edit.: scatch that first thing i just wrote, i have a better idea:
a small suggestion for a quality of life change. if you go into the "aspects of magic" entry in the thaumonomicon, mousing over an aspect curently lists every item with that specific aspect.
i feel like with the popup window that scrolls through the items moves way too fast. plus, with the amount of items and blocks a modded minecraft instance can have the lists would get pretty ridiculous pretty fast.
instead it would be nice to have a speparate entry in the thaumonomicon with a filter function that allows to search for items with specific aspects. lets say i need an item that provides aqua and air essentia. by filtering for these aspects, the list could show every single item or block in the game that has these 2 aspects in any amount.
I love the new mechanic that let's us dial down the visit usage on the Levitator. If only that could also apply to other machines like the infernal furnace or the essentia crystallizer...
I wish there was varying degrees of wuss mode (haha "wuss mode lite™") like, complete wuss mode, no taint but still warp, nor warp but still taint, or a less taint mode that doesn't make smelterys and crucibles pollute the area, so tainted nodes are the only real source of taint catastrophes. Just a thought.
I still think unstoppable tainted nodes are a potentially nasty addition to Thaumcraft if Azanor likes them, so be it, but they seem a bit illogical to me.
And why do all of you want hollow shells/steampunk horses as mounts? I mean... fine...but who doesn't want a pet dragon?
Also nodes as driving forces for them? In a 100years maybe, we don't have the kind of control over them to move them around like that.
We don't, but what if it were an end-game Eldritch thing?
I like the pet dragon idea, but I like the mecha-dragon powered by a moving node idea more
Hey Azanor, I know this probably won't happen but no harm in asking.
Is there any chance for a Thaumcraft 4 version in 1.8. I really miss some of the old node mechanics of the game and I didn't mind the scanning game that came along with it. If not, is there a chance to bring back the old arcane stone texture because it's really getting to me how the infusion altar has a different texture to the new stone, also I preferred the old texture for building.
No hate meant, I really like the new version but I'm a change hater person
In all honestly you have set yourself up for disappointment there, each version of thaumcraft, 1-5, has held significant changes each major update. Out of the way things have been with this mod, the answer is no.
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"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
edit.: scatch that first thing i just wrote, i have a better idea:
a small suggestion for a quality of life change. if you go into the "aspects of magic" entry in the thaumonomicon, mousing over an aspect curently lists every item with that specific aspect.
i feel like with the popup window that scrolls through the items moves way too fast. plus, with the amount of items and blocks a modded minecraft instance can have the lists would get pretty ridiculous pretty fast.
instead it would be nice to have a speparate entry in the thaumonomicon with a filter function that allows to search for items with specific aspects. lets say i need an item that provides aqua and air essentia. by filtering for these aspects, the list could show every single item or block in the game that has these 2 aspects in any amount.
That would make the fun of thinking out go away. When you miss something, is easy to consider what has a relation with it, for example the infusion recipes. Sometimes is not so easy, but if they make all easy, you could finish the recipes in un just 30m with full paper and ink.
What has relation with what? New player can have no idea that there are bows and golems in Thaumcraft.
Hint can be vague (even just a icon of the research may be hint enough), but he should know what to look for.
Hey guys, I've got a suggestion here.
What if when you craft a iron capped wooden wand you had to include a single crystal, To infuse it with a jolt, That spark of magic that allows it to interact with vis? The crystal itself wouldn't be consumed and could be of any type.
I just think that would explain why ordinary iron and wood can suddenly manipulate or hold vis, As there doesn't seem to be an explanation for why it can yet.
And a (small) idea. : )
The introduction of the Anomaly system.
Anomaly's are a consequence of an over-saturated aura. Physical manifestations that have various negative or positive effects.
These Physical Manifestations affect only the area in their immediate vicinity and are sustained by their respective vis in the aura.
The affected area is roughly spherical and their distance depends on how much vis there is, the greater the amount the greater the distance and effect.
-Perditio breaks down anything around it; Stone becomes cobble, Brick becomes cracked, Ect.
-Ordo creates small pockets of slowness where time itself seems to halt.
-Aer makes everything lighter at the edge, But also create a vacuous orb at the center that devours everything around it.
-Aqua gradually creates ponds and rain that eventually overflows, eroding the earth and becoming rivers and lakes.
-Terra causes overgrowth in its area. Life grows larger and in excess, Leading to larger than average trees and animals.
-Ignis exudes blistering heat; drying out the land, Causing plants and grass to die and starting short-lived fires.
The introduction of the Anomaly system.
Anomaly's are a consequence of an over-saturated aura. Physical manifestations that have various negative or positive effects.
These
Physical Manifestations affect only the area in their immediate
vicinity and are sustained by their respective vis in the aura.
The
affected area is roughly spherical and their distance depends on how
much vis there is, the greater the amount the greater the distance and
effect.
-Perditio breaks down anything around it; Stone becomes cobble, Brick becomes cracked, Ect.
-Ordo creates small pockets of slowness where time itself seems to halt.
-Aer makes everything lighter at the edge, But also create a vacuous orb at the center that devours everything around it.
-Aqua gradually creates ponds and rain that eventually overflows, eroding the earth and becoming rivers and lakes.
-Terra causes overgrowth in its area. Life grows larger and in excess, Leading to larger than average trees and animals.
-Ignis exudes blistering heat; drying out the land, Causing plants and grass to die and starting short-lived fires.
No, just no. Less vis bad, more vis good. You're talking about making it so that less vis bad, more vis bad.
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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!!!
by the way, does anyone else feel like praecantatio should be added back in? thematically it felt kindof important,as it connected certain materials directly to magic. thaumium for example.
also, it was only a t2 aspect. so with the level of complexity, it would still fit in with the curent compound aspects.
futhermore i just liked the idea of the definition of magic being energy from nothing (or from the void).
by the way, does anyone else feel like praecantatio should be added back in? thematically it felt kindof important,as it connected certain materials directly to magic. thaumium for example.
also, it was only a t2 aspect. so with the level of complexity, it would still fit in with the curent compound aspects.
futhermore i just liked the idea of the definition of magic being energy from nothing (or from the void).
Not to mention that a lot of stuff in MC really is straight-up magic, so it makes sense that there would be an aspect for it.
It was a t3 aspect though, energy + emptiness.
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!!!
Not sure if this belongs here but I have a sort of request to do with Thaumcraft, my question/idea/request is would it be possible to have it so that the taint causes mutation or something like potion effects for the player, both good and bad effects, research could be done to limit the bad effects/mutations not sure if it is possible to have the effects/mutation to have visual changes on the player model or not. Maybe this is something that other mod makers could add in other mods that work with Thaumcraft. Maybe some effects/mutations could be thaumic or taint sight a sort of biologic form of the Goggles of Revealing only maybe either more powerful or a little less powerful. That's all the ideas I have atm. Sorry if this is the wrong place to post this.
Azanor please repair the bug with optifine!, I WANT PLAY THIS MOD WITH OPTIFINE!!. :3 <3 <3 <3 <3
You do know it's optifine causing all the issues right? That mod is notorious for causing all kinds of graphical problems with other mods. If you like optifine then you should get used to it, or address the issue to optifine and hope they fix it.
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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 Meaning of Life, the Universe, and Everything.
Join Date:
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Member Details
So, which version of Thaumcraft is the most complete? Playing the latest for minecraft 1.8, but, I can't help but noticed wisps are nowhere, golems were removed..a lot of cool stuff is just gone.
Anyone have an idea on when the thaumcraft was the most complete? Preferably when cultists and Warp was already a thing..
Quote from LordEric>>
No, just no. Less vis bad, more vis good. You're talking about making it so that less vis bad, more vis bad.
No Nononononono. not less vis bad more vis bad, less vis bad too much vis bad.
Or to but it in a better perspective: Lots of vis don't have negative effects, only ****tons of vis have negative effect as a side effect of worldly balance being out of wack.
The amount talked about here would be very large, To the point it almost always would have to be artificially caused by aural intervention.
more accurately speaking however, Not all of these effects would be bad.
The over-saturation effect of Ordo for example could be used to contain or slow down a effect or experiment.
Perditio could be used to create cracked brick and such, Aer can be used to safely dispose of dangerous stuff, Terra would be good for gardening, Farming and animal husbandry, Aqua provides a changing landscape (not the best one, I will admit.) and Ignis would provide charcoal and probably cinderpearls.
In addition to all this, constant exposure to aural supersaturation could eventually change the nearby environment, leading to new and unknown types of life developing; Much like taint currently does, But milder.
Also speaking of, the severity of the effect would be determined exponentially from how much vis is in the air, Requiring increasingly more vis to achieve greater more extreme effects. Truly out of control effects would only be possible if intentionally incurred, As the very effects spawned from aural supersaturation consume the overflow to exist. once vis levels goes down to normal they simply starve and dissipate.
So, which version of Thaumcraft is the most complete? Playing the latest for minecraft 1.8, but, I can't help but noticed wisps are nowhere, golems were removed..a lot of cool stuff is just gone.
Anyone have an idea on when the thaumcraft was the most complete? Preferably when cultists and Warp was already a thing..
Golems have already been added back in, but TC5 is a work in progress. TC4 is complete. No changes will be made on that one.
i guess golem sorting systems are now done with a single provide seal (input) and a whole lot of fill seals that are fltered for items?
or is a specific sorting seal yet to come? meaning one that requests already existing items in every chest in the area to be put into the appropriate chest.
edit.: are the recipes for the seals mixed up in the thamonomicon?
the entry for the harvest seal has the icon for the advanced empty seal, and it shows a fusion recipe with the advanced empty seal as a result.
same way, the entry for the collect seal has the correct icon, and shows how to craft it on the first page. but on the second page it shows that the harvest seal is made with a crucible recipe from cognito and senses.
they all look like they got mixed up. the infusion is supposed to create the harvest seal, while cognito and senses in the crucible is supposed to upgrade the basic seals.
sugar has desiderium, is that intended?
edit.: scatch that first thing i just wrote, i have a better idea:
a small suggestion for a quality of life change. if you go into the "aspects of magic" entry in the thaumonomicon, mousing over an aspect curently lists every item with that specific aspect.
i feel like with the popup window that scrolls through the items moves way too fast. plus, with the amount of items and blocks a modded minecraft instance can have the lists would get pretty ridiculous pretty fast.
instead it would be nice to have a speparate entry in the thaumonomicon with a filter function that allows to search for items with specific aspects. lets say i need an item that provides aqua and air essentia. by filtering for these aspects, the list could show every single item or block in the game that has these 2 aspects in any amount.
I love the new mechanic that let's us dial down the visit usage on the Levitator. If only that could also apply to other machines like the infernal furnace or the essentia crystallizer...
I wish there was varying degrees of wuss mode (haha "wuss mode lite™") like, complete wuss mode, no taint but still warp, nor warp but still taint, or a less taint mode that doesn't make smelterys and crucibles pollute the area, so tainted nodes are the only real source of taint catastrophes. Just a thought.
You're right, it's not even a contest. Get those dragons out of here.
dear god. did a warp effect just create a creeper sound? that almost gave me a heart attack, lol. oO
You and me both pal.
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016
We don't, but what if it were an end-game Eldritch thing?
I like the pet dragon idea, but I like the mecha-dragon powered by a moving node idea more
In all honestly you have set yourself up for disappointment there, each version of thaumcraft, 1-5, has held significant changes each major update. Out of the way things have been with this mod, the answer is no.
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
I totally agree that list scrolls way too fast!
What has relation with what? New player can have no idea that there are bows and golems in Thaumcraft.
Hint can be vague (even just a icon of the research may be hint enough), but he should know what to look for.
Hey guys, I've got a suggestion here.
What if when you craft a iron capped wooden wand you had to include a single crystal, To infuse it with a jolt, That spark of magic that allows it to interact with vis? The crystal itself wouldn't be consumed and could be of any type.
I just think that would explain why ordinary iron and wood can suddenly manipulate or hold vis, As there doesn't seem to be an explanation for why it can yet.
And a (small) idea. : )
The introduction of the Anomaly system.
Anomaly's are a consequence of an over-saturated aura. Physical manifestations that have various negative or positive effects.
These Physical Manifestations affect only the area in their immediate vicinity and are sustained by their respective vis in the aura.
The affected area is roughly spherical and their distance depends on how much vis there is, the greater the amount the greater the distance and effect.
-Perditio breaks down anything around it; Stone becomes cobble, Brick becomes cracked, Ect.
-Ordo creates small pockets of slowness where time itself seems to halt.
-Aer makes everything lighter at the edge, But also create a vacuous orb at the center that devours everything around it.
-Aqua gradually creates ponds and rain that eventually overflows, eroding the earth and becoming rivers and lakes.
-Terra causes overgrowth in its area. Life grows larger and in excess, Leading to larger than average trees and animals.
-Ignis exudes blistering heat; drying out the land, Causing plants and grass to die and starting short-lived fires.
Can you still make golems that sink in water?
No, just no. Less vis bad, more vis good. You're talking about making it so that less vis bad, more vis bad.
by the way, does anyone else feel like praecantatio should be added back in? thematically it felt kindof important,as it connected certain materials directly to magic. thaumium for example.
also, it was only a t2 aspect. so with the level of complexity, it would still fit in with the curent compound aspects.
futhermore i just liked the idea of the definition of magic being energy from nothing (or from the void).
Suggestion/request about Thaumometer
1. Show all aspects absolute values at once, instead of mode switching. Like wands do with their charge.
2. Work in inventory bar too, like vanilla compass and watch do. For example:
- brightness of each stone indicates aura. Extra shine/sparkle if respective aura is maxed out
- glass is clear if no taint, grow more violet with more taint
- question mark particles if there is things to scan in area
Not to mention that a lot of stuff in MC really is straight-up magic, so it makes sense that there would be an aspect for it.
It was a t3 aspect though, energy + emptiness.
Not sure if this belongs here but I have a sort of request to do with Thaumcraft, my question/idea/request is would it be possible to have it so that the taint causes mutation or something like potion effects for the player, both good and bad effects, research could be done to limit the bad effects/mutations not sure if it is possible to have the effects/mutation to have visual changes on the player model or not. Maybe this is something that other mod makers could add in other mods that work with Thaumcraft. Maybe some effects/mutations could be thaumic or taint sight a sort of biologic form of the Goggles of Revealing only maybe either more powerful or a little less powerful. That's all the ideas I have atm. Sorry if this is the wrong place to post this.
You do know it's optifine causing all the issues right? That mod is notorious for causing all kinds of graphical problems with other mods. If you like optifine then you should get used to it, or address the issue to optifine and hope they fix it.
So, which version of Thaumcraft is the most complete? Playing the latest for minecraft 1.8, but, I can't help but noticed wisps are nowhere, golems were removed..a lot of cool stuff is just gone.
Anyone have an idea on when the thaumcraft was the most complete? Preferably when cultists and Warp was already a thing..
No Nononononono. not less vis bad more vis bad, less vis bad too much vis bad.
Or to but it in a better perspective: Lots of vis don't have negative effects, only ****tons of vis have negative effect as a side effect of worldly balance being out of wack.
The amount talked about here would be very large, To the point it almost always would have to be artificially caused by aural intervention.
more accurately speaking however, Not all of these effects would be bad.
The over-saturation effect of Ordo for example could be used to contain or slow down a effect or experiment.
Perditio could be used to create cracked brick and such, Aer can be used to safely dispose of dangerous stuff, Terra would be good for gardening, Farming and animal husbandry, Aqua provides a changing landscape (not the best one, I will admit.) and Ignis would provide charcoal and probably cinderpearls.
In addition to all this, constant exposure to aural supersaturation could eventually change the nearby environment, leading to new and unknown types of life developing; Much like taint currently does, But milder.
Also speaking of, the severity of the effect would be determined exponentially from how much vis is in the air, Requiring increasingly more vis to achieve greater more extreme effects. Truly out of control effects would only be possible if intentionally incurred, As the very effects spawned from aural supersaturation consume the overflow to exist. once vis levels goes down to normal they simply starve and dissipate.
Golems have already been added back in, but TC5 is a work in progress. TC4 is complete. No changes will be made on that one.
I made a D flip-flop!
or is a specific sorting seal yet to come? meaning one that requests already existing items in every chest in the area to be put into the appropriate chest.
edit.: are the recipes for the seals mixed up in the thamonomicon?
the entry for the harvest seal has the icon for the advanced empty seal, and it shows a fusion recipe with the advanced empty seal as a result.
same way, the entry for the collect seal has the correct icon, and shows how to craft it on the first page. but on the second page it shows that the harvest seal is made with a crucible recipe from cognito and senses.
they all look like they got mixed up. the infusion is supposed to create the harvest seal, while cognito and senses in the crucible is supposed to upgrade the basic seals.