I'm going to make an odd query here in relations to the repair enchant mechanics... might we be seeing an 'aura attuned' enchantment, allowing for the ability for the item to repair itself directly from the aura (still requires the repair enchant to function)? it would still have primal vis requirements to repair durability, but I think this would be a great way to further refine the mechanic. With both enchants, it would pull from the aura first, the wand second. This would reduce the pull on the vis you need to perform tasks while in normal or high aura areas. When in low, the wand will allow for continued repair as it is currently. This enchant could be made to only be available through the infusion enchanting method, so it is unavailable until you get to that point. Could balance it out by making it so you can't get repair 2 if you decide to go this route.
Even better would be if the Amulet of Vis Storage could be enchanted or enhanced with this, allowing for faster charging from the local aura as well...
So let me just say that I’ve been playing with thaumcraft as a mandatory mod since thaumcraft 2. I love Thaumcraft 4 and I’m super excited to learn that your going onto Thaumcraft 5. But there is something that has really bugged me since Thaumcraft 3, and that’s the way you get the Thauminomicon.
You make a very basic wand, and you wave it over a bookcase. From that point on you know how to make a thaumimeter and several other magical implements. I’ve always felt this a bit of an awkward and jarring start.
When I heard about the thaumimeter in thaumcraft 3, I envisioned it as a sort of mystical magnifying glass that allowed you to observe the magical properties of an item, and that is almost exactly what it turned out to be, but how does the player learn to make it? I’ve gone over it several times, and maybe this isn’t how you (azanor) think of this at all, but I’ve come to think of the thauminomicon as the notes from the mind of the player, the aspects in the research table are the amount of “facts” or “concepts” about those aspects, and the research minigame is the player stringing together those facts or concepts to conceive new ideas which become discoveries. The thaumimeter is the first tool in getting aspects. It is the player observing the world around him, gathering facts to be used to create discoveries. But how did he “discover” this device? How does the player know, from in game knowledge only, to make a magic wand and wave it over a book case, to create a book? I understand that I’m really knit picking here, but it’s been bugging me for a while.
Well I was raised to never present a problem if I didn’t have some sort of solution, so here it goes. What is one of the first thaumcraft things a player comes across in the minecraft world, without the need of a thauminomicon? Shards. What if the first time a player picks up a shard, with a book in their inventory, they get a journal. This journal would be a starter thauminomicron of sorts. with notes on how to build a research table, and a very basic thaumimeter, using only two shards, a glass block, and a stick, creating a more classic magnifying glass. With this, the player would only be able to observe primal aspects, with the rest showing up as question marks. With this information, the player could then start to advance into what we know now, researching basic wands and the more advanced thaumimeter, and eventually the journal becomes the thauminomicon we have now.
I know that this is a lot to add only to just get back to where we currently start, but I honestly feel this could very well enhance the journey of the player through the awesome and epic story that Thaumcraft brings into minecraft.
So many mods these days use Multipart that even aside from just how useful microblocks are, I wouldn't consider building a server without it.
I hate microblocks with a passion. Which is unfair as people like @Rhn can do brilliant things with them.
However, they can cause lag when used improperly (i.e. "a lot") which effects people with lower spec PCs first so I would remove it from my server. If I could. But way too many mod authors seem incapable of making FMP an optional dependency. Oh yes. And the author decided that java wasn't good enough. So Scala. Which means minecraft is now carrying around a whole extra language runtime with associated load time and runtime costs.
Then there is the crafting system which is just too FMP specific. So, if you are playing in a pack like DW20, you can:
1. Use the buildcraft laser crafting system to make buildcraft pipe covers
2. The enderio cutting machine to make enderio cable covers
3. The applied energistics cutting knife to make applied energistics cable covers.
4. Carpenters blocks to make "covers" and other wierdly shaped blocks
5. FMP to make covers and other wierdly shaped blocks.
And we wonder why players with 32bit PCs can no longer join our servers on anything more than just vanilla.
I have a question, which is more like an issue i've been having.
Playing 4.2 on a server i ran into an issue getting the research note for the Celestial Gateway, as far as i know i have all the per-requisite research to get the gateway as it has appeared in my thaumonomicon. However when i click on the icon to get the research note i get the normal "Research note added to your inventory Celestial Gateway" but i also get a message in chat "You lack the required knowledge to understand this", is there something i'm missing or is this simply a bug?
Any help with this would be useful.
*edit*
As a side note, i was looking through the thaumic tinkerer and thaumcraft config files on the server and Kami is enabled, i don't see anything that would prevent me from getting the research note.
Yeah, the knights and cleric's behavior is definitely... weird. I've been able to pick off knights long distance with a wand no problem. They aggro inconsistently. We were also joking that wearing a full set of cultist armor should make them ignore you unless you start beatin' them up. The armor does look super cool, too.
That was the problem I was having. A cleric who was accidentally aggroed would despawn, even if they walked back to the monument. They wouldn't resume the node-sucking behavoir, either. If a cleric was simply bumped out of place, out of that channeling range, they would also despawn. This was a big problem when a gaggle of knights spawned right near them and plowed through the clerics to get to a dirty pack of thaumaturges that were wrecking up their party. All of the clerics were knocked out of place and then despawned while we were fighting.
I'm hoping that some potions of invisibility + some named nametags + some warded glass to make an awesome looking enclosure will solve the despawn problem and let us farm knights without messing up the obelisk. Gonna spend all my enchant points first, though! :B
Weelp potions of invisibility do not work on knights or clerics. Not sure if this is intentional or a bug. We were still able to pen in and name two of the clerics. Boots of the traveler helped a lot since the knights can't get on top of a 3 block tall tower but you can still hit them in the face.
Is it possible to get the focus or whatever weapon the clerics use? That red ball lightning is awesome.
Quote from The_ShadowjumpI'm seeing a reliable crash whenever I put a Pick of the Core in an anvil. Is this a known bug?
I have a question, which is more like an issue i've been having.
Playing 4.2 on a server i ran into an issue getting the research note for the Celestial Gateway, as far as i know i have all the per-requisite research to get the gateway as it has appeared in my thaumonomicon. However when i click on the icon to get the research note i get the normal "Research note added to your inventory Celestial Gateway" but i also get a message in chat "You lack the required knowledge to understand this", is there something i'm missing or is this simply a bug?
Any help with this would be useful.
*edit*
As a side note, i was looking through the thaumic tinkerer and thaumcraft config files on the server and Kami is enabled, i don't see anything that would prevent me from getting the research note.
Yeah, that's happened to me a couple times. I don't know what causes it, but if you have the research notes you should be fine. Other than that I think it's just a harmless typo in the coding on TT's side.
Yeah, that's happened to me a couple times. I don't know what causes it, but if you have the research notes you should be fine. Other than that I think it's just a harmless typo in the coding on TT's side.
Well that's part of the problem, it doesn't actually give me the research note.
I just have a few questions:
- Why are there no Boots for most armors? Void Thaumaturge for example.
- How exactly does the runic armor works?
I Infused my whole armor with +5 each, still its just one bar or shields.
Also even a single +5 fills the whole bar, the same as a +5 it seems.
So how exactly does it work?
- Champions wont spawn.
I have never seend the Giant Taintacle, neither have i seen the Crimson Golems or others.
Also the wiki says that the common champions (zombies etc) can drop the pearl...never got one.
- Advanced Alchemical Furnace
Cant see the stuff in them. Is that a bug?
Also the codex entry says, that it needs a constant stream of fire - thats not true so far...another bug? or just a bad description?
I Infused my whole armor with +5 each, still its just one bar or shields.
Also even a single +5 fills the whole bar, the same as a +5 it seems.
So how exactly does it work?
- Advanced Alchemical Furnace
Cant see the stuff in them. Is that a bug?
Runic Shielding adds "more health" 1 = 1 point of damage / ½ heart (Could be 1 heart also, havent done alot of tests)
But even 1 runic will give you a full bar. And so will 20 points of runic. But 20 will absorb more damage before you start loosing your real hearts.
You need to throw items into it.
It also need Aqua, Ignis and Perdito from nodes to run. Also make sure the little vents have flames in them, it wont smelt anything before it does. And it takes some time before its ready.
I just have a few questions:
- Why are there no Boots for most armors? Void Thaumaturge for example.
- How exactly does the runic armor works?
I Infused my whole armor with +5 each, still its just one bar or shields.
Also even a single +5 fills the whole bar, the same as a +5 it seems.
So how exactly does it work?
- Champions wont spawn.
I have never seend the Giant Taintacle, neither have i seen the Crimson Golems or others.
Also the wiki says that the common champions (zombies etc) can drop the pearl...never got one.
- Advanced Alchemical Furnace
Cant see the stuff in them. Is that a bug?
Also the codex entry says, that it needs a constant stream of fire - thats not true so far...another bug? or just a bad description?
Thanks, hope someone can help me with these^^
to answer the question for the boots. i guess its because most people prefer to wear boots of the traveller anyways. otherwise you can just go with thaumaturges boots, or with void boots.
the shield gets stronger and adds more hearts with runic shielding. a full shield will always cover the entire health bar, even if its just 1 point. but it will be tougher to break, the more runic shielding you have.
i dont think the pearl drops from champions. the wiki must be wrong. its a bossdrop. but treasure bags can drop from champions.
as far as the advanced alchemical furnace goes, you can see the internal buffer on the alembics in the corner. theyll start to fill up with purple goo.
ive never seen the giant taintacle either, but the bosses in the outer lands are randomly generated for each dungeon. you just might not have been lucky enough to encounter the golem.
to answer the question for the boots. i guess its because most people prefer to wear boots of the traveller anyways. otherwise you can just go with thaumaturges boots, or with void boots.
Hrm. I have enough voidmetal I could probably make some void boots to go with my Thaumium Fortress armor, instead of thaumium... but I'd still prefer boots that actually match the rest of the set. I have actually, shocking though it may sound, never made a set of Boots of the Traveller.
Bonus for that idea I had about using trapdoors for vis conduit covers: you can put ladders down to hidden rooms under them and they'll be hard to spot unless people specifically look for them, especially if the conduits also double as concealed lighting. I'm planning to "hide" my altar's candle room that way.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Even better would be if the Amulet of Vis Storage could be enchanted or enhanced with this, allowing for faster charging from the local aura as well...
You make a very basic wand, and you wave it over a bookcase. From that point on you know how to make a thaumimeter and several other magical implements. I’ve always felt this a bit of an awkward and jarring start.
When I heard about the thaumimeter in thaumcraft 3, I envisioned it as a sort of mystical magnifying glass that allowed you to observe the magical properties of an item, and that is almost exactly what it turned out to be, but how does the player learn to make it? I’ve gone over it several times, and maybe this isn’t how you (azanor) think of this at all, but I’ve come to think of the thauminomicon as the notes from the mind of the player, the aspects in the research table are the amount of “facts” or “concepts” about those aspects, and the research minigame is the player stringing together those facts or concepts to conceive new ideas which become discoveries. The thaumimeter is the first tool in getting aspects. It is the player observing the world around him, gathering facts to be used to create discoveries. But how did he “discover” this device? How does the player know, from in game knowledge only, to make a magic wand and wave it over a book case, to create a book? I understand that I’m really knit picking here, but it’s been bugging me for a while.
Well I was raised to never present a problem if I didn’t have some sort of solution, so here it goes. What is one of the first thaumcraft things a player comes across in the minecraft world, without the need of a thauminomicon? Shards. What if the first time a player picks up a shard, with a book in their inventory, they get a journal. This journal would be a starter thauminomicron of sorts. with notes on how to build a research table, and a very basic thaumimeter, using only two shards, a glass block, and a stick, creating a more classic magnifying glass. With this, the player would only be able to observe primal aspects, with the rest showing up as question marks. With this information, the player could then start to advance into what we know now, researching basic wands and the more advanced thaumimeter, and eventually the journal becomes the thauminomicon we have now.
I know that this is a lot to add only to just get back to where we currently start, but I honestly feel this could very well enhance the journey of the player through the awesome and epic story that Thaumcraft brings into minecraft.
I hate microblocks with a passion. Which is unfair as people like @Rhn can do brilliant things with them.
However, they can cause lag when used improperly (i.e. "a lot") which effects people with lower spec PCs first so I would remove it from my server. If I could. But way too many mod authors seem incapable of making FMP an optional dependency. Oh yes. And the author decided that java wasn't good enough. So Scala. Which means minecraft is now carrying around a whole extra language runtime with associated load time and runtime costs.
Then there is the crafting system which is just too FMP specific. So, if you are playing in a pack like DW20, you can:
1. Use the buildcraft laser crafting system to make buildcraft pipe covers
2. The enderio cutting machine to make enderio cable covers
3. The applied energistics cutting knife to make applied energistics cable covers.
4. Carpenters blocks to make "covers" and other wierdly shaped blocks
5. FMP to make covers and other wierdly shaped blocks.
And we wonder why players with 32bit PCs can no longer join our servers on anything more than just vanilla.
Lol, no. I like purple - I just don't like it on machines.
And I agree that tainted lands need more love.
Maybe I'm confused, but isn't FMP just folded into Forge by default these days?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Well. Logically the item is in. a mirror of course.
Playing 4.2 on a server i ran into an issue getting the research note for the Celestial Gateway, as far as i know i have all the per-requisite research to get the gateway as it has appeared in my thaumonomicon. However when i click on the icon to get the research note i get the normal "Research note added to your inventory Celestial Gateway" but i also get a message in chat "You lack the required knowledge to understand this", is there something i'm missing or is this simply a bug?
Any help with this would be useful.
*edit*
As a side note, i was looking through the thaumic tinkerer and thaumcraft config files on the server and Kami is enabled, i don't see anything that would prevent me from getting the research note.
Tried that already, reddit as well. Figured i would cover all avenues to see if there is an answer out there.
Weelp potions of invisibility do not work on knights or clerics. Not sure if this is intentional or a bug. We were still able to pen in and name two of the clerics. Boots of the traveler helped a lot since the knights can't get on top of a 3 block tall tower but you can still hit them in the face.
Is it possible to get the focus or whatever weapon the clerics use? That red ball lightning is awesome.
Does the pick have repair on it? If so, it might be from https://github.com/Azanor/thaumcraft/issues/1500
Yeah, that's happened to me a couple times. I don't know what causes it, but if you have the research notes you should be fine. Other than that I think it's just a harmless typo in the coding on TT's side.
Is this why it's on nearly every purly-magical type thing in Thaumcraft?
Well that's part of the problem, it doesn't actually give me the research note.
Weird.
Sorry, can't help ya with that.
- Why are there no Boots for most armors? Void Thaumaturge for example.
- How exactly does the runic armor works?
I Infused my whole armor with +5 each, still its just one bar or shields.
Also even a single +5 fills the whole bar, the same as a +5 it seems.
So how exactly does it work?
- Champions wont spawn.
I have never seend the Giant Taintacle, neither have i seen the Crimson Golems or others.
Also the wiki says that the common champions (zombies etc) can drop the pearl...never got one.
- Advanced Alchemical Furnace
Cant see the stuff in them. Is that a bug?
Also the codex entry says, that it needs a constant stream of fire - thats not true so far...another bug? or just a bad description?
Thanks, hope someone can help me with these^^
Runic Shielding adds "more health" 1 = 1 point of damage / ½ heart (Could be 1 heart also, havent done alot of tests)
But even 1 runic will give you a full bar. And so will 20 points of runic. But 20 will absorb more damage before you start loosing your real hearts.
You need to throw items into it.
It also need Aqua, Ignis and Perdito from nodes to run. Also make sure the little vents have flames in them, it wont smelt anything before it does. And it takes some time before its ready.
to answer the question for the boots. i guess its because most people prefer to wear boots of the traveller anyways. otherwise you can just go with thaumaturges boots, or with void boots.
the shield gets stronger and adds more hearts with runic shielding. a full shield will always cover the entire health bar, even if its just 1 point. but it will be tougher to break, the more runic shielding you have.
i dont think the pearl drops from champions. the wiki must be wrong. its a bossdrop. but treasure bags can drop from champions.
as far as the advanced alchemical furnace goes, you can see the internal buffer on the alembics in the corner. theyll start to fill up with purple goo.
ive never seen the giant taintacle either, but the bosses in the outer lands are randomly generated for each dungeon. you just might not have been lucky enough to encounter the golem.
Hrm. I have enough voidmetal I could probably make some void boots to go with my Thaumium Fortress armor, instead of thaumium... but I'd still prefer boots that actually match the rest of the set. I have actually, shocking though it may sound, never made a set of Boots of the Traveller.