shadydeath created an IRC channel at irc.esper.net:#thaumcraft I check it regularly so pop in if you want to chat.
WARNINGThere is a very tiny chance that updates may break your save. Backup just in case.
Currently the Eldritch & Aurmancy tier of research are still heavily WIP. There is some things I need to sort out and balance before I can implement them properly. 6.1.BETA26 hotfix1
- fix altar particle related crash on servers
- API: deprecated IStabilizable
- API: added IGogglesDisplay
- API: added oredict support in json research entries for required_item and required_craft.
- fix for crash related to the latest versions of forge (22.214.171.12468)
- infusion instability mechanics have been completely reworked. Check your thaumonomicon. TLDR version, stabilizers simply add a lot of stability to infusion now, but when paired with redstone inlay can do other fancy things. They no longer use RF.
- added advanced break seal
- golem press will now properly consume crafting components
- more fixes to seal & logistics GUI's
- custom thaumcraft shaders should once again work
- buffer will no longer draw essentia from adjacent blocks if that side has been disconnected
- added Lamplighter infusion enchantment
- I now prevent most thaumcraft UI elements from overlapping
- when riding a minecart the arcane bore will not switch off if there are no tracks below (for whatever reason)
- tainted animals & critters will now do damage instead of just aggressive nudging
- changed the way itemstacks sync to clients which should get rid of a lot of odd behaviour in certain gui's
- greatwood trees now require 4 saplings to grow like large vanilla trees. They drop more saplings to account for this change.
- thaumatorium should now display all recipes (occasionally a recipe would be lost, like the spiritus vis crystal recipe)
- thaumatorium recipes are now sorted alphabetically
- cultist armor now have their own material types
- made many thaumcraft blocks rotateble with modded wrenches that allow it
- entity aspects can now be viewed through the thaumometer
- empty & provider seal should no longer cause golems to drop items on ground when picking up something new
- water jar can now fill vanilla cauldrons & glass bottles again
- fixed several focal manipulator ui issues
- golem press now checks adjacent inventories for crafting materials as well
- golem appearance should now sync more consistently on servers
- provide and empty seals will no longer cause items to drop on the ground if the target inventory (as set by stock, fill, etc) is full
- stock seals will now check if the target inventory has room before creating a task
- greatly improved flying golem movement
- improved golem responsiveness
- fixed banner server crash
- fixed crafting recipe for primal crusher
- added console command to revoke specific research from a player instead of resetting it all. Format: /thaumcraft research revoke . This will also remove any research that relies on the revoked research.
- tweaked infusion crafting instability so that instability added is on a sliding scale - the higher the instability, the less chance it has of becoming worse.
- the amount by which infusion crafting stability increases after instability occurs has been increased.
- added aspect names to display name of vis crystals and essentia phials
- fix soft-crash when you tried to craft a multiblock by clicking on the top or bottom face of a block with salis mundus
- fixed a major bug that was causing you to only gain progress in the 'blue' theorycraft categories instead of all of them. Rounding is awesome!
- fixed void siphon crash on dedicated servers
- fixed stabilizer particles... again
- rebelanced some crafting recipes
- cloudstepper ring should now properly negate fall damage when double jumping and will not do silly things when you are underwater
- items with sounding effect will now only trigger it if sneak + right clicked instead of the other way around
- primal crusher recipe now accepts broken tools as ingredients
- rebalanced flux condenser essentia cost
- API: fixed the AspectRegistryEvent to use a proxy object (register) that contains the actual registration methods. This was done to prevent some ASM related issues.
- fix for thaumotorium not syncing in MP
- fire bats once again cause mob damage
- FORGE: Updated to Forge version 126.96.36.19905
- API: Certain mods that define their own item aspects have been accidentally doing so in the 'wrong' place. To prevent this I will now wipe all item aspects registration that occurs before TC defines the core item aspects.
- API: Additionally I have added an event mods can subscribe to that would be the correct place to define item aspects. The existing aspect definition methods will be deprecated and eventually will only be accessible through this event.
- API: Added events when a player gains knowledge or progresses research. See thaumcraft.api.research.ResearchEvent. The events can be cancelled.
- improved thaumatorium GUI
- harvesting golems will now try and right-click a crop first before trying to break it
- increased the knowledge gained from curios
- rebalanced some base item aspects and added a couple of alternate sources for hard to get aspects
- thaumium smelter is now 90% efficient instead of 85%
- improved arcane bore interaction with infusion enchantments like destructive
- fixed enchantment detection during research
- fixed triple meat treat recipe
- improved foci radial menu animation and unlinked it from fps
- fixed certain foci in radial menu not showing up if they are too similar to other foci
- you can now only have one scatter modifier per focus
- prevent crash with focus pouch if you click on it while it's inventory is open
- arcane workbench should properly choose the correct crystals to use between similar recipes
- to make early game mistakes a bit more forgiving the crucible will only turn 25% of spilled essentia into flux instead of the current 50%-75%
- added a 'noSleep' config option so you can get the salis mundus recipe book without having to sleep first
- fixed eldritch crab rendering when 'mounted'
- fixed the mod interaction bug with the hats mod
- fix out of bounds condenser crash
- increased condenser essentia suction
- flux generators now produce up to 20 rf/tick. The vis cost is still the same (1 vis = 1000 rf).
- flux stabiliser can now accept power from all sides except the front. This means 5 flux generators will be able to fully power a stabiliser as it can accept up to 100 rf/tick max.
- candles and other items are now slightly more effective during infusion and you can have up to 12 (up from 10) - a much more symmetrical number
- improved detection of enchanted books in research and recipes
- arcane ear now supports new instrument types
- scanning inventories with a thaumometer is now limited to the first 100 items to prevent lag spikes with massive inventories
- thaumcraft leaves will no longer decay if placed by a player
- entities ridden by a player can now pass through warding barriers
- fixed warded jar contents display in inventory
- warded jars crafted into void jars now retain their contents, labels, etc.
- arcane workbench now actually checks if you have the proper research
- added first bits of eldritch tier research. Much more to come
- everful urns now act as water tanks that contain up to 1 bucket volume of water and can interact with piping systems.
- switched liquid death and purifying fluid to use the forge universal bucket. Existing buckets will no longer be valid
- fix for stabilizer server crash
- allow traveller boots and cloud ring falling damage reduction to stack with other falling reduction items and each other
- improved thaumometer performance
- fix for pedestals incorrectly allowing more than one item to be placed in them via automation
- fix datamanager declarations for some thaumcraft entities that was causing mod interaction issues
- vis crystal growth, shrinking, and spread no longer causes flux as a side-effect. Flux crystals now properly grow and shrink based on flux instead of vis.
- improved recipe recursion checking to better account for container items
- flux rifts once again close when they spawn taint seeds, but the larger they are, the more potent the spawned seed is
- added a way to manage flux & flux rifts. This is still WIP and will be expanded and balanced in future updates
- fix for clientside particle crash
- fix for aura chunk related crash & cascading worldgen
- arcane workbench should now be able to craft vanilla recipes without the presence of crystals
- fix for chunk loading errors on server start
- fix for seeking projectiles causing client crash
- possible fix for pedestal desync issues during infusion
- fixed moon phase descriptions
- alembic can once again be emptied on shift-right click with an empty hand
- creative flux sponge can now also remove flux rifts
- fixed armor dyes
- fixed arcane bore dupe bug and made its digger radius a bit more accurate when stationary
- vis batteries will now drop when harvested
- pattern crafter now removes the proper amount of items
- fixed possible dupe bug with certain mods combined with arcane bore, seals and breaker focus
- new stuff: vis batteries, vis generator, stabilizer, stock seal
- fixed arcane pattern crafter
- relaxed nbt checking in crucible recipes, infusion recipes and research hand ins to account for other mods that add custom nbt tags
- fixed mod compatibility load order
- fixed an edge case bug where custom recipes from other mods could cause strange results in the arcane workbench
- tweaked amber block/brick recipes
- fixed seal filters to allow non-standard stack sizes. You might want to check all your seal filters to make sure they behave as they should
- API: seal filters now store stack sizes independently of the itemstacks themselves. New methods added to get and set those numbers.
- increased experimentation inspiration cost to 2, but also increased the amount of progress it gives
- fixed custom gui toggle buttons
- seeking focus projectiles are now 56% more seeky
- bouncing focus projectiles can now only bounce off solid blocks
- revamped infusion crafting stability mechanics
- infusion recipes now properly recognize damaged items and will transfer the damage to crafting results where appropriate
- toned down taint poison spawned by certain things
- loads of balance tweaks
Q: What is this Baubles thing that I need? A: It is a required sub-mod that adds extra inventory slots to the player.
Q: How do I access the Baubles inventory? A: The default hotkey for baubles is 'b'. If your not running any inventory altering mods or spend a lot of time in creative it might be a good idea to swop your normal and bauble inventory bindings so you always open the baubles inventory by default.
(1) Install Forge (Modloader is NOT required - my mod uses the Forge modloader)
(2) Download this mod and place the jar into your Mods Directory.
(3) Config File Settings For the most parts it should be self explanatory with one exception: Adding TC 5 worldgen to existing worlds. See below for that.
Adding thaumcraft world gen to existing worlds
Yes, you heard that right. You can add all the ores, trees and other worldgen features to existing worlds by changing a few things in your config files. Remember: this could be risky so always backup your saves beforehand.
If this is the first time loading Thaumcraft with that save, you can leave the regen_key setting as 'DEFAULT' otherwise set it to anything else.
You need to choose what to regenerate. I strongly recommend you set aura_nodes to 'true' if this is the first time you are doing this. Without the aura you won't be able to do 99.9% of the things you could in Thaumcraft.
Run the game. It will lag for a while and you should see some console spam about chunks being regenerated. This is fine - just wait it out. It shouldn't take too long. If the world had been explored a lot you might see the message reappear every now and again. This is also normal.
If, for some reason, you wish to do this again or somehow your savefile got corrupted and your aura nodes have gone missing, all you need to do is set the regen_key value to something else. Any word would do.
IMPORTANT: If you chose to generate TC ores and such in an existing world It is best to keep the config as-is. Do not switch everything off again after running the game or server once. As you explore chunks that have been explored in the past, but you haven't visited yet the new TC will regen in them as well. If you turn it off before you get a chance to revisit them nothing will be genererated and you will have to do the regeneration from scratch to add it to those chunks which could cause doubling of ores and nodes.
These are mods that use the API or other means to intergrate with or add content to Thaumcraft. More importantly they do so without breaking the balance of my mod (such as it is).
A friendly request to addon makers: I love all the addons that have been made recently, but I have a few requests. - Don't go too crazy when adding new aspects. If you do, drop me a PM. If it is something obvious or useful beyond your addon I might add it to vanilla TC. - Try not to add more than one research tab - Please try and keep your own researches on your own tab - Please don't move my researches around. You can make copies if you wish to show dependendies on your tab, but the research should remain in its original location. - Please don't alter any of my recipes. If you feel it is needed for the balance of your addon please drop me a PM. Partly to discuss if the change is required, but mostly since it might actually be a change that should be in vanilla TC.
Lastly, I've noticed some addons adding items from TC 3 or earlier. I don't have a problem with that, so go wild. However several of those items I have been planning to re-add myself. A lot of TC 2 stuff never made it into TC 3 simply due to time constraints. So don't come crying to me if and when I do that. Note - I obviously won't just copy-paste someones elses code for those items or blocks - I will implement my own versions.
If you want access to beta version of my mod to make version update go a bit smoother, send me a PM with your dropbox user info and a link to your mod (so I can check if you are actually an addon dev )
The code of “Thaumcraft for Minecraft” in source or binary form is the intellectual property of Azanor. See below for copyright, terms and conditions.
As a habit I ignore every PM in regards to mod-packs - both private and public. Everything you need to know about them is listed here.
You want Thaumcraft in your mod pack? All you need to meet are five simple conditions: 1. Your mod pack needs a link back to this forum post. 2. You cannot make any money off of the mod pack. 3. You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Azanor). 4. If I ever ask you to remove my mod from your pack, for whatever reason, you do so. 5. Handle any queries and bug reports internally first. This is one of the main reasons I had such a strict anti-modpack policy for such a long time - people using modpacks would come here posting errors that have nothing to do with my mod or that have been fixed ages ago, but still occurs in the modpack because it is using an older version.
If these five conditions are met, then you have my permission to use it in a mod pack.
Special thanks to...
My Beta Testers, you know who you are
All the folks on the Forgecraft server for your help and support.
Dan Scott ( for all the help he gave me with some of the sprites.
mr.Hazard(d95) for his awesome models Lorc, creator of the icons I use for enchanting and other things bonemouse, creator of the Isabella Texture Pack for letting me use his chest textures and skin as well as ScottKillen for making the Thaumium armor graphics based on the Isabella pack. chicken_bones for letting me base my lightning effect and deploader code from WRCBECovertJaguar for his custom biome spawning code. Rorax for allowing me to use some of her models. J. W. Bjerk (eleazzaar)for the use of his icons for certain research categories. Find this and other open art at: http://opengameart.orgBitterBusiness for the use of his Pech model.
TERMS AND CONDITIONS 0. USED TERMS MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities. MOJANG - Mojang AB OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code. USER - End user of the mod, person installing the mod.
1. LIABILITY THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Yes!!!!!!! The wait is over. To all thaumaturges, thaumomancers, or any magician; lets us desend upon the great work of Azanor's and enjoy it. Thank you Azanor, this is one of my favorite mods, I feel that it has been worth the wait. Goodbye all and hello thaumcraft 4.
Rollback Post to RevisionRollBack
I left the enderman to observe and emulate the steves, I want to know more about them. Wish me luck.