Quite a bit is broken in Beta 11. Supposedly, you can't craft golems or use the infusion altar either, though I haven't tried yet myself. Trying to switch casting foci is a reliable way to crash my client, though.
I have to say, we updated our server too soon. If anybody reads this who is thinking about updating to MC 1.12 and TC 6.1, wait. At least till Beta 12.
Yup, I can't do Golems or Infusions either and I lost my first focus from switching to a new one (and crashed the client). I've researched and solved the whole "vague vis crystals" thing for alchemy (editing the json in the jar). Broken stuff is exactly what I expect... I just like to verify that I'm not the only one having the problem (because sometimes that is exactly the case and I just need to be course-corrected).
I don't mind any of it. I'm super excited that it's actually on 1.12 and I get to play with it a bit... well, I get to do the research and break down items to get my warded jars filled up. A broken beta 11 (or b12 or b27 or b45) Thaumcraft for 1.12 is WAY better than no Thaumcraft at all for 1.12
Ask in the Thaumic Horizons threads. There's one on the Curseforge mod page.
You should Google more for your answers
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Does someone knows if there are plans for revive thaumic horizons addon?
Thaumic horizons was one of the best thaumcraft addons and minecraft mods in general.
It was the only "transhumanist mod" (transhumanist, since you could improve your own body with this mod) that I found for minecraft.
I would be very happy if, after the release of thaumcraft 6, this addon is revived.
Thaumic Horizons was AMAZING, but if you want another great transhumanist mod in the interim, check out Cyberware (the 1.12 port is called "Robotic Parts", and has an add-on called ReWIRED)
I know, but at curseforge mod page nor the minecraft forum thread contains information about if this project still alive, is abandoned or will be revived... bad signal, I suppose
I thought someone from around here could know something.
All i know is is what was from the thread itself, besides user "hoborific"s recomplile of the mod thats all it has really had in the most recent time, the only person who can really call the mod "dead" is the author who hasn't been around for awhile. honestly though, if your gonna ask, go ask on that addons thread
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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."
Oh yes, I know about Nature's Compass. My point was just that raising I:biomeMagicalForestWeight from 2 to 8 (I thought I was being careful by picking 8 instead of 10) might have been a bit high in a BoP world. I think next time I might try 5 or 6. thaumcraft_world.cfg says, "If you are using biome addon mods you probably want to increase this weight quite a bit". I'm just glad I didn't take that at its word and set it to, say 15.
Setting ANY weight could lead to ANY results. In fact, I've had extremely varying luck with high weights, down to outright inability to find the desired biome in any reasonable proximity.
Do keep in mind, that weight is not the only rule, the biome should have compatible height/temp/hum to the nearby biomes to even be considered for spawn in first place.
Setting ANY weight could lead to ANY results. In fact, I've had extremely varying luck with high weights, down to outright inability to find the desired biome in any reasonable proximity.
Do keep in mind, that weight is not the only rule, the biome should have compatible height/temp/hum to the nearby biomes to even be considered for spawn in first place.
Well, I bit the bullet and nuked-and-paved the world to clean up the mess of worldgen issues caused by the most recent BoP release dropping a couple of biomes. Exploring the new world, I've run across a basically continuous tract of magical forest that I followed for over 1500 blocks without any end in sight.
...Yeah, 8 might have been a little high.
I haven't quite decided yet whether I think this is a problem or not. Why NOT have a world dominated by magic?
Yeah, after adding TC to my existing BoP world, I've found 2 pretty gigantic magical forests... I dropped the TC biome weight to 3 as a result. And Nature's Compass indicates there are no jungles in my 200k chunk world. Zero. ....! Very weird generation.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
So basically my 1.10.2 world that has been waiting for thaumcraft 6 is screwed? awesome
If you didn't load TC6 in 1.10 yet, you can probably migrate the 1.10 world to 1.12.2, then put Thaumcraft in.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
So basically my 1.10.2 world that has been waiting for thaumcraft 6 is screwed? awesome
never expect version transfers to work on modded, you get used to starting fresh each version, its honestly quite refreshing, but more often not with modded cross version save transfer doesnt play nice, especially when you have larger mod lists
Hey, what's the Beta 11 recipe for the mirrored glass pane?
No matter what I do, I can't craft it, and when I try to check its recipe by clicking on the pane itself in the Sanity Checker recipe, the game crashes. It needs the Arcane Workbench and some vis crystals, right?
When I just put in quicksilver with a glass pane, I get no output.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Does someone knows if there are plans for revive thaumic horizons addon?
Thaumic horizons was one of the best thaumcraft addons and minecraft mods in general.
It was the only "transhumanist mod" (transhumanist, since you could improve your own body with this mod) that I found for minecraft.
I would be very happy if, after the release of thaumcraft 6, this addon is revived.
I have an answer for that one!
There are rumours about spiritual successors that will (hopefully and probably) draw heavily upon those addons, which are now lost in time.
An addon for TC6 is currently developed called "Planar Artifice"
We saw some stuff and a certain name cropped up.
The curative vat.
Telling anything more would be saying "the porkchop is well done" while the swine still runs about.
Do you wish to know more?
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Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Maybe. Let's hope that he'll keep developing for 1.12 for a while, instead of skipping right to 1.13...
I thought 1.13 development was being extremely rocky, with a few of the recent snapshots being bugridden, that said i dont expect some sorta immediate drop, i think it would be a poor choice to just decide to stop updating a mod for this version when its core functionality is still bugged. either way even if it does come out soon, its not like he could work on it right away, cause then we all still have to wait for forge updates
Rollback Post to RevisionRollBack
"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've found myself a small thought for golems and wisps. That's a thing we're still discussing, right guys? Guys??
Basically Golems are the early game, or perhaps for more advanced later game, form of labor. Used more for tasks such as chopping trees, butchering, fishing, etc, things that doesn't require them to move much. Wisps are more for picking stuff up, moving them around etc, traveling from lantern to lantern as they carry items from one place to another, serving as the transport system.
Alternatively, wisps could also be used for transporting Aura/Vis from one place to another.
I've found myself a small thought for golems and wisps. That's a thing we're still discussing, right guys? Guys??
Basically Golems are the early game, or perhaps for more advanced later game, form of labor. Used more for tasks such as chopping trees, butchering, fishing, etc, things that doesn't require them to move much. Wisps are more for picking stuff up, moving them around etc, traveling from lantern to lantern as they carry items from one place to another, serving as the transport system.
Alternatively, wisps could also be used for transporting Aura/Vis from one place to another.
So wisps end up becoming these sorta living pipelines sorta thing? i feel like that could be cool. although id hope implementation would somehow end up more freeform then that, i feel like its a point where its less a wisp doing things to then have something similar to the old "energized node" and relaying it, because hats heavily whatit reminds me off, while it was cool, i feel like one of the biggest draws to thaumcraft is a lack of core dependencies on classic pipe and wire systems i personally enjoy the idea of wisps being,,, networkers? so to speak. wisps are the brains and golems are the brawns, sort of deal. but even then im not sure how to exacute or expand on that idea
Rollback Post to RevisionRollBack
"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."
They werent talking to you, check the quote source
"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."
Yup, I can't do Golems or Infusions either and I lost my first focus from switching to a new one (and crashed the client). I've researched and solved the whole "vague vis crystals" thing for alchemy (editing the json in the jar). Broken stuff is exactly what I expect... I just like to verify that I'm not the only one having the problem (because sometimes that is exactly the case and I just need to be course-corrected).
I don't mind any of it. I'm super excited that it's actually on 1.12 and I get to play with it a bit... well, I get to do the research and break down items to get my warded jars filled up. A broken beta 11 (or b12 or b27 or b45) Thaumcraft for 1.12 is WAY better than no Thaumcraft at all for 1.12
Ask in the Thaumic Horizons threads. There's one on the Curseforge mod page.
You should Google more for your answers
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Thaumic Horizons was AMAZING, but if you want another great transhumanist mod in the interim, check out Cyberware (the 1.12 port is called "Robotic Parts", and has an add-on called ReWIRED)
All i know is is what was from the thread itself, besides user "hoborific"s recomplile of the mod thats all it has really had in the most recent time, the only person who can really call the mod "dead" is the author who hasn't been around for awhile. honestly though, if your gonna ask, go ask on that addons thread
"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."
Setting ANY weight could lead to ANY results. In fact, I've had extremely varying luck with high weights, down to outright inability to find the desired biome in any reasonable proximity.
Do keep in mind, that weight is not the only rule, the biome should have compatible height/temp/hum to the nearby biomes to even be considered for spawn in first place.
Hmm... on the issues page, I've seen some updated tags on issues. Maybe a new release soon?
Well, I bit the bullet and nuked-and-paved the world to clean up the mess of worldgen issues caused by the most recent BoP release dropping a couple of biomes. Exploring the new world, I've run across a basically continuous tract of magical forest that I followed for over 1500 blocks without any end in sight.
...Yeah, 8 might have been a little high.
I haven't quite decided yet whether I think this is a problem or not. Why NOT have a world dominated by magic?
Yeah, after adding TC to my existing BoP world, I've found 2 pretty gigantic magical forests... I dropped the TC biome weight to 3 as a result. And Nature's Compass indicates there are no jungles in my 200k chunk world. Zero. ....! Very weird generation.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
So basically my 1.10.2 world that has been waiting for thaumcraft 6 is screwed? awesome
If you didn't load TC6 in 1.10 yet, you can probably migrate the 1.10 world to 1.12.2, then put Thaumcraft in.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
never expect version transfers to work on modded, you get used to starting fresh each version, its honestly quite refreshing, but more often not with modded cross version save transfer doesnt play nice, especially when you have larger mod lists
"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."
Hey, what's the Beta 11 recipe for the mirrored glass pane?
No matter what I do, I can't craft it, and when I try to check its recipe by clicking on the pane itself in the Sanity Checker recipe, the game crashes. It needs the Arcane Workbench and some vis crystals, right?
When I just put in quicksilver with a glass pane, I get no output.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Maybe. Let's hope that he'll keep developing for 1.12 for a while, instead of skipping right to 1.13...
I have an answer for that one!
There are rumours about spiritual successors that will (hopefully and probably) draw heavily upon those addons, which are now lost in time.
An addon for TC6 is currently developed called "Planar Artifice"
We saw some stuff and a certain name cropped up.
The curative vat.
Telling anything more would be saying "the porkchop is well done" while the swine still runs about.
Do you wish to know more?
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Well... I allocated 6G of ram to 1.12, and it still lags like heck... it's probably a mod thing, though.
I thought 1.13 development was being extremely rocky, with a few of the recent snapshots being bugridden, that said i dont expect some sorta immediate drop, i think it would be a poor choice to just decide to stop updating a mod for this version when its core functionality is still bugged. either way even if it does come out soon, its not like he could work on it right away, cause then we all still have to wait for forge updates
"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've found myself a small thought for golems and wisps. That's a thing we're still discussing, right guys? Guys??
Basically Golems are the early game, or perhaps for more advanced later game, form of labor. Used more for tasks such as chopping trees, butchering, fishing, etc, things that doesn't require them to move much. Wisps are more for picking stuff up, moving them around etc, traveling from lantern to lantern as they carry items from one place to another, serving as the transport system.
Alternatively, wisps could also be used for transporting Aura/Vis from one place to another.
So wisps end up becoming these sorta living pipelines sorta thing? i feel like that could be cool. although id hope implementation would somehow end up more freeform then that, i feel like its a point where its less a wisp doing things to then have something similar to the old "energized node" and relaying it, because hats heavily whatit reminds me off, while it was cool, i feel like one of the biggest draws to thaumcraft is a lack of core dependencies on classic pipe and wire systems i personally enjoy the idea of wisps being,,, networkers? so to speak. wisps are the brains and golems are the brawns, sort of deal. but even then im not sure how to exacute or expand on that idea
"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."
Hm. I have 2.4GHz and 114 mods... I guess I'll have to get rid of some.