend to spend. For example, if you had 40 levels (2920 xp), but enchanted something at level 30, It would take away those 30 levels, instead of 30 levels worth of xp (1395) which results in a huge loss of xp. If it used 30 levels worth of xp it would set you back to about level 31 by having 1525 xp leftover. However, because it takes 30 whole levels, it sets you back to level 10 so you lose somewhere around 2700 xp.
Oh, and the lapis cost added into 1.8 was also unnecessary.
Does having high aura attract/create hungry nodes? I heard someone say something like that.
I haven't noticed anything, and the aura around my home is usually always overflowing due to the ring of pure nodes around my home. With an overflowing aura you usually get this instead:
You know, thinking of features ... I was thinking about enchanting the other day, and realized that even with the improved MC 1.8 enchanting mechanisms, if the only thing Thaumcraft added to the game was infusion enchanting, I would still use Thaumcraft. Because that's how much I think infusion enchanting adds to the game.
I have to agree with this. Infusion enchanting in TC3 and TC4 had a *perfect* feel. It felt like enchanting! Getting all the right ingredients, processing all the right essentia, building the altar, designing the candle room - it was great. Lots of work, but all enjoyable. Vanilla "enchanting" feels like buying a lottery ticket at 7-11. Bleah. Even more "Bleah" after playing TC. Compared to vanilla, it was admittedly much easier to get a perfectly minmaxed enchanted item, but it was still enough work to be reasonable.
There's a lot of great stuff in TC, but infusion enchanting is the greatest.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I didnt know crystal growth could actualy expand beyond the actual crystal block and create more crystal blocks.
Could it also be that crystal growth occurs when an aura type is above the golden indicator seen on the thaumometer? Or better said, that that is the requirment.
It happens. I have Order shards growing like crazy in the mine under my base.
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
I didnt know crystal growth could actualy expand beyond the actual crystal block and create more crystal blocks.
Could it also be that crystal growth occurs when an aura type is above the golden indicator seen on the thaumometer? Or better said, that that is the requirment.
Yeah, I was really surprised when I went to check on my earth crystal farm to find 2 extra crystal clusters I didn't set myself.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Is there any mechanic for storing or transporting large amounts of experience? I've got a nice river of liquid death melting pigmen into brain food, but it's a hassle coming back to load up on levels every time I finish a focus upgrade.
Honestly, one of my biggest issues with the vanilla enchanting system is that it punishes you for gaining more xp then what you intend to spend. For example, if you had 40 levels (2920 xp), but enchanted something at level 30, It would take away those 30 levels, instead of 30 levels worth of xp (1395) which results in a huge loss of xp. If it used 30 levels worth of xp it would set you back to about level 31 by having 1525 xp leftover. However, because it takes 30 whole levels, it sets you back to level 10 so you lose somewhere around 2700 xp.
1.8's vanilla enchanting doesn't consume 30 levels any more; the three options consume 1, 2, or 3 levels (and lapis). The higher level numbers act like a threshold to activate the higher levels of enchantments (so if you have max bookshelves, you need 30 levels to be able to select the 3-lapis + 3 levels enchantment, which applies enchantments like 1.7's 30-level vanilla enchanting).
Each top-level enchant only requires three levels worth of experience to get back, basically. (Though I believe they did rebalance the experience curve such that it takes longer than in 1.7 to get those three levels back.)
The preview you get of the topmost enchant (and the persistent random seed) also means you have some control over what results; you can spam 1-level enchants on books or disposable picks until your real target item shows Repair II (or whatever you're looking for), then go farm the levels to reach 30 to actually put it on there.
I think I still prefer infusion enchanting for the ability to guarantee Repair in addition to whatever else I want on the item, plus the disposable-pick thing gets really old when it refuses to pop whatever you really want....but it's a lot better than vanilla enchanting was in 1.7.
Is there any mechanic for storing or transporting large amounts of experience? I've got a nice river of liquid death melting pigmen into brain food, but it's a hassle coming back to load up on levels every time I finish a focus upgrade.
Well you do have the brain in a jar (if it is in TC5 already) to store experience while you are out and about, you just have to keep the spawner loaded.
Personally, I’m finding it that as things are we have too much of an effect on the aura.
I get the feeling that Thaumcraft is still in its mid-game stage in terms of content, And that the true endgame has yet to be revealed. As such, A lone Thaumaturge should not be able to drain the aura just by upgrading a focus.
In fact, I think that at such an early stage of your experiences the aura should be a much more immense than it currently feels, As at the moment it is like a small pond or sandbox you can easily influence. I find that to be inaccurate. The aura is like a massive ocean or dessert from the perspective of a Thaumaturge, Especially a fledgling one, And it should be measured in the thousands with your own exploits in tens and hundreds at most.
A lone bumbling Thaumaturge should never be able to ruin the aura on their own.
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3 Possible, Personal (and most likely clueless) opinions on how to fix it:
1: Increase the aura levels such as at even the lowest natural level it is at least over a thousand.
2: Decrease costs of stuff. No more 500 Vis cost, more of values such as tens with values as hundreds being reserved for very powerful or dangerous stuff.
3: add another layer of complexity: Strain.
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Strain functions more or less like stretching a rubber band. Or more accurately, Thousands of interlocking rubber bands. Stretch too far and they start to snap.
And every time the aura is interacted with, whether by you or itself it builds up strain.
Strain is measured based on the total amount of Vis in the aura. The more Vis present the less the strain affects it.
As such, 10% of strain in a chunk with 1T Vis will affect it much harder than the same amount of strain in a chunk with 10T Vis.
Another consequence is the more strain is present the more inefficient your various devices and machines become as well. An example would be that with 10% strain in a aura with 1T Vis your wands would drain 10 Vis but only absorb 9 of those 10 Vis.
Draining the aura creates near unnoticeable amounts of strain though and is unlikely to be anything more than the proverbial straw on the camel’s back.
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Nodes also project a passive amount of strain like stars curving space-time, Stronger nodes produce more strain as a result.
Nodes are also affected by strain however. The more strain present the less stable they become, causing them to start spewing out more Vis in an attempt to stabilize the aura.
It can there forth be deduced that hungry nodes would be like a black hole, except their consumption of vis would trigger nearby nodes to spew out more, Temporarily oversaturating the aura.
Most nodes would have an internal capacity for how much Vis they can hold and therefore produce,
A hungry node however will keep consuming past this limit, eventually tearing themselves apart like a snake attempting to devour a hippo.
Utilizing strain would involve a careful balance between having enough that nodes are producing more Vis and not having so much that you create untold catastrophes or slow down your machinery in your greed for efficiency.
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-
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Obviously i can't know the direction Azanor wishes to take Thaumcraft, So i'm left here to guess what i would think fitting.
Nonetheless, Thaumcraft remains my favorite magic mod and will most likely remain so for a very long time.
So thanks for making a mod that i want to provide ideas for and listen to speculation from. : )
I dont suppose anyone has an Inventory Tweaks tree file for Thaumcraft that I could have a copy of?
Its a handy mod but depending on other mods setting it up takes forever.
Yea, find the 1.8 version of the pack you want.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
can i regenerate aura nodes and biomes from thaumcraft with MCedit? i'm using an old vanilla world, and the world file is huge, and it'd take me a long time to find new chunks. i'm using the 1.7.10 TC btw.
I think there's a regeneration option in the config file?
You know, thinking of features ... I was thinking about enchanting the other day, and realized that even with the improved MC 1.8 enchanting mechanisms, if the only thing Thaumcraft added to the game was infusion enchanting, I would still use Thaumcraft. Because that's how much I think infusion enchanting adds to the game.
Just to be clear about what I'm saying here, I'm not saying that the rest of Thaumcraft is unimportant. I'm just saying that infusion enchanting adds so much sheer gameplay fun that I consider it alone sufficient to justify Thaumcraft. I know a lot of people miss golemancy from TC5 so far, but the truth is, if I had to choose between infusion enchanting and golemancy, I think I'd pick infusion enchanting. Because golemancy is handy and convenient, sure, but in the end it's a set-it-and-forget-it convenience that really doesn't do anything I can't do myself or have other ways to do. (And the truth is, sometimes golems can be maddeningly annoying. I gave up mana-bean farming because I simply could not get golems to do the job reliably enough to outweigh my limited need/use for mana beans. They always found a way to foul up, get stuck, or even just wander off and vanish.)
It's infusion in general I think.
"Oh no, my dark ritual failed!...awesome..."
I made a D flip-flop!
It would be great to reimplement Infusion Enchanting as something that required the last tier of altar, so people would have plenty of time using the vanilla enchanting system.
Killing things near an arcane matrix should add some stability...
Except when it's me.
But honestly. I'd usually prefer the flux flashes hitting me over them hitting the altar, because my health is cheaper to replace.
I made a D flip-flop!
I've barely used the vanilla enchanting system, and I'm almost to the outer lands myself. I'm just waiting for eldritch revelations to come to me now. The majority of my xp has been poured into foci. The only reason I really made an enchanting table was cause I thought it was required to be scanned to unlock infusion enchanting. At the time I didn't know infusion enchanting didn't exist in TC5.
Honestly, one of my biggest issues with the vanilla enchanting system is that it punishes you for gaining more xp then what you intend to spend. For example, if you had 40 levels (2920 xp), but enchanted something at level 30, It would take away those 30 levels, instead of 30 levels worth of xp (1395) which results in a huge loss of xp. If it used 30 levels worth of xp it would set you back to about level 31 by having 1525 xp leftover. However, because it takes 30 whole levels, it sets you back to level 10 so you lose somewhere around 2700 xp.
Oh, and the lapis cost added into 1.8 was also unnecessary.
Does having high aura attract/create hungry nodes? I heard someone say something like that.
I haven't noticed anything, and the aura around my home is usually always overflowing due to the ring of pure nodes around my home. With an overflowing aura you usually get this instead:
Does anyone else think that infusion enchanting should be added back in? There is no good reason for its removal.
I have to agree with this. Infusion enchanting in TC3 and TC4 had a *perfect* feel. It felt like enchanting! Getting all the right ingredients, processing all the right essentia, building the altar, designing the candle room - it was great. Lots of work, but all enjoyable. Vanilla "enchanting" feels like buying a lottery ticket at 7-11. Bleah. Even more "Bleah" after playing TC. Compared to vanilla, it was admittedly much easier to get a perfectly minmaxed enchanted item, but it was still enough work to be reasonable.
There's a lot of great stuff in TC, but infusion enchanting is the greatest.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
It happens. I have Order shards growing like crazy in the mine under my base.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Yeah, I was really surprised when I went to check on my earth crystal farm to find 2 extra crystal clusters I didn't set myself.
Is there any mechanic for storing or transporting large amounts of experience? I've got a nice river of liquid death melting pigmen into brain food, but it's a hassle coming back to load up on levels every time I finish a focus upgrade.
1.8's vanilla enchanting doesn't consume 30 levels any more; the three options consume 1, 2, or 3 levels (and lapis). The higher level numbers act like a threshold to activate the higher levels of enchantments (so if you have max bookshelves, you need 30 levels to be able to select the 3-lapis + 3 levels enchantment, which applies enchantments like 1.7's 30-level vanilla enchanting).
Each top-level enchant only requires three levels worth of experience to get back, basically. (Though I believe they did rebalance the experience curve such that it takes longer than in 1.7 to get those three levels back.)
The preview you get of the topmost enchant (and the persistent random seed) also means you have some control over what results; you can spam 1-level enchants on books or disposable picks until your real target item shows Repair II (or whatever you're looking for), then go farm the levels to reach 30 to actually put it on there.
I think I still prefer infusion enchanting for the ability to guarantee Repair in addition to whatever else I want on the item, plus the disposable-pick thing gets really old when it refuses to pop whatever you really want....but it's a lot better than vanilla enchanting was in 1.7.
Well you do have the brain in a jar (if it is in TC5 already) to store experience while you are out and about, you just have to keep the spawner loaded.
Personally, I’m finding it that as things are we have too much of an effect on the aura.
I get the feeling that Thaumcraft is still in its mid-game stage in terms of content, And that the true endgame has yet to be revealed. As such, A lone Thaumaturge should not be able to drain the aura just by upgrading a focus.
In fact, I think that at such an early stage of your experiences the aura should be a much more immense than it currently feels, As at the moment it is like a small pond or sandbox you can easily influence. I find that to be inaccurate. The aura is like a massive ocean or dessert from the perspective of a Thaumaturge, Especially a fledgling one, And it should be measured in the thousands with your own exploits in tens and hundreds at most.
A lone bumbling Thaumaturge should never be able to ruin the aura on their own.
-
3 Possible, Personal (and most likely clueless) opinions on how to fix it:
1: Increase the aura levels such as at even the lowest natural level it is at least over a thousand.
2: Decrease costs of stuff. No more 500 Vis cost, more of values such as tens with values as hundreds being reserved for very powerful or dangerous stuff.
3: add another layer of complexity: Strain.
-
Strain functions more or less like stretching a rubber band. Or more accurately, Thousands of interlocking rubber bands. Stretch too far and they start to snap.
And every time the aura is interacted with, whether by you or itself it builds up strain.
Strain is measured based on the total amount of Vis in the aura. The more Vis present the less the strain affects it.
As such, 10% of strain in a chunk with 1T Vis will affect it much harder than the same amount of strain in a chunk with 10T Vis.
Another consequence is the more strain is present the more inefficient your various devices and machines become as well. An example would be that with 10% strain in a aura with 1T Vis your wands would drain 10 Vis but only absorb 9 of those 10 Vis.
Draining the aura creates near unnoticeable amounts of strain though and is unlikely to be anything more than the proverbial straw on the camel’s back.
-
Nodes also project a passive amount of strain like stars curving space-time, Stronger nodes produce more strain as a result.
Nodes are also affected by strain however. The more strain present the less stable they become, causing them to start spewing out more Vis in an attempt to stabilize the aura.
It can there forth be deduced that hungry nodes would be like a black hole, except their consumption of vis would trigger nearby nodes to spew out more, Temporarily oversaturating the aura.
Most nodes would have an internal capacity for how much Vis they can hold and therefore produce,
A hungry node however will keep consuming past this limit, eventually tearing themselves apart like a snake attempting to devour a hippo.
Utilizing strain would involve a careful balance between having enough that nodes are producing more Vis and not having so much that you create untold catastrophes or slow down your machinery in your greed for efficiency.
-
-
-
Obviously i can't know the direction Azanor wishes to take Thaumcraft, So i'm left here to guess what i would think fitting.
Nonetheless, Thaumcraft remains my favorite magic mod and will most likely remain so for a very long time.
So thanks for making a mod that i want to provide ideas for and listen to speculation from. : )