My point being that you are using hypothetical (if not hypocritical) arguments.
An option for something like this, an improved cheat sheet would be helpful. I just absolutely do not think it should be available by default.
It's not your call to make. Neither mine.
Most people
Pure guesswork, at best. At worst, a made-up argument.
Also "nobody forces you" comments are usually not meant in a helpful way.
Neither a hypocritical arguing. Azanor asked for ideas. We perovided some. How will (if at all) they be implemented - is up to him.
Just because you personally don't like such option doesn't make your opinion any better or worse than anyone else's.
I use it as an argument why I think people are wrong when they say automatically transferring knowledge between worlds would make perfect sense for the way minecraft works.
I don't think that "transfer" makes any sense at all. I treat each new save as a new slate. But running through same grind for 10'th time is not entertaining at all.
My point being that you are using hypothetical (if not hypocritical) arguments.
It's not your call to make. Neither mine.
Pure guesswork, at best. At worst, a made-up argument.
Neither a hypocritical arguing. Azanor asked for ideas. We perovided some. How will (if at all) they be implemented - is up to him.
Just because you personally don't like such option doesn't make your opinion any better or worse than anyone else's.
You are not contributing. You are just attacking me. You are saying my point of view is invalid, because I criticise the ideas that other people have here. And unlike you I am not saying it's just wrong and they should shut up, I am voicing my concerns about the ideas.
You are also not considering/responding to my arguments, you are just calling them inherent nonsense.
If you want to argue with me without contributing anything, at least be polite.
I don't think that "transfer" makes any sense at all. I treat each new
save as a new slate. But running through same grind for 10'th time is
not entertaining at all.
I don't think that "transfer" makes any sense at all. I treat each new save as a new slate. But running through same grind for 10'th time is not entertaining at all.
Well, that last bit is the thing. This is a game, it's meant to be fun. In this case, repeating the research is hurting Thaumcraft's replayability value, so the idea is to have some way for experienced players to speed things up, without having to break out of the game to cheat the knowledge in.
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.
What about instead of a transfer implicit, have a craft-able item that when used adds researches based on a previous save file. If no such file exists then no import takes place. The research for this item could take place as an extension to "research mastery" so that one needs to complete that research first guaranteeing everyone has to do at least a couple researches. This might even be extensible to server communities. This way existing players would have a way to choose if they wanted relatively immediate access to researches that were the same between versions without spoiling new content, and new players would hopefully not feel as left behind.
[edit]
Admittedly not sure if a mod could do something as powerful as searching through a current directory one or two levels higher (ie: searching m:folders instead of m:/folders/files/currentLocation) or what sort of resource impact that would have on machines.
What about instead of a transfer implicit, have a craft-able item that when used adds researches based on a previous save file. If no such file exists then no import takes place. The research for this item could take place as an extension to "research mastery" so that one needs to complete that research first guaranteeing everyone has to do at least a couple researches. This might even be extensible to server communities. This way existing players would have a way to choose if they wanted relatively immediate access to researches that were the same between versions without spoiling new content, and new players would hopefully not feel as left behind.
[edit]
Admittedly not sure if a mod could do something as powerful as searching through a current directory one or two levels higher (ie: searching m:folders instead of m:/folders/files/currentLocation) or what sort of resource impact that would have on machines.
The easier way to do this would be 2 commands, along the lines of the old password system:
1st comand that generades a code representing all the researches you've unlocked
2nd command that you type into the chat along with a generated code to unlock those researches
PS: Allowing a mod to access data outside of the minecraft folder would be dangerous because a fake mod could just copy some data from the computer and send it to someone.
The only issue I see with the command is multiplayer where one might only have player access, hence the research suggestion.
Yes allowing a mod to access data outside the Minecraft folder would be dangerous if it came from an unverifiable source, was not properly scanned by an anti malware program, and given access to communicate on certain ports beyond what Minecraft needs to reach a server.
The above file examples weren't suggesting giving free reign of a computer to a mod so much as providing context for what was meant by level. In my version of forge at least I have mods in sub folders based on Minecraft version, 1.7.10, 1.8.9 etc. so allowing the mod to search the entirety of the Minecraft folder versus just searching in the exact directory where it's listed would still be feasible to allow searches for previous versions or other saves of Thaumcraft.
I have an almost pathological need to make these awkward videos
Sneaky Azanor. Don't think we can't see the patch of tantalizing taint back there.
Progress is looking great btw. Might even be time to start a new thread once TC6 finally comes out.
I have Thaumcraft 4.2.3.5 downloaded however it is erroring out in the loading process. i was wondering if there was any advice you may have on the matter.
I have Thaumcraft 4.2.3.5 downloaded however it is erroring out in the loading process. i was wondering if there was any advice you may have on the matter.
You need to post some logs, reports and such. We can't help if you don't give us any information.
What about instead of a transfer implicit, have a craft-able item that when used adds researches based on a previous save file.
This is a so-called external knowledge.
How on earth a mod would find that save file? Where?
What if I create a new instance per save? Search all instances?
Admittedly not sure if a mod could do something as powerful as searching through a current directory one or two levels higher (ie: searching m:folders instead of m:/folders/files/currentLocation) or what sort of resource impact that would have on machines.
It is, of course, possible. Mod is just a patch over the Java code already running, it could do literally anything. Search files, download porn, format disks… Assuming sufficient privileges provided for the Java process running it.
So is the Thaumeter confirmed to be the 1.8+ version without the model and stuff?
Though I don't care too much because it's only really used early on in the game, so don't think I'll complain a ton about it. lol (Though I do hope staffs can be animated again.)
The new research system seems to be a lot more sleek than the last one, I'm really exited for it. lol
Also, just as a suggestion, the stuff like "Nothing can be learned from this" should pop up in the same place as the new 1.11s "You can not sleep now blah blah blah" stuff instead of in the chat, at least in my opinion.
The new Thauminomomomomocon's UI looks 6 trillion times better! Yay!
I do hope for a lectern though, because Ars Magica 2 isn't going to be updating any time soon. (If ever)
Lovely work, though make sure to take a Christmas(Or whatever Holiday you celebrate) break and stuff.
I have an almost pathological need to make these awkward videos
So... how do you feel about one correcting small grammar mistakes you make in the Thaumonomicon? Because there are a few I'd like to point out here but I also don't want to be that guy.
Rollback Post to RevisionRollBack
Praise be Ro-naza, greatest among the thaumaturges!
So is the Thaumeter confirmed to be the 1.8+ version without the model and stuff?
Though I don't care too much because it's only really used early on in the game, so don't think I'll complain a ton about it. lol (Though I do hope staffs can be animated again.)
The new research system seems to be a lot more sleek than the last one, I'm really exited for it. lol
Also, just as a suggestion, the stuff like "Nothing can be learned from this" should pop up in the same place as the new 1.11s "You can not sleep now blah blah blah" stuff instead of in the chat, at least in my opinion.
The new Thauminomomomomocon's UI looks 6 trillion times better! Yay!
I do hope for a lectern though, because Ars Magica 2 isn't going to be updating any time soon. (If ever)
Lovely work, though make sure to take a Christmas(Or whatever Holiday you celebrate) break and stuff.
Might want to check the AM2 thread a little harder. Someone has been kind enough to update the mod to 1.10.
So... how do you feel about one correcting small grammar mistakes you make in the Thaumonomicon? Because there are a few I'd like to point out here but I also don't want to be that guy.
Please go ahead - most of the text you see in that video I banged out about 10 mins before making it.
My point being that you are using hypothetical (if not hypocritical) arguments.
It's not your call to make. Neither mine.
Pure guesswork, at best. At worst, a made-up argument.
Neither a hypocritical arguing. Azanor asked for ideas. We perovided some. How will (if at all) they be implemented - is up to him.
Just because you personally don't like such option doesn't make your opinion any better or worse than anyone else's.
I don't think that "transfer" makes any sense at all. I treat each new save as a new slate. But running through same grind for 10'th time is not entertaining at all.
You are not contributing. You are just attacking me. You are saying my point of view is invalid, because I criticise the ideas that other people have here. And unlike you I am not saying it's just wrong and they should shut up, I am voicing my concerns about the ideas.
You are also not considering/responding to my arguments, you are just calling them inherent nonsense.
If you want to argue with me without contributing anything, at least be polite.
And YOU call ME a hypocrite?
I made a D flip-flop!
But if a katana had 12 feet,it would just run away.
Well, that last bit is the thing. This is a game, it's meant to be fun. In this case, repeating the research is hurting Thaumcraft's replayability value, so the idea is to have some way for experienced players to speed things up, without having to break out of the game to cheat the knowledge in.
What about instead of a transfer implicit, have a craft-able item that when used adds researches based on a previous save file. If no such file exists then no import takes place. The research for this item could take place as an extension to "research mastery" so that one needs to complete that research first guaranteeing everyone has to do at least a couple researches. This might even be extensible to server communities. This way existing players would have a way to choose if they wanted relatively immediate access to researches that were the same between versions without spoiling new content, and new players would hopefully not feel as left behind.
[edit]
Admittedly not sure if a mod could do something as powerful as searching through a current directory one or two levels higher (ie: searching m:folders instead of m:/folders/files/currentLocation) or what sort of resource impact that would have on machines.
The easier way to do this would be 2 commands, along the lines of the old password system:
1st comand that generades a code representing all the researches you've unlocked
2nd command that you type into the chat along with a generated code to unlock those researches
PS: Allowing a mod to access data outside of the minecraft folder would be dangerous because a fake mod could just copy some data from the computer and send it to someone.
The only issue I see with the command is multiplayer where one might only have player access, hence the research suggestion.
Yes allowing a mod to access data outside the Minecraft folder would be dangerous if it came from an unverifiable source, was not properly scanned by an anti malware program, and given access to communicate on certain ports beyond what Minecraft needs to reach a server.
The above file examples weren't suggesting giving free reign of a computer to a mod so much as providing context for what was meant by level. In my version of forge at least I have mods in sub folders based on Minecraft version, 1.7.10, 1.8.9 etc. so allowing the mod to search the entirety of the Minecraft folder versus just searching in the exact directory where it's listed would still be feasible to allow searches for previous versions or other saves of Thaumcraft.
I have an almost pathological need to make these awkward videos
IT'S HAPPENING!
Sneaky Azanor. Don't think we can't see the patch of tantalizing taint back there.
Progress is looking great btw. Might even be time to start a new thread once TC6 finally comes out.
Azanor, you misspelled "awesome". There is no k in "awesome".
I have Thaumcraft 4.2.3.5 downloaded however it is erroring out in the loading process. i was wondering if there was any advice you may have on the matter.
You need to post some logs, reports and such. We can't help if you don't give us any information.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
I like it, can't wait.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
This is a so-called external knowledge.
How on earth a mod would find that save file? Where?
What if I create a new instance per save? Search all instances?
It is, of course, possible. Mod is just a patch over the Java code already running, it could do literally anything. Search files, download porn, format disks… Assuming sufficient privileges provided for the Java process running it.
So is the Thaumeter confirmed to be the 1.8+ version without the model and stuff?
Though I don't care too much because it's only really used early on in the game, so don't think I'll complain a ton about it. lol
(Though I do hope staffs can be animated again.)
The new research system seems to be a lot more sleek than the last one, I'm really exited for it. lol
Also, just as a suggestion, the stuff like "Nothing can be learned from this" should pop up in the same place as the new 1.11s "You can not sleep now blah blah blah" stuff instead of in the chat, at least in my opinion.
The new Thauminomomomomocon's UI looks 6 trillion times better! Yay!
I do hope for a lectern though, because Ars Magica 2 isn't going to be updating any time soon. (If ever)
Lovely work, though make sure to take a Christmas(Or whatever Holiday you celebrate) break and stuff.
So... how do you feel about one correcting small grammar mistakes you make in the Thaumonomicon? Because there are a few I'd like to point out here but I also don't want to be that guy.
Praise be Ro-naza, greatest among the thaumaturges!
Might want to check the AM2 thread a little harder. Someone has been kind enough to update the mod to 1.10.
Oh?
Awesome, guess I haven't been keeping up with it. lol
A Thaumcraft lectern would still be cool though, because Thaumcraft. :3
Please go ahead - most of the text you see in that video I banged out about 10 mins before making it.