# 0 = normal, -1 = easy (all research items are directly purchased with RP), 1 = Hard (all research items need to be solved via the research table)
I:research_difficulty=0
Ah, thank you.
Just checked mine - it's set to Hard - not given me any grief so far so I guess I'll leave it there.
Although they would slightly step on each other's toes.... why not have both?
If I was forced into picking just one I'd pick golems. I like the concept of golems more then seals (that's not to say seals arn't awesome, cause they are). It's fun having little minions running around while plotting an uprising and my murder.
Another thing to think about: If golems were removed then what would happen to alchemical automation? Golems are a much more simple solution to essentia sorting then a tube network is.
Rollback Post to RevisionRollBack
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.
First how do you properly add additional items to the portable hole wand foci blacklist, I have the correct names but I can't get them to be registered so I believe I'm using a wrong format.
Secondly, is there a way to customize the position of the wand aspects dial past the config option for bottom/top left. (I would like it in the top center)
And finally how do a craft a Primal Staff with void metal caps? even with void thaumaturge robes and a void capped silverwood scepter the costs are still over 150 (the maximum storage for the scepter) what else is better than this that I can use to craft it?
Does this relate to the usual game modes, Peaceful, Easy, Hard etc., or is there a setting specifically for Thaumcraft that I have totally ovelooked? "It was added by Azanor" sounds like there are.
I play minecraft on hard. But thaumcraft.cfg contains a research mode setting that can be set to -1, 0 or 1.
I prefer seals but i couldn't imagine thaumcraft without golems anymore... if there was a way to maybe mix them for different jobs that would be great!
I basically agree with Auric245524 having both would be pretty cool. I also agree that if I have to choose I'd likely choose golems... still I have an idea to don't make them step on each other functions, this will limit both golem and seals to make them fit together. My idea is to separate the tasks in static and dynamic the static ones would be seals business while the dynamic would be golem's. For example, static tasks will be the ones that involve an entire area (mostly farming crops and trees) I always found farming golems a little wonky while seals were much better at it (maybe golems could still be used do collect the drops even though by definition would be a "static" task). For tasks that involves only parts of an area (say 2 chests) I'll call them dynamic and golems will take care of those... sorting, alchemy (the only exception would be fishing because I like to see my golem fish ;).
Now I haven't forgot combat and base defenses technically that would be a seal's job but I think we all love to see our golem to go and beat some zombies up so, in this case, I'll say to keep the golems for the beating while make the seal apply buffs and de-buffs weaken the enemies (slowness, blindness and such) and strengthen the ally, this will be golems, dogs and the player who placed the seal by default (still for multiplayer would need something to add other players to the "friendly" list).
Were I to bring seals back, they would definitely not replace golems, but there would definitely have to be very little overlap between them.
Golems would probably be more limited to inventory type tasks or something were you need to use or carry things (fishing, use core, etc.)
I had just gotten "bring-seals-back" request #445 this morning in my PM's so I thought I'd throw the question out there and see a response.
It was just a thought. I am planning a major change to golems - so major in fact that it will almost be easier to just add seals for TC 5.0 in the meantime so I can work on golems for the TC 5.1 update.
Seals would have to be majorly rebalanced though - they were extremely broken cost-wise in TC 2 and things like the portal seal should not exist.
There's just a little issue with seals vs golems that comes in my mind: golems are essentially free, you place it and it does the job, no additional cost except the production costs, while the seals used to require "power" to run iir, this needs to be balanced one way or the other or people might complain that he has to use seals that takes resources to work while golems used to do it for free... also Azanor the lamps should be replaced with the seals once more right?
Yes, the Order upgrade makes the Harvest Golem replant, but I'm using Water on him so he goes further. I guess if I can't get the Use Golem working right I'll just have to have 2 Harvest Golems with Order. I need to make the farm bigger anyway so maybe that's what I'll do.
Make a golem from tallow, flesh or thaumium. They can have two upgrades, or make a brainy golem from one of those for a total of three: 1 order + 2 water upgrades and tiny spectacles to maximize the harvest golem's range.
In my experience a harvest golem with 1 order and 1 water upgrade can manage a 9x9 mana bean farm without problems (you still need gather golems of course), and it could be wise to give it a name to prevent it from despawning as some people have had a problem with thatand read what justicesays2 wrote about golems and chunks to prevent them from despawning (thanks for correcting me). Nontheless, naming your golems can be fun
I haven't had any experience with Thaumcraft 2, which had seals so I'm more inclined towards keeping the golems if I had to choose one or the other, but a combination like Maximo_Artorio suggested sounds more ideal. Besides, it's fun to have minions
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
Were I to bring seals back, they would definitely not replace golems, but there would definitely have to be very little overlap between them.
Golems would probably be more limited to inventory type tasks or something were you need to use or carry things (fishing, use core, etc.)
I had just gotten "bring-seals-back" request #445 this morning in my PM's so I thought I'd throw the question out there and see a response.
It was just a thought. I am planning a major change to golems - so major in fact that it will almost be easier to just add seals for TC 5.0 in the meantime so I can work on golems for the TC 5.1 update.
Seals would have to be majorly rebalanced though - they were extremely broken cost-wise in TC 2 and things like the portal seal should not exist.
Let me jump to the front of the request queue for a portal seal then. #1 ot of way more than a mere 445 I am sure.
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
The despawning has nothing to do with names, it's to do with chunk boundaries and how minecraft saves off chunks.
Scenario 1)
Golem is on his way from chunk 1 to chunk 2.
As it is about to leave chunk 1, minecraft decides to unload chunk 1. It starts the save process, and stores the golems location as being in chunk 1.
However, the golem has already moved into chunk 2 before the chunk finishes the save and is actually unloaded.
Result is, when chunk 1 is loaded again, there are now 2 golems.
Scenario 2)
Golem is on his way from chunk 2 to chunk 1
As it is about to enter chunk 1, minecraft decides to unload chunk 1. It starts the save process, but the golem isnt in there (yet), so he is missing from the save. Before the save finishes the golem leaves chunk 2 into chunk 1, then minecraft unloads chunk 1.
Result is, when chunk 1 is loaded again, there is no golem.
The way to stop this is to ensure either
a ) A golem never crosses a chunk boundary while performing his tasks
b ) Ensure the chunks it moves between are never unloaded.
Faster golems and those that move across boundaries more often are at higher risk
A good explanation of a very annoying problem. Scenario 1 is fairly easy to solve and that is one of the things planned for 1.8 golems. Scenario 2 is a bit harder.
The despawning has nothing to do with names, it's to do with chunk boundaries and how minecraft saves off chunks.
Scenario 1)
Golem is on his way from chunk 1 to chunk 2.
As it is about to leave chunk 1, minecraft decides to unload chunk 1. It starts the save process, and stores the golems location as being in chunk 1.
However, the golem has already moved into chunk 2 before the chunk finishes the save and is actually unloaded.
Result is, when chunk 1 is loaded again, there are now 2 golems.
Scenario 2)
Golem is on his way from chunk 2 to chunk 1
As it is about to enter chunk 1, minecraft decides to unload chunk 1. It starts the save process, but the golem isnt in there (yet), so he is missing from the save. Before the save finishes the golem leaves chunk 2 into chunk 1, then minecraft unloads chunk 1.
Result is, when chunk 1 is loaded again, there is no golem.
The way to stop this is to ensure either
a ) A golem never crosses a chunk boundary while performing his tasks
b ) Ensure the chunks it moves between are never unloaded.
Faster golems and those that move across boundaries more often are at higher risk
This analysis should apply to ALL entities. railcarts, animals etc.
You can probably set something up with railcarts that will have the same behaviour, i'm guessing this doesn't apply to cows, sheep etc. as mobs stop moving if more than 30? meters from a player. Which is much shorter than the visible (and hence loaded) distance.
Nonetheless, if your analysis is correct, it means that any entity that can move when there is no player nearby can be rather prone to this problem.
That is one of the reasons entities stop moving. Railcarts and such probably have the same issue as my golems, but in general golems move a lot more erratically and there tends to be more of them so the situation occurs more regularly.
There are other reasons for golems disappearing as well. Some hostile mod mobs attack them, and on occasion a chunk loading glitch makes them fall below the world or get trapped in cave underground.
Here is a small exploit: if in course of research, you scan a Warded Jar and it happens to be filled with something, you get research points according to the type and amount of essentia in it. I just got 64 Venenum research points. I wish it had been Instrumentum. Since you can only scan a jar once, there will be no subsequent attempts, but it's a nice research boost.
Ah, thank you.
Just checked mine - it's set to Hard - not given me any grief so far so I guess I'll leave it there.
Here is a simple question:
Golems or Seals?
Discuss.
For those don't know/remember seals:
Although they would slightly step on each other's toes.... why not have both?
If I was forced into picking just one I'd pick golems. I like the concept of golems more then seals (that's not to say seals arn't awesome, cause they are). It's fun having little minions running around
while plotting an uprising and my murder.Another thing to think about: If golems were removed then what would happen to alchemical automation? Golems are a much more simple solution to essentia sorting then a tube network is.
Few questions from a first time Thaumaturge:
First how do you properly add additional items to the portable hole wand foci blacklist, I have the correct names but I can't get them to be registered so I believe I'm using a wrong format.
Secondly, is there a way to customize the position of the wand aspects dial past the config option for bottom/top left. (I would like it in the top center)
And finally how do a craft a Primal Staff with void metal caps? even with void thaumaturge robes and a void capped silverwood scepter the costs are still over 150 (the maximum storage for the scepter) what else is better than this that I can use to craft it?
I play minecraft on hard. But thaumcraft.cfg contains a research mode setting that can be set to -1, 0 or 1.
"-1" is the supposed "easy mode" research.
I think it would be really cool to have both!
I prefer seals but i couldn't imagine thaumcraft without golems anymore... if there was a way to maybe mix them for different jobs that would be great!
I basically agree with Auric245524 having both would be pretty cool. I also agree that if I have to choose I'd likely choose golems... still I have an idea to don't make them step on each other functions, this will limit both golem and seals to make them fit together. My idea is to separate the tasks in static and dynamic the static ones would be seals business while the dynamic would be golem's. For example, static tasks will be the ones that involve an entire area (mostly farming crops and trees) I always found farming golems a little wonky while seals were much better at it (maybe golems could still be used do collect the drops even though by definition would be a "static" task). For tasks that involves only parts of an area (say 2 chests) I'll call them dynamic and golems will take care of those... sorting, alchemy (the only exception would be fishing because I like to see my golem fish ;).
Now I haven't forgot combat and base defenses technically that would be a seal's job but I think we all love to see our golem to go and beat some zombies up so, in this case, I'll say to keep the golems for the beating while make the seal apply buffs and de-buffs weaken the enemies (slowness, blindness and such) and strengthen the ally, this will be golems, dogs and the player who placed the seal by default (still for multiplayer would need something to add other players to the "friendly" list).
How do you like it?
That is what I was thinking as well.
Were I to bring seals back, they would definitely not replace golems, but there would definitely have to be very little overlap between them.
Golems would probably be more limited to inventory type tasks or something were you need to use or carry things (fishing, use core, etc.)
I had just gotten "bring-seals-back" request #445 this morning in my PM's so I thought I'd throw the question out there and see a response.
It was just a thought. I am planning a major change to golems - so major in fact that it will almost be easier to just add seals for TC 5.0 in the meantime so I can work on golems for the TC 5.1 update.
Seals would have to be majorly rebalanced though - they were extremely broken cost-wise in TC 2 and things like the portal seal should not exist.
There's just a little issue with seals vs golems that comes in my mind: golems are essentially free, you place it and it does the job, no additional cost except the production costs, while the seals used to require "power" to run iir, this needs to be balanced one way or the other or people might complain that he has to use seals that takes resources to work while golems used to do it for free... also Azanor the lamps should be replaced with the seals once more right?
The growth and fertility ones, yes.
Make a golem from tallow, flesh or thaumium. They can have two upgrades, or make a brainy golem from one of those for a total of three: 1 order + 2 water upgrades and tiny spectacles to maximize the harvest golem's range.
In my experience a harvest golem with 1 order and 1 water upgrade can manage a 9x9 mana bean farm without problems (you still need gather golems of course),
and it could be wise to give it a name to prevent it from despawning as some people have had a problem with thatand read what justicesays2 wrote about golems and chunks to prevent them from despawning (thanks for correcting me). Nontheless, naming your golems can be funI haven't had any experience with Thaumcraft 2, which had seals so I'm more inclined towards keeping the golems if I had to choose one or the other, but a combination like Maximo_Artorio suggested sounds more ideal. Besides, it's fun to have minions
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
Let me jump to the front of the request queue for a portal seal then. #1 ot of way more than a mere 445 I am sure.
I'm not saying portals should not exist - they just shouldn't be done via seals. Portals has always been on my to-do list - I just never get to them
I hope to see those portals in TC 5 then, any chance you could make it a multiblock structure that is practically a big mirror?
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
A good explanation of a very annoying problem. Scenario 1 is fairly easy to solve and that is one of the things planned for 1.8 golems. Scenario 2 is a bit harder.
This analysis should apply to ALL entities. railcarts, animals etc.
You can probably set something up with railcarts that will have the same behaviour, i'm guessing this doesn't apply to cows, sheep etc. as mobs stop moving if more than 30? meters from a player. Which is much shorter than the visible (and hence loaded) distance.
Nonetheless, if your analysis is correct, it means that any entity that can move when there is no player nearby can be rather prone to this problem.
That is one of the reasons entities stop moving. Railcarts and such probably have the same issue as my golems, but in general golems move a lot more erratically and there tends to be more of them so the situation occurs more regularly.
There are other reasons for golems disappearing as well. Some hostile mod mobs attack them, and on occasion a chunk loading glitch makes them fall below the world or get trapped in cave underground.
I never played Thaumcraft 2.
That video was the first Ive seen of seals.
They are bloody awesome. More awesome than golems? Hard call. I think we should have both. Based on the previous static vs dynamic use case analysis.
what could be the problem?
Here is a small exploit: if in course of research, you scan a Warded Jar and it happens to be filled with something, you get research points according to the type and amount of essentia in it. I just got 64 Venenum research points. I wish it had been Instrumentum. Since you can only scan a jar once, there will be no subsequent attempts, but it's a nice research boost.