Hmmm, some good suggestions so far. I'm liking the idea of having nodes be relatively rare and linked to special locations like the nodes I add to pyramids, witches huts, etc. Mechanically the aura recharges itself and I don't run into the problems I am currently experiencing, but finding a node opens up the possibility of a big boost to local aura regen.
My main issue is that nodes simply don't do a good job of recharging the aura, but having them as rare aura boosters sounds way better. And this way the lore stays intact.
Please consider:
* If nodes are destructable - consider allowing them to spontaneously reform: i.e. Thaumcraft should try to maintain some minimum ratio of nodes to players | loaded chunks.
* Only spawn nodes in whitelisted dimensions and dimensions that mods explicitly use an api to add themselves to: Mods like mystcraft and RFTools would probably want to use symbols to add nodes (and aura) to created dimensions, and the presence of nodes in dimensions created for technical purpose by other mods causes needless performance issues.
* While a full permissions system is out of scope and would conflict with server plugin based systems, do consider "locking" certain structures to the player that owns them. It is currently way too easy for a player with an iron capped wooden wand wandering about my base to permanently damage my nodes.
There was already a blacklist to block nodes from spawning in certain dimensions. If I go with the 'rare node' idea then I will more than likely flip this around and have them only spawn them in the overworld and whitelisted dimensions.
Hey, i was wondering, Would it be possible to bring back TC2's crystals (Their item icons carved shape that is) as a refined variant of crystals used for crafting, And instead of being used up they turn into the empty (clear) crystals?
Could be used in mid game and onward, Where you refine the normal crystals into pure ones, Use them up, Then refill them from the aura (or through other methods) with/In a machine.
Hmmm, some good suggestions so far. I'm liking the idea of having nodes be relatively rare and linked to special locations like the nodes I add to pyramids, witches huts, etc. Mechanically the aura recharges itself and I don't run into the problems I am currently experiencing, but finding a node opens up the possibility of a big boost to local aura regen.
My main issue is that nodes simply don't do a good job of recharging the aura, but having them as rare aura boosters sounds way better. And this way the lore stays intact.
Nodes don't need to be the only aura rechargers. The land itself under your feet is the main source of aura. But nodes may be the modifiers. Like pure nodes in the silverwood trees, sinister nodes in burrows and totems, etc, etc.
Also, it would be freakin' awesome to have configurable what is considered "overworld"… I was experimenting with ForgeEssentials Multiworld feature, and wanted to create a new overworld with Thaumcraft features (since my primary is superflat), but it didn't quite work.
There was already a blacklist to block nodes from spawning in certain dimensions. If I go with the 'rare node' idea then I will more than likely flip this around and have them only spawn them in the overworld and whitelisted dimensions.
I have to admit I like the idea of aura nodes being rare and special. Something that you can definitely get along without, and don't have to have to get started, and probably don't even know about in the beginning, but which — should you be fortunate enough to find one — you can eventually learn to exploit to your advantage. Not trivially; it would take considerable work and study, but it would be worth it in the end. And with sufficient mastery of that line of study, you could eventually perhaps learn to create your own aura nodes, as you have by then realized those you found were created by others who came before you.
So if nodes are rare, how to improve the odds of finding them? Well, perhaps at some point in your studies you invent a device that can show you where the arcane environment is better or worse for different kinds of magical workings. And one day you notice that your arcane-potential scanner seems to be indicating a source of arcane energy somewhere off in that direction, and that when you triangulate the reading as you move around the vicinity of your base, the bearing scarcely changes. Which means that it must be some distance off, possibly as much as several days' travel. And if you're picking whatever-it-is up from this far away ... whatever it is, it must be really strong.
You MUST investigate this. You are a thaumaturge. How could you possibly not investigate?
What if nodes became the new versions equivalent of vis crystals? Since the auras replenish themselves, whenever they run an excess of aura, a small node will form that can grow over time. If the local aura is drained, the aura will reabsorb the node as a way to quickly recharge before getting to the slower process of replenishing itself (just like visit crystals act like batteries for the aura in this version). If this were the case, then maybe pure nodes from Silverwood trees would be able (in addition to repelling taint?) Be placed artificially by the player in the chunks where he drains most magic, but rather than being fully absorbed by a depleated aura, the pure nodes will only shrink to the smallest point possible but never fully disappear, and might have an increased speed when growing after the aura has refilled itself.
Since nodes could replace vis crystals' battery function, maybe make it so that visitors crystals will only grow in chunks with nodes (but not disappear when the aura is too low). Maybe vis crystals can be manually destroyed by some method to artificially recharge the aura?
I really like this.
That would mean that it's possibly in an un-loaded chunk though. So how would this work?
Like the way that eyes of ender find the strongholds? (This does not always work, so it's seed-based, I think.)
Like the way that Factorization maps point to the Collossi? (I don't really know how this works.)
Possibly the locations of chunks containing aura nodes could get logged in a file during worldgen...? I'm far from being even close to any kind of expert on that side of things.
If typed vis is going away, I definitely think trekking for nodes would be cool. I had a blast traveling around looking for the unstable node that I eventually dragged home across 2000 blocks. And more magical locations is always cool.
...wow this has legit been an issue forever and no one noticed.So... I found a texture issue either its the textures itself and one of the pauldrons is flipped or....Its due to the UV map? can we possibly get a fix for this? not sure if its an issue in 1.10 but it is in 1.7.10
Edit: the only reason I noticed is because I was working on editing some textures lol
Alright, my short two cents. If you want to get rid of most nodes, I'd consider going with a 'Tree of Mana' approach. Yggdrasil is said to be the world-tree, that which supplies magic to the world. Silverwood trees are the embodiment of this ideal, as they have a chance of spawning with a pure node inside. This is a controlled entry of vis into the world, where the tree acts as a filter and control buffer. Outside of them, the only nodes you find naturally are the ones with the obelisks, and possibly a rare taint (or the extreme primal versions you were pondering the last week or so) node. If this is the case, I'd consider the taint node having a surrounding, badly damaged structure around where it spawned, making it seem like the taint node was formed from an experiment by ancient Thaumaturgists that went horribly wrong, wiping them out in the process.
I'm also all for the making of a node yourself once you've delved deep into the research tree, and making it something you have to definitely make preparations for to keep it under control. Possibly make the pull on the local aura from things you do and devices you use 'tug' at the opening you've made, potentially opening it wider, causing it to become more unstable, and to start affecting the surrounding area with its nature the larger, more powerful, and unstable it becomes?
...wow this has legit been an issue forever and no one noticed.So... I found a texture issue either its the textures itself and one of the pauldrons is flipped or....Its due to the UV map? can we possibly get a fix for this? not sure if its an issue in 1.10 but it is in 1.7.10
Edit: the only reason I noticed is because I was working on editing some textures lol
Legitimate bug reports should be posted on the Thuamcraft bug tracking & localization issue tracker on Github linked in the OP
...wow this has legit been an issue forever and no one noticed.So... I found a texture issue either its the textures itself and one of the pauldrons is flipped or....Its due to the UV map? can we possibly get a fix for this? not sure if its an issue in 1.10 but it is in 1.7.10
Edit: the only reason I noticed is because I was working on editing some textures lol
Legitimate bug reports should be posted on the Thuamcraft bug tracking & localization issue tracker on Github linked in the OP
One thing i've thought of, It's that the Ether stuff of Xenoblade Chronicles (First one, Have not played X) would be fitting for/Is similar to Thaumcraft.
Specifically Ether, consisting of: Ether deposits, Cylinders for storage and as life-force.
For those who don't know, The setting takes place upon two massive colossi, Dormant after giving each other deep wounds.
Ether is like the life-force of these titans, And also acts as the settings magic, Which is utilized by its inhabitants as technology.
Of specific reference is the place where you find the fifth party member; Who through an encounter with a being known as a Telethia, Is left drained of their ether. The ether of some of the surrounding environment is also drained, Which has turned it bleak and dull, Which reminded me of how places without vis become lifeless as well.
@Azanor If you haven't already, I'd suggest checking it out. I feel as if the settings Ether stuff would synergize quite nicely in with Thaumcraft and would fit nicely into its world. And who knows, You might get some spark of inspiration from it, Leading to possibilities you hadn't even considered yet. That is if you haven't already seen the stuff. I wouldn't know, If i did, I'd be a psychic.
Even though i've only watched others play through it I think it's a great game, And i'd recommend at least watching it.
Edit:
Also remembered, Ori and the Blind Forest is another great game with fascinating magic, Not to mention Amazing and Beautiful Music and Art. Among my (few) favorite games, 10/10 in my opinion.
The game has a form of spirit energy as magic, The ruins of the Gumon being prime examples of its civilized usage.
I really like this.
That would mean that it's possibly in an un-loaded chunk though. So how would this work?
Like the way that eyes of ender find the strongholds? (This does not always work, so it's seed-based, I think.)
Like the way that Factorization maps point to the Collossi? (I don't really know how this works.)
You could have them spawn in/as structures and have a program check where the structures will be placed according to the seed, than map said predestined structures before they are ever created (in a certain radius, once a minecraft day) and allow the node tracking device the data to point at?
I quite like the idea that the nodes are stable because they stopped outputting vis when it's at a certain level.
Maybe you can put a device on the node (like a node stabilizer) and it allows you to pull more vis from the node by opening it wider, but as you drain more and more vis, the device has a hard time keeping it shut. If you drain too much without checking on the device it will explode and allow the node to open wider, releasing a massive amount of typed vis into the area, only stabilizing at a level where the vis will affect the area around the node.
To close it back up you will need to put totems around the node to keep the vis concentrated around the node and leave it lone until it slowly shrinks back to a manageable size (but the land will slowly be warped by the high vis concentrations until it's safe to drain the vis away).
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Doesn't seem too late for me to chime in here. I actually really liked some of the stuff thaumcraft 1 and 2 did. And although the newer ones are leaps and bounds better, maybe it's worth looking back to the roots of thaumcraft. One of the nice conveniences of thaumcraft 1 and 2 was the single "vis" which everything ran off of. While the new system certainly adds depth, maybe "vis" could see a return as a proto-primal aspect produced by these now rare aura nodes which could be used for either late game crafting or split into other primal aspects. I also like Shiar's tree of mana idea. I also see mention of an 'extreme primal node' which sounds similar to what I was saying, but I'm not gonna search through the probably 100 pages to find it.
You mean they are not swapped?
The left and right shoulders are exactly the same, but should be mirrored versions of each other?
I think the issue is, the right shoulder is the same front and back, but the left is not. If the left shoulder has a different front and back texture, the presumed assumption is the right should as well — but it doesn't.
The problem with this is that sometimes I've found (even in vanilla) that an Eye of Ender is pointing towards a location that does not house a stronghold. The same might happen to aura nodes.
Well I never had that problem, but it should work unless something messes with terain generation post check
Doesn't seem too late for me to chime in here. I actually really liked some of the stuff thaumcraft 1 and 2 did. And although the newer ones are leaps and bounds better, maybe it's worth looking back to the roots of thaumcraft. One of the nice conveniences of thaumcraft 1 and 2 was the single "vis" which everything ran off of. While the new system certainly adds depth, maybe "vis" could see a return as a proto-primal aspect produced by these now rare aura nodes which could be used for either late game crafting or split into other primal aspects. I also like Shiar's tree of mana idea. I also see mention of an 'extreme primal node' which sounds similar to what I was saying, but I'm not gonna search through the probably 100 pages to find it.
We could have neutral vis naturally occuring in the word and nodes outputting a single type of elemental vis.
Most machines could use any vis but maybe more efficient with the right elemental vis and can't use certain elements? For example maybe a forge could run off neutral (plus aer, ordo, terra and perditio) vis, run at 20% beter efficiency with ignis vis, but couldn't use aqua vis
Please consider:
* If nodes are destructable - consider allowing them to spontaneously reform: i.e. Thaumcraft should try to maintain some minimum ratio of nodes to players | loaded chunks.
* Only spawn nodes in whitelisted dimensions and dimensions that mods explicitly use an api to add themselves to: Mods like mystcraft and RFTools would probably want to use symbols to add nodes (and aura) to created dimensions, and the presence of nodes in dimensions created for technical purpose by other mods causes needless performance issues.
* While a full permissions system is out of scope and would conflict with server plugin based systems, do consider "locking" certain structures to the player that owns them. It is currently way too easy for a player with an iron capped wooden wand wandering about my base to permanently damage my nodes.
To comment on some of the points:
Yes, the untyped aura system is still a thing
There was already a blacklist to block nodes from spawning in certain dimensions. If I go with the 'rare node' idea then I will more than likely flip this around and have them only spawn them in the overworld and whitelisted dimensions.
Hey, i was wondering, Would it be possible to bring back TC2's crystals (Their item icons carved shape that is) as a refined variant of crystals used for crafting, And instead of being used up they turn into the empty (clear) crystals?
Could be used in mid game and onward, Where you refine the normal crystals into pure ones, Use them up, Then refill them from the aura (or through other methods) with/In a machine.
Nodes don't need to be the only aura rechargers. The land itself under your feet is the main source of aura. But nodes may be the modifiers. Like pure nodes in the silverwood trees, sinister nodes in burrows and totems, etc, etc.
Also, it would be freakin' awesome to have configurable what is considered "overworld"… I was experimenting with ForgeEssentials Multiworld feature, and wanted to create a new overworld with Thaumcraft features (since my primary is superflat), but it didn't quite work.
I have to admit I like the idea of aura nodes being rare and special. Something that you can definitely get along without, and don't have to have to get started, and probably don't even know about in the beginning, but which — should you be fortunate enough to find one — you can eventually learn to exploit to your advantage. Not trivially; it would take considerable work and study, but it would be worth it in the end. And with sufficient mastery of that line of study, you could eventually perhaps learn to create your own aura nodes, as you have by then realized those you found were created by others who came before you.
So if nodes are rare, how to improve the odds of finding them? Well, perhaps at some point in your studies you invent a device that can show you where the arcane environment is better or worse for different kinds of magical workings. And one day you notice that your arcane-potential scanner seems to be indicating a source of arcane energy somewhere off in that direction, and that when you triangulate the reading as you move around the vicinity of your base, the bearing scarcely changes. Which means that it must be some distance off, possibly as much as several days' travel. And if you're picking whatever-it-is up from this far away ... whatever it is, it must be really strong.
You MUST investigate this. You are a thaumaturge. How could you possibly not investigate?
What if nodes became the new versions equivalent of vis crystals? Since the auras replenish themselves, whenever they run an excess of aura, a small node will form that can grow over time. If the local aura is drained, the aura will reabsorb the node as a way to quickly recharge before getting to the slower process of replenishing itself (just like visit crystals act like batteries for the aura in this version). If this were the case, then maybe pure nodes from Silverwood trees would be able (in addition to repelling taint?) Be placed artificially by the player in the chunks where he drains most magic, but rather than being fully absorbed by a depleated aura, the pure nodes will only shrink to the smallest point possible but never fully disappear, and might have an increased speed when growing after the aura has refilled itself.
Since nodes could replace vis crystals' battery function, maybe make it so that visitors crystals will only grow in chunks with nodes (but not disappear when the aura is too low). Maybe vis crystals can be manually destroyed by some method to artificially recharge the aura?
Possibly the locations of chunks containing aura nodes could get logged in a file during worldgen...? I'm far from being even close to any kind of expert on that side of things.
If typed vis is going away, I definitely think trekking for nodes would be cool. I had a blast traveling around looking for the unstable node that I eventually dragged home across 2000 blocks. And more magical locations is always cool.
...wow this has legit been an issue forever and no one noticed.So... I found a texture issue either its the textures itself and one of the pauldrons is flipped or....Its due to the UV map? can we possibly get a fix for this? not sure if its an issue in 1.10 but it is in 1.7.10
Edit: the only reason I noticed is because I was working on editing some textures lol
Alright, my short two cents. If you want to get rid of most nodes, I'd consider going with a 'Tree of Mana' approach. Yggdrasil is said to be the world-tree, that which supplies magic to the world. Silverwood trees are the embodiment of this ideal, as they have a chance of spawning with a pure node inside. This is a controlled entry of vis into the world, where the tree acts as a filter and control buffer. Outside of them, the only nodes you find naturally are the ones with the obelisks, and possibly a rare taint (or the extreme primal versions you were pondering the last week or so) node. If this is the case, I'd consider the taint node having a surrounding, badly damaged structure around where it spawned, making it seem like the taint node was formed from an experiment by ancient Thaumaturgists that went horribly wrong, wiping them out in the process.
I'm also all for the making of a node yourself once you've delved deep into the research tree, and making it something you have to definitely make preparations for to keep it under control. Possibly make the pull on the local aura from things you do and devices you use 'tug' at the opening you've made, potentially opening it wider, causing it to become more unstable, and to start affecting the surrounding area with its nature the larger, more powerful, and unstable it becomes?
Legitimate bug reports should be posted on the Thuamcraft bug tracking & localization issue tracker on Github linked in the OP
Legitimate bug reports should be posted on the Thuamcraft bug tracking & localization issue tracker on Github linked in the OP
Hello! I am a writer from China. I would like to publish your MOD reproduced to a Chinese Minecraft community! Please agree!
One thing i've thought of, It's that the Ether stuff of Xenoblade Chronicles (First one, Have not played X) would be fitting for/Is similar to Thaumcraft.
Specifically Ether, consisting of: Ether deposits, Cylinders for storage and as life-force.
For those who don't know, The setting takes place upon two massive colossi, Dormant after giving each other deep wounds.
Ether is like the life-force of these titans, And also acts as the settings magic, Which is utilized by its inhabitants as technology.
Spoilers for the game, Read at your own risk.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Of specific reference is the place where you find the fifth party member; Who through an encounter with a being known as a Telethia, Is left drained of their ether. The ether of some of the surrounding environment is also drained, Which has turned it bleak and dull, Which reminded me of how places without vis become lifeless as well.
@Azanor If you haven't already, I'd suggest checking it out. I feel as if the settings Ether stuff would synergize quite nicely in with Thaumcraft and would fit nicely into its world. And who knows, You might get some spark of inspiration from it, Leading to possibilities you hadn't even considered yet. That is if you haven't already seen the stuff. I wouldn't know, If i did, I'd be a psychic.
Even though i've only watched others play through it I think it's a great game, And i'd recommend at least watching it.
Edit:
Also remembered, Ori and the Blind Forest is another great game with fascinating magic, Not to mention Amazing and Beautiful Music and Art. Among my (few) favorite games, 10/10 in my opinion.
The game has a form of spirit energy as magic, The ruins of the Gumon being prime examples of its civilized usage.
Im not sure but as you can see one side is clearly flipped the wrong way
You could have them spawn in/as structures and have a program check where the structures will be placed according to the seed, than map said predestined structures before they are ever created (in a certain radius, once a minecraft day) and allow the node tracking device the data to point at?
I quite like the idea that the nodes are stable because they stopped outputting vis when it's at a certain level.
Maybe you can put a device on the node (like a node stabilizer) and it allows you to pull more vis from the node by opening it wider, but as you drain more and more vis, the device has a hard time keeping it shut. If you drain too much without checking on the device it will explode and allow the node to open wider, releasing a massive amount of typed vis into the area, only stabilizing at a level where the vis will affect the area around the node.
To close it back up you will need to put totems around the node to keep the vis concentrated around the node and leave it lone until it slowly shrinks back to a manageable size (but the land will slowly be warped by the high vis concentrations until it's safe to drain the vis away).
Doesn't seem too late for me to chime in here. I actually really liked some of the stuff thaumcraft 1 and 2 did. And although the newer ones are leaps and bounds better, maybe it's worth looking back to the roots of thaumcraft. One of the nice conveniences of thaumcraft 1 and 2 was the single "vis" which everything ran off of. While the new system certainly adds depth, maybe "vis" could see a return as a proto-primal aspect produced by these now rare aura nodes which could be used for either late game crafting or split into other primal aspects. I also like Shiar's tree of mana idea. I also see mention of an 'extreme primal node' which sounds similar to what I was saying, but I'm not gonna search through the probably 100 pages to find it.
I think the issue is, the right shoulder is the same front and back, but the left is not. If the left shoulder has a different front and back texture, the presumed assumption is the right should as well — but it doesn't.
Taint too. But you should read more carefully. Single vis already confirmed.
Well I never had that problem, but it should work unless something messes with terain generation post check
We could have neutral vis naturally occuring in the word and nodes outputting a single type of elemental vis.
Most machines could use any vis but maybe more efficient with the right elemental vis and can't use certain elements? For example maybe a forge could run off neutral (plus aer, ordo, terra and perditio) vis, run at 20% beter efficiency with ignis vis, but couldn't use aqua vis