You make several good points here and I will probably change the way some tainted mobs spawn. Since tainted mobs don't normally spawn naturally, and their real threat is their ability to spread taint I disabled their ability to despawn to increase their taint spreading potential. Obviously this breaks a bit when you simply add them to a spawn list.
Taintacles, swarms and other "native" taint mobs should despawn however. I may have goofed there.
I am going to give the whole taint mechanics a big overhaul in the 1.8 update and will rethink how tainted mobs in general work.
I figured that this was the case and I acknowledge I am trying to make a map that is pretty atypical by having everything be tainted biome and then having the player clean it up. I can confirm that the swarms and spiders do despawn, but when I was watching Opis I didn't see any taintacles do so.
If I had one request for a future taint overhaul, it would be to add modtweaker support for changing various behavior aspects, or adding in tainted versions of mobs. It would be nice if I could drop a mob in from another mod,or one of my own, and configure it to either be immune to taint, heal in taint, or get tainted, or spread taint, etc.
Also, while I'm on the subject of configuration - being able to specify separate lists for ore detection and native ore cluster gathering by the pickaxe of the core would be incredibly helpful for mod integration.
Aww, I just noticed I didn't stay on that tab long enough for something about nitor to be obvious to you guys. That's sad.
I guess you will have to wait for a future teaser.
I think you stayed long enough. For a very short time when you click on the tab I think we can see a green nitor. This would mean elemental nitor to me, though this is pure speculation.
Rollback Post to RevisionRollBack
English is not my first language, sorry if misspelled some words or wrote something strange.
The only tainted biome I've come across so far I think wasn't very big; I didn't get anything spawning in there besides swarms, although I didn't stay through the night. It was just a quick trip to scan some taint and maybe grab some goo.
As for cultists, I've steered away from any obelisks I've come across so far, which I've realized is kinda kicking me now, as clearly the cultists will despawn as I leave the area, so now I'm left with the nearest obelisks all being devoid of life. I get the impression I needed to kill some of those for something...
No, I think you're fine. AIUI, clerics don't despawn until they've been disturbed and stop channelling. But if one is attacked, all of them aggro, which makes them despawn afterwards. (Azanor: That's probably excessive -- you'd think they'd want to continue the ritual while one guy dealt with intruders....)
For tainted mob despawning: Well, spore spawners are consumed when they burst, and taintacles are immobile. I'd be happy if they and swarm spawners didn't despawn, but also wouldn't spawn too close to one of their own kind (and perhaps didn't count against caps). The swarms themselves, and tainted creepers, certainly should despawn! For that matter, perhaps tainted mobs should count as a separate spawning "class".
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Somewhat odd question - But does anyone know how to farm vishrooms? They can be placed on mycellium but after a while they just "pop" off the ground.
EDIT: Slight update - I just tested putting one down on mycelium with a lamp of growth nearby. The lamp sprinkles its magic shiz on the shroom (I see the particle effects) then it instantly pops off the ground. So, the growth tick is causing it to pop for some reason.
Just FYI - the golemancy tab is missing simply because I forgot to enable it before the video. Golems are not going away though they may
take a version or two to make a reappearance. I'm also not 100% sold on re-adding seals yet.
Well that's good news! Though, what if you were to combine Golems with seals? Just as you can put an Animation core on it's front, what about placing a Seal on the back? It's just a thought, but hey, you never know what might come from that. Placing a (just speculating here) Cat's Aura Seal on a Golem that is used to defend a home, would act as creeper repellant, just like a cat.
Somewhat odd question - But does anyone know how to farm vishrooms? They can be placed on mycellium but after a while they just "pop" off the ground.
EDIT: Slight update - I just tested putting one down on mycelium with a lamp of growth nearby. The lamp sprinkles its magic shiz on the shroom (I see the particle effects) then it instantly pops off the ground. So, the growth tick is causing it to pop for some reason.
You cannot farm them by any means. They're popping off the mycelium due to light updates every second from the lamp and the fact that they don't work like vanilla mushrooms, so aren't protected by being on mycelium.
Yay, love the mod. but I found some bugs. when i click on a research/info which is already open (like basic info or completed research (like finished nitor and want to view how to make it, my mc crashes.)) here are my logs
[17:18:46] [Client thread/FATAL]: Reported exception thrown!
net.minecraft.util.ReportedException: Updating screen events
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1642) ~[bao.class:?]
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961) ~[bao.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887) [bao.class:?]
at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_31]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_31]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_31]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_31]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
Caused by: java.lang.NoSuchMethodError: cpw.mods.fml.common.registry.GameData.buildItemDataList()Ljava/util/Map;
at thaumcraft.client.gui.GuiResearchRecipe.<init>(GuiResearchRecipe.java:114) ~[GuiResearchRecipe.class:?]
at thaumcraft.client.gui.GuiResearchBrowser.func_73864_a(GuiResearchBrowser.java:893) ~[GuiResearchBrowser.class:?]
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296) ~[bdw.class:?]
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268) ~[bdw.class:?]
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1628) ~[bao.class:?]
... 9 more
[17:18:46] [Client thread/INFO] [STDOUT]: [net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// I let you down. Sorry
java.lang.NoSuchMethodError: cpw.mods.fml.common.registry.GameData.buildItemDataList()Ljava/util/Map;
at thaumcraft.client.gui.GuiResearchRecipe.<init>(GuiResearchRecipe.java:114)
at thaumcraft.client.gui.GuiResearchBrowser.func_73864_a(GuiResearchBrowser.java:893)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1628)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at thaumcraft.client.gui.GuiResearchRecipe.<init>(GuiResearchRecipe.java:114)
at thaumcraft.client.gui.GuiResearchBrowser.func_73864_a(GuiResearchBrowser.java:893)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
I think you stayed long enough. For a very short time when you click on the tab I think we can see a green nitor. This would mean elemental nitor to me, though this is pure speculation.
I think you're right EldritchIsaac. I frame-by-framed the couple seconds Azanor was on the alchemy tab and the nitor was cycling colors. =D THAT'S GONNA BE AWESOME!!!!! Now I can do giant nitor paintings!!!!!!!!!!!
i've had an idea in my head for a long while now, and since you're working on TC5 i thought i'd share it
its kinda bothered me for awhile that Staffs (or Staves, if you prefer) can only ever do +6 damage in Melee, no matter what materials they're made from
my suggestion would be to have higher end Staff Cores do greater Base damage, and the Cap material then applies a modifier to that
for example, a Greatwood core could have a Base damage of +4 (wooden sword equivalent) and Iron Caps a modifier of x1, while a Silverwood Core could be +7 (diamond equiv.) and Thaumium is x1.5 (that would be +10.5, roughly equivalent to a Sharpness 3 Diamond sword)
Void caps would be x2, allowing a silverwood staff to achieve +14 damage, which is slightly beter than what a sharpness 5 Diamond sword can do, but at a much more significant cost in time and resources
i'd further suggest making the Primal Staff core do 9 base damage, as it can't have Void caps (highest you can get is Thaumium, 9*1.5=13.5, lower than the Void capped Silverwood, but it makes your Foci stronger)
I cant use this modwith some other mods such a DrZharks MoCreature Mod, CustomNPC, voxelmap, twillight forest... My client is not crashing, but it turns off =/ And I cant see the problem in log file
What is wrong?
I can get him to grab the shears from the chest and it animates like he is using he shears. No shearing though.
1. I've tried setting the bell to the block the sheep stands on - nothing here.
2. Placed a dirt block where the sheep will stand and used the bell on that block. Removed this block and replaced with sheep. This gets the golem to pull the shears from the chest and attempt to shear.
I can get him to grab the shears from the chest and it animates like he is using he shears. No shearing though.
1. I've tried setting the bell to the block the sheep stands on - nothing here.
2. Placed a dirt block where the sheep will stand and used the bell on that block. Removed this block and replaced with sheep. This gets the golem to pull the shears from the chest and attempt to shear.
Any ideas?
Give up on that route, use butcher golems with lamps of fertility. A lot less efficient, but it actually works.
No, I think you're fine. AIUI, clerics don't despawn until they've been disturbed and stop channelling. But if one is attacked, all of them aggro, which makes them despawn afterwards. (Azanor: That's probably excessive -- you'd think they'd want to continue the ritual while one guy dealt with intruders....)
'fraid you're mistaken there. The clerics may not despawn under most circumstances, but everything does when the player's out of range, it seems. The obelisk I went back to was abandoned. There were signs of a struggle, random drops from a few different things, most likely left there the last time I unloaded the chunk. So either they all ended up despawning eventually, or they aggro'd something they somehow couldn't handle.
'fraid you're mistaken there. The clerics may not despawn under most circumstances, but everything does when the player's out of range, it seems. The obelisk I went back to was abandoned. There were signs of a struggle, random drops from a few different things, most likely left there the last time I unloaded the chunk. So either they all ended up despawning eventually, or they aggro'd something they somehow couldn't handle.
Well, they are aggro to Eldritch Guardians - although usually they can handle them pretty well. I remember the first time I saw them get into a fight with one, there was fireballs flying everywhere - damn clerics started a forest fire o.O
Question: Is there some kind of gravity node or black hole in this mod or something? There's an area in the ocean which has a rain type effect on the water, as if it's flowing upwards. Entering the area will fling me around and deal damage. Trying to leave this zone will fling you back into the area. Is this a glitch or is this a thing or what?
The death log says I fell out the world - Only explanation i can think of that might be intentional is a black hole node or something? but i find it unlikely
i've had an idea in my head for a long while now, and since you're working on TC5 i thought i'd share it
its kinda bothered me for awhile that Staffs (or Staves, if you prefer) can only ever do +6 damage in Melee, no matter what materials they're made from
my suggestion would be to have higher end Staff Cores do greater Base damage, and the Cap material then applies a modifier to that
for example, a Greatwood core could have a Base damage of +4 (wooden sword equivalent) and Iron Caps a modifier of x1, while a Silverwood Core could be +7 (diamond equiv.) and Thaumium is x1.5 (that would be +10.5, roughly equivalent to a Sharpness 3 Diamond sword)
Void caps would be x2, allowing a silverwood staff to achieve +14 damage, which is slightly beter than what a sharpness 5 Diamond sword can do, but at a much more significant cost in time and resources
i'd further suggest making the Primal Staff core do 9 base damage, as it can't have Void caps (highest you can get is Thaumium, 9*1.5=13.5, lower than the Void capped Silverwood, but it makes your Foci stronger)
The way I see it, staves are only a makeshift melee weapon. Sure, you can smack someone's skull with it, but it's real purpose is to channel vis through foci. You also have to remember that +6 is pretty good on something that has unlimited durability.
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.
The way I see it, staves are only a makeshift melee weapon. Sure, you can smack someone's skull with it, but it's real purpose is to channel vis through foci. You also have to remember that +6 is pretty good on something that has unlimited durability.
Yeah, this. That said, I could see adding a point or two for Silverwood/Primal, and another point or two for Thaumium/Void. So the top-tier staves would both be +9.
ETA: Alternate idea: Foci give elemental damage or status effects to melee, but then it costs vis.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
ETA: Alternate idea: Foci give elemental damage or status effects to melee, but then it costs vis.
That would be really neat. Shock could cause additional knockback, fire could set them ablaze for a second or two and frost could apply a brief slowness debuff.
Lore wise, I'm not sure exactly how the player channels the vis, but if you're striking something with a staff or wand that has a focus attached it wouldn't be surprising if some of the vis leaked.
Or this could be a neat focus upgrade. "Impact Discharge: Increases melee damage and adds extra effects to melee attacks"
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.
I figured that this was the case and I acknowledge I am trying to make a map that is pretty atypical by having everything be tainted biome and then having the player clean it up. I can confirm that the swarms and spiders do despawn, but when I was watching Opis I didn't see any taintacles do so.
If I had one request for a future taint overhaul, it would be to add modtweaker support for changing various behavior aspects, or adding in tainted versions of mobs. It would be nice if I could drop a mob in from another mod,or one of my own, and configure it to either be immune to taint, heal in taint, or get tainted, or spread taint, etc.
Also, while I'm on the subject of configuration - being able to specify separate lists for ore detection and native ore cluster gathering by the pickaxe of the core would be incredibly helpful for mod integration.
Cheers
I think you stayed long enough. For a very short time when you click on the tab I think we can see a green nitor. This would mean elemental nitor to me, though this is pure speculation.
No, I think you're fine. AIUI, clerics don't despawn until they've been disturbed and stop channelling. But if one is attacked, all of them aggro, which makes them despawn afterwards. (Azanor: That's probably excessive -- you'd think they'd want to continue the ritual while one guy dealt with intruders....)
For tainted mob despawning: Well, spore spawners are consumed when they burst, and taintacles are immobile. I'd be happy if they and swarm spawners didn't despawn, but also wouldn't spawn too close to one of their own kind (and perhaps didn't count against caps). The swarms themselves, and tainted creepers, certainly should despawn! For that matter, perhaps tainted mobs should count as a separate spawning "class".
Somewhat odd question - But does anyone know how to farm vishrooms? They can be placed on mycellium but after a while they just "pop" off the ground.
EDIT: Slight update - I just tested putting one down on mycelium with a lamp of growth nearby. The lamp sprinkles its magic shiz on the shroom (I see the particle effects) then it instantly pops off the ground. So, the growth tick is causing it to pop for some reason.
Well that's good news! Though, what if you were to combine Golems with seals? Just as you can put an Animation core on it's front, what about placing a Seal on the back? It's just a thought, but hey, you never know what might come from that. Placing a (just speculating here) Cat's Aura Seal on a Golem that is used to defend a home, would act as creeper repellant, just like a cat.
same here.
i also didnt miss the new block and several other little new things in his hotbar on the thaumonomicon teaser.
You cannot farm them by any means. They're popping off the mycelium due to light updates every second from the lamp and the fact that they don't work like vanilla mushrooms, so aren't protected by being on mycelium.
Use spoilers. Then update your thaumcraft, because you won't get any help until you do.
I think you're right EldritchIsaac. I frame-by-framed the couple seconds Azanor was on the alchemy tab and the nitor was cycling colors. =D THAT'S GONNA BE AWESOME!!!!! Now I can do giant nitor paintings!!!!!!!!!!!
i've had an idea in my head for a long while now, and since you're working on TC5 i thought i'd share it
its kinda bothered me for awhile that Staffs (or Staves, if you prefer) can only ever do +6 damage in Melee, no matter what materials they're made from
my suggestion would be to have higher end Staff Cores do greater Base damage, and the Cap material then applies a modifier to that
for example, a Greatwood core could have a Base damage of +4 (wooden sword equivalent) and Iron Caps a modifier of x1, while a Silverwood Core could be +7 (diamond equiv.) and Thaumium is x1.5 (that would be +10.5, roughly equivalent to a Sharpness 3 Diamond sword)
Void caps would be x2, allowing a silverwood staff to achieve +14 damage, which is slightly beter than what a sharpness 5 Diamond sword can do, but at a much more significant cost in time and resources
i'd further suggest making the Primal Staff core do 9 base damage, as it can't have Void caps (highest you can get is Thaumium, 9*1.5=13.5, lower than the Void capped Silverwood, but it makes your Foci stronger)
I cant use this mod with some other mods such a DrZharks MoCreature Mod, CustomNPC, voxelmap, twillight forest... My client is not crashing, but it turns off =/ And I cant see the problem in log file
What is wrong?
Is it possible for a Use golem to shear sheep?
I can get him to grab the shears from the chest and it animates like he is using he shears. No shearing though.
1. I've tried setting the bell to the block the sheep stands on - nothing here.
2. Placed a dirt block where the sheep will stand and used the bell on that block. Removed this block and replaced with sheep. This gets the golem to pull the shears from the chest and attempt to shear.
Any ideas?
Give up on that route, use butcher golems with lamps of fertility. A lot less efficient, but it actually works.
'fraid you're mistaken there. The clerics may not despawn under most circumstances, but everything does when the player's out of range, it seems. The obelisk I went back to was abandoned. There were signs of a struggle, random drops from a few different things, most likely left there the last time I unloaded the chunk. So either they all ended up despawning eventually, or they aggro'd something they somehow couldn't handle.
Well, they are aggro to Eldritch Guardians - although usually they can handle them pretty well. I remember the first time I saw them get into a fight with one, there was fireballs flying everywhere - damn clerics started a forest fire o.O
Hungry node.
The way I see it, staves are only a makeshift melee weapon. Sure, you can smack someone's skull with it, but it's real purpose is to channel vis through foci. You also have to remember that +6 is pretty good on something that has unlimited durability.
Yeah, this. That said, I could see adding a point or two for Silverwood/Primal, and another point or two for Thaumium/Void. So the top-tier staves would both be +9.
ETA: Alternate idea: Foci give elemental damage or status effects to melee, but then it costs vis.
That would be really neat. Shock could cause additional knockback, fire could set them ablaze for a second or two and frost could apply a brief slowness debuff.
Lore wise, I'm not sure exactly how the player channels the vis, but if you're striking something with a staff or wand that has a focus attached it wouldn't be surprising if some of the vis leaked.
Or this could be a neat focus upgrade. "Impact Discharge: Increases melee damage and adds extra effects to melee attacks"