I'm trying to understand how it works from reading this thread (all 100 pages), and trying to understand what people are saying.
And, I've come up with what I think are the basic rules:
1. You have runes and nodes. They have different rules for function.
2. You want to play connect the dots.
3. The maximum range of any step is a knight's move.
4. You have the ability to move some things around.
5. Other things get in the way.
6. Some of the mess can be removed to clean it up, which should make it easier.
7. You can control which way the lines connect by moving some of the junk around as blockers.
8. Blue dots cannot connect directly to other blue dots.
Now, what I don't know:
1. What is a rune? What is a node? Which glyph is what?
2. Are all the junk the same? Are they all just "get in the way" pieces that either block your movement (bad) or block unwanted connections (good)?
3. How do these runes and nodes relate to the aspects?
4. What are the different rules for runes and nodes?
5. What else am I not understanding?
6. Someone mentioned red herrings. I even saw them mentioned -- very briefly -- in direwolf's video. What are they, how do they work, what do they do?
1. Nodes are the purple dots. Runes are the glyphs. One of the nodes is the starting node. This is important as this node can make only one outgoing connection. When designing your solution you must be able to start at this node, and trace a line through the rest.
3. Each glyphs is associated with an aspect. Selecting the aspect and 'researching it' will activate or de-activate the corresponding glyphs.
6. As there are about 50 aspects and only about 8 glyphs, each piece of research can only use 8 aspects. Some of the aspects will activate and deactivate the associated rune - allowing those runes to be used to complete research by linking nodes. The other glyphs are associated with 'red herring' aspects - and when researched a small number of those glyphs are removed from the research area.
The game is, for a piece of research, to guess which aspect's are being used by researching them. Each time a new aspect is researched 1 unit will be used up and one of three things will happen:
1. nothing. you guessed wrong.
2. some glyphs are removed from the board. The aspect will get a red-fish icon on it for the remainder of this research, and you can research it again to clear more of that glyph from the board.
3. a set of glyphs will activate (or de-activate). Congratulations you have discovered a genuine aspect of this research. The aspect will be marked with a green tick to remind you that this aspect is linked to the current research. Now you need to count the number of glyphs available, vs the number required to form a path, and see if you have sufficient. If you don't you need to search for more aspects linked to the research. If you do have enough, carefully note the runes that are active, deactivate them, move them into position, and reactivate them.
This process means that, optimally, you will consume most of an ink sack, and 3 uses of each research aspect that is required, and one use of each research aspect that you 'probe' per research paper.
Oh, and in case it wasn't made aware to you... The aspects which will activate runes are of course related to what you're researching. In the case of say, magical cloth, the likely aspects would be praecantatio (magic) and pannus (cloth/covering).
Rule of thumb in effective researching: make more scrolls. Each scroll made is a chance to get one with easy configuration AND data about things you can research with this particular aspect. So, if you are stuck, don't try adding every aspect for research you have on progress, instead try to make a new research for every aspect.
Might want to rename the "Use" Core to "Plant" Core because I cant get it to do anything but plant things.
It wont use my wands, wont sheer sheep, wont milk cows, wont throw eggs or snowballs. And most upsettingly; dont feed animals for breeding.
Iv tried both placing the mark on the ground then forcing cow/sheep onto the block and placing a dirt block attaching it to that, removing the dirt block and changing the golem to "use on empty square". still nothing.
The golem will walk to the spot but just stand there holding the sheers, bucket or what ever item im trying to get them to use.
They will place blocks, but seeing as they try to stand on the marked location they often get stuck trying to place a block while they are in the way. So using them to build a new wall seems out of the question, but if you set them to place on empty squares they can be used to rebuild destroyed walls quite well.
Any one else had better luck?
the golems only react with blocks, not with entities.
Oh, and in case it wasn't made aware to you... The aspects which will activate runes are of course related to what you're researching. In the case of say, magical cloth, the likely aspects would be praecantatio (magic) and pannus (cloth/covering).
the foci of mining doesnt have the aspec of mining.
Some of alchemy usability suggestions.
1. Flip Potentia icon, so number in right bottom corner is visible.
2. Show aspect icon on jar and phial image. And on jar's sticker when placed.
3. Right click with jar on water block to clean jar, right click with jar on jar with same aspect to merge.
I just crashed the server I was playing on and was able to duplicate this issue in my single player world.
If you die while looking at the thaumostatic harness's GUI your client and or server will crash.
Minecraft Version: 1.5.2
Thaumcraft Version: 3.0.5i http://pastebin.com/4KxcqC8K
I also just recreated the same crash in Thaumcraft 4 on 1.6.4
Thaumcraft is the only mod installed.
Here is that crash report http://pastebin.com/jWBpWaRJ
the golems only react with blocks, not with entities.
The description says block or location. so not exactly entities but still. Also sheers are involved in its creation, suggesting that they would be able to use sheers.
Rollback Post to RevisionRollBack
"I would agree with you, but then we'd both be wrong."
Why do people put crystal clusters near a research table? I thought it's for a research points regeneration, however, these points are bound to player, not table, aren't they? So different players will see different aspect quantities, operating the same table.
Rollback Post to RevisionRollBack
"Nothing is built upon rock: for all is built upon sand: but let each man build as if sand were rock". (Jorge Luis Borges, Evangelio Apocrifo)
Why do people put crystal clusters near a research table? I thought it's for a research points regeneration, however, these points are bound to player, not table, aren't they? So different players will see different aspect quantities, operating the same table.
When I moved my desk from my first base to my second I went from having almost every aspect with a star next to them indicating I have a buffer point from having nothing. I kept my research points, but the buffer point seems to be unique to the table.
Rollback Post to RevisionRollBack
"I would agree with you, but then we'd both be wrong."
Why do people put crystal clusters near a research table? I thought it's for a research points regeneration, however, these points are bound to player, not table, aren't they? So different players will see different aspect quantities, operating the same table.
The bonus aspect points are per table.
The "number" visible on the research is yours. The "star" indicates the table has a bonus.
Yes - this does imply you could build multiple tables to get free research faster.
Having just now got around to making the thaumostatic harness I researched days ago, I was soaring around my base just now and a thought occurred. I've not thanked Azanor for what he's given us.
So, Azanor: I've been playing Thaumcraft in most of my spare time since it got released, and would just like to thank you for all that you've done. I've not enjoyed myself in minecraft so much in a long time, and for that I cannot thank you enough.
Just messing with magical forests a bit more. How does this look?
Ooh, that's pretty. Somewhat more subtle than the extremes too. I'm sure with wisps flitting about and the light of a silverwood it'll look as magical as can be.
I just crashed the server I was playing on and was able to duplicate this issue in my single player world.
If you die while looking at the thaumostatic harness's GUI your client and or server will crash.
Minecraft Version: 1.5.2
Thaumcraft Version: 3.0.5i http://pastebin.com/4KxcqC8K
I also just recreated the same crash in Thaumcraft 4 on 1.6.4
Thaumcraft is the only mod installed.
Here is that crash report http://pastebin.com/jWBpWaRJ
I think Thaumcraft 4.0.2a doesn't work on server. I think I've read it yesterday.
Just messing with magical forests a bit more. How does this look?
...
That looks superb.
One of the things that made Twilight Forest (the non magical biome that does look a bt odd with its flashing colors) was the implicit lighting.
Shafts of sunlight, or even just patches of light under the trees where is should be dark might increase the magicness without requiring a palette shift.
Hungry nodes seem to be in serious need of a nerf. Stumble close to one, and by "close" I mean "at all near enough to scan it", and I get dragged into it and unable to act, until it eventually flings me up ridiculously high into the air.
And to add insult to injury, the thing ate my InventorySaver pot. Presumably it would've devoured all my items if they'd been loose.
My SO also got ensnared, but didn't get flung. The only reason she wasn't stuck until she starved or got killed by something else is because she's a server admin and could teleport away.
This is basically an instant death trap for anyone without the ability to teleport, and that is really not something that I think has any business being in surface worldgen.
dont go too close to hungry nodes then. they are very well visible, by the flying blocks and the destruction they cause around them.
lava pools are surface gen too, and you dont jump into one of those.
as for being flung into the air, the harness should help. but i was under the impression, that these nodes actually eat you. been drawn in by one of them, when i got too close and took damage until i died, instead of being thrown into the air.
luckily, i put all my stuff away, before i started playing with it.
Just messing with magical forests a bit more. How does this look?
-snip-
hey Azanor what about a contest? could you make us decide the color of the biome with RGB code in the config? then everybody posts a screen of their color Magical forest (was for the blue one) but I may come out with a better color... btw this color looks way better!
1. Nodes are the purple dots. Runes are the glyphs. One of the nodes is the starting node. This is important as this node can make only one outgoing connection. When designing your solution you must be able to start at this node, and trace a line through the rest.
3. Each glyphs is associated with an aspect. Selecting the aspect and 'researching it' will activate or de-activate the corresponding glyphs.
6. As there are about 50 aspects and only about 8 glyphs, each piece of research can only use 8 aspects. Some of the aspects will activate and deactivate the associated rune - allowing those runes to be used to complete research by linking nodes. The other glyphs are associated with 'red herring' aspects - and when researched a small number of those glyphs are removed from the research area.
The game is, for a piece of research, to guess which aspect's are being used by researching them. Each time a new aspect is researched 1 unit will be used up and one of three things will happen:
1. nothing. you guessed wrong.
2. some glyphs are removed from the board. The aspect will get a red-fish icon on it for the remainder of this research, and you can research it again to clear more of that glyph from the board.
3. a set of glyphs will activate (or de-activate). Congratulations you have discovered a genuine aspect of this research. The aspect will be marked with a green tick to remind you that this aspect is linked to the current research. Now you need to count the number of glyphs available, vs the number required to form a path, and see if you have sufficient. If you don't you need to search for more aspects linked to the research. If you do have enough, carefully note the runes that are active, deactivate them, move them into position, and reactivate them.
This process means that, optimally, you will consume most of an ink sack, and 3 uses of each research aspect that is required, and one use of each research aspect that you 'probe' per research paper.
the golems only react with blocks, not with entities.
the foci of mining doesnt have the aspec of mining.
1. Flip Potentia icon, so number in right bottom corner is visible.
2. Show aspect icon on jar and phial image. And on jar's sticker when placed.
3. Right click with jar on water block to clean jar, right click with jar on jar with same aspect to merge.
If you die while looking at the thaumostatic harness's GUI your client and or server will crash.
Minecraft Version: 1.5.2
Thaumcraft Version: 3.0.5i
http://pastebin.com/4KxcqC8K
I also just recreated the same crash in Thaumcraft 4 on 1.6.4
Thaumcraft is the only mod installed.
Here is that crash report
http://pastebin.com/jWBpWaRJ
The description says block or location. so not exactly entities but still. Also sheers are involved in its creation, suggesting that they would be able to use sheers.
(Jorge Luis Borges, Evangelio Apocrifo)
Check you config - I think you wisp and furious zombie id's got mixed up somehow
When I moved my desk from my first base to my second I went from having almost every aspect with a star next to them indicating I have a buffer point from having nothing. I kept my research points, but the buffer point seems to be unique to the table.
The bonus aspect points are per table.
The "number" visible on the research is yours. The "star" indicates the table has a bonus.
Yes - this does imply you could build multiple tables to get free research faster.
and the config for the biome color is a nice compromise.
So, Azanor: I've been playing Thaumcraft in most of my spare time since it got released, and would just like to thank you for all that you've done. I've not enjoyed myself in minecraft so much in a long time, and for that I cannot thank you enough.
Ooh, that's pretty. Somewhat more subtle than the extremes too. I'm sure with wisps flitting about and the light of a silverwood it'll look as magical as can be.
I think Thaumcraft 4.0.2a doesn't work on server. I think I've read it yesterday.
That looks superb.
One of the things that made Twilight Forest (the non magical biome that does look a bt odd with its flashing colors) was the implicit lighting.
Shafts of sunlight, or even just patches of light under the trees where is should be dark might increase the magicness without requiring a palette shift.
dont go too close to hungry nodes then. they are very well visible, by the flying blocks and the destruction they cause around them.
lava pools are surface gen too, and you dont jump into one of those.
as for being flung into the air, the harness should help. but i was under the impression, that these nodes actually eat you. been drawn in by one of them, when i got too close and took damage until i died, instead of being thrown into the air.
luckily, i put all my stuff away, before i started playing with it.
cool setup, but the piston seems like a workaround. im still for cleaning up the goo with your wand, at the cost of order aspect stored in it.
also, didnt azanor say at some point, that the purple goo turns into thaumic slimes? that would be another possibility.
the gas isnt as bad, as i just leave a hole in my ceiling to let it vent.
maybe item grates could let the gas through. this way we have a way to get rid of it, without mobs possibly falling through our ceiling.
I am either blind, or your sneaky and just added it now.
In any case... I sent you $20 USD. I do hope many others are doing the same, as you deserve all of it.
hey Azanor what about a contest? could you make us decide the color of the biome with RGB code in the config? then everybody posts a screen of their color Magical forest (was for the blue one) but I may come out with a better color... btw this color looks way better!