Hey can you make it so that there is the option to have all orbs automaticly and also infinite power cause i really just wanna mess around with you're mod in my world.
I have a little idea (that i was so sure i had written in the previous post...):
Tc3 repair = you reap vis from the aura to repair your tools. You have to be cautious, but it does work.
Tc4 repair = you reap vis from nodes to repair your tools, if they have the enchantment. Like wands, they gain durability by draining nodes.
Pros: More uses for nodes, more uses for the recharge pedestals, less early and mid game dominance of repair over other forms of item conservation.
Cons: More reliance on a randomly generated feature. Does not makes sense to have perditio "reparing" your items (while i can see almost every other primal aspect as "useful" in this sense). Makes repair prehaps even less appealing than other methods of repairing from other mods. Arcane bore automation would become VERY draining (not really a con per se). Very draining on nodes, unless "strange" conversions take place ( on a 1 vis to 1 durability scale, one would need around 1500 vis to "phoenix" a completely gone pickaxe of the core from ashes . given that the most powerful node i found had around... 150? combined vis, one would need 10 just to repair the pick...)
I dunno if i really dig this idea, but i'll leave it here, just for discussion sake.
This seems rather similar to my idea for a repair block that tools could be plugged into. I like the way you think.
add a "Repair requires upkeep" config option, that you and I can set to false and Auric can set to true, and everybody's happy.
(And me)
I am a little dubious of "Add it as a config option" as a solution though. While it's fine for an aesthetic option like the magical forest, this is a fairly major component of the game. Balancing a mod is enough of a headache even without knowing how a player is specifically playing.
I think one of my problems with repair is that it doesn't feel very thaumcraft-y at present, or at least it doesn't match the image of thaumcraft I have.
Compare with drawing from nodes: at first it's a right nuisance, needing to draw a little, pull out your thaumometer, check how much more you can safely draw, take a little more... a number of researches later and while the amount of faff has been greatly reduced there is still SOME upkeep... You have to return to your wand recharge pedestal.
Or acquiring essentia: At first it requires you to have your alembics, and to count them all out very precisely and muck about with jars and phials. It gets down eventually to using golems or pipes to make a system, though you still need to manually move the jars at the end. Upkeep is still present.
Repair on the other hand, once you acquire it, removes any sort of upkeep. You have the infinite tool, that's it. For an entry price of an 31 iron that's extremely potent. The only limiting factor is how long it takes to repair, and it really isn't all that long.
Ok well I dont know if anyone else has tried this yet, but I tried using TE's Itemducts and Extra utilities transfer nodes to automate wand recharging, and both tries, it works great for the first few times and then my wands start getting eaten, lost 2 thaumium bossed silverwood wands and some quartz wands. Basically i tried this method:
(Reproduced in SSP)
On the second time there were transfer nodes in the exact same configuration. On both it was filtering fullycharged wands, where the one pulling into the pedestal had a inverted filter/blacklist.
Overall I think it might be a bug in the recharge pedestal because Im able to manipulate wands and other items fine with the same methods without it deleting the wands/items, and I have not had any other reliability issues with both item transport systems.
Edit: Im on DW20 pack 1.0.8 and it has Thaumcraft 4.0.5b
I am a little dubious of "Add it as a config option" as a solution though. While it's fine for an aesthetic option like the magical forest, this is a fairly major component of the game. Balancing a mod is enough of a headache even without knowing how a player is specifically playing.
I think one of my problems with repair is that it doesn't feel very thaumcraft-y at present, or at least it doesn't match the image of thaumcraft I have.
You answered your own objection. The presence or absence of upkeep on Repairing items isn't really a balance issue, since thaumium is fairly easy to get. It's an aesthetic issue; most people who want an upkeep want it because having an eternal tool for free just feels itchy.
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!!!
It it flux that's taken over your mountain, or tainted land? Flux (goop and gas) is fought by placing blocks or water over it, or by letting it all turn to gas and then breathing all the gas (warning: the latter tactic hurts!). Tainted land (purple grass, toxic vines, melting trees) is much more dangerous (it trashes the place, and spreads rather than going away), and you fight it by growing silverwood trees or (late-game) ethereal blooms.
If it's tainted land and you haven't even gotten in gear with research yet, abandon that mountain, it's a lost cause until midgame at least. Me, I always turn taint spread to 0 in config, that way I don't have to fight it until I'm good and ready.
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!!!
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!!!
You need either mana beans or ethereal essences to enchant items on the infusion altar. Shards are ALWAYS needed.
Edit: He says beans because he is counting all the costs: Crafting AND enchanting the pick through infusion enchantment. So, a thaumium pick, 4 diamonds, 8 iron picks, 2 anvils, 2 fire shards, one greatwood log, 10 salis, ihavenoideahowmuch essentia, spares because you know you'll need them, a load of experience, some random luck in a normal enchanting table, a placed anvil, some books.
This should net you a Pickaxe of the core with efficiency 5, fortune 3, repair 2 and unbreaking 3
Yeah, overkill.
So, 4 diamonds, almost a stack and a half of iron, a dozen crystals, 10 or so wisp drops or mana beans, several sorts of essentia, and luck at the enchanting table. (IIRC you can't put Repair over Unbreaking, so if the E-table gives that you need to start over.) Plus the equipment for refining, alchemy, and infusion.
And the hazards of up to 10 infusions into an increasingly powerful item, with each enchantment level increasing the instability. (ETA: And the levels -- well over 50 "low" levels just for the base costs, but those also increase as the weapon progresses.)
As far as I'm concerned, when you stuff that much effort and resources into something, you deserve to not have it wear out.
ETA: Also, If I were doing this, I probably wouldn't do Efficiency 5 -- it's already as fast or faster than iron, and overspeedy picks can be more trouble than they're worth. That does save some of the infusions....
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.
As far as I'm concerned, when you stuff that much effort and resources into something, you deserve to not have it wear out.
These are essentially the two camps in this debate. What I hope it serves to show is that there is NO possibility of balancing repair. The idea of balance is subjective and in the eye of the beholder. For the two camps above balancing repair means two completely different things.
It's important to use the word balance more wisely in the context of a game variable. So, what to do, what to do?... Someone already came up with the perfect solution. LordEric knows his stuff very well:
The funny thing is that to get this apparently "god-like" enchant of repair II reliably most people would already be in such a position where resources don't matter so much anymore. IF you get lucky and find a Pickaxe of the Core early, or a Thaum Pick I suppose, and IF you get lucky enchanting it, then yeah sure Repair II early game is pretty powerful.
By the time I have usually set up an infusion table I basically never manual mine anyway. When you add mods to this then balance in and of itself goes out the window since there are a few mods that have better solutions that are easier to get (AKA TiCo Hammer, pretty easy and fast to get a decent one set up within a few hours of starting AND have fortune 3 on it).
Repair on the other hand, once you acquire it, removes any sort of upkeep. You have the infinite tool, that's it. For an entry price of an 31 iron that's extremely potent. The only limiting factor is how long it takes to repair, and it really isn't all that long.
This pretty much sums up my thoughts nicely, there seems to be no balance with repair in Thaumcraft 4. In Thaumcraft 3, you had to be careful of depleting the local aura, and you had to actually be close enough to a node to repair (bedrock mining for me required semi frequent trips to the surface for repairs unless I was directly under an aura node) In Thaumcraft 4, at least from what I've experienced so far, items now simply repair no matter what. I find that the excavation focus is MUCH more balanced, as instead of constantly repairing, it simply never breaks, but needs to be recharged.
P.S. What happened to arcane doors, blocks, and pressure plates? I see the doors and pressure plates in creative, but there's no way to craft them in survival
P.P.S I feel the ordo trunk is pretty easily exploitable. You can put ordo trunks inside ordo trunks, which means unlimited inventory space through a fairly cheap to make item.
Compound Recharge Focus description ends with ".. you are sure you will discover better ways to access this resource."
When this is written elsewhere in Thaumonomicon it means that there is a new better research or upgrade somewhere. In this case this research would mean getting all aspects from the nod. Does this exist, what's the case here? Or is it something that is probably still planned to be added?
Most of the time such hints either lead to a higher tier research, or a feature that is yet to be implemented. In this case and a player teleportation mirror, it's the latter as far as I know.
I've been searching around this thread and the web in general looking for an answer, but it seems I have to turn to this thread and actually ask it. Apologies if this was already explained somewhere in here. searching for aspects in this thread results in 894 entries and after the 16th page I just couldn't stand anymore going through unrelated aspects discussions.
My concern has mostly to do with compound aspects, since I know how to renew my research of primal aspects. I just can't find how to do the same for compound aspects.
Is it possible, in theory, to deadlock your research? I'm currently holding on 4 vaccum and want to start researching warded jars in preparation for essence distillation later on. Now, it doesn't matter whether I will actually need it (please don't spoil it for me). Let's assume I need this aspect. What if I fumble and end up wasting all my vaccum? With a whole lot of aspect finding on the world already done, can I theoretically reach a situation in which I won't be able to proceed with my research?
I've been searching around this thread and the web in general looking for an answer, but it seems I have to turn to this thread and actually ask it. Apologies if this was already explained somewhere in here. searching for aspects in this thread results in 894 entries and after the 16th page I just couldn't stand anymore going through unrelated aspects discussions.
My concern has mostly to do with compound aspects, since I know how to renew my research of primal aspects. I just can't find how to do the same for compound aspects.
Is it possible, in theory, to deadlock your research? I'm currently holding on 4 vaccum and want to start researching warded jars in preparation for essence distillation later on. Now, it doesn't matter whether I will actually need it (please don't spoil it for me). Let's assume I need this aspect. What if I fumble and end up wasting all my vaccum? With a whole lot of aspect finding on the world already done, can I theoretically reach a situation in which I won't be able to proceed with my research?
If you can renew your primals, you can use them to (inefficiently) renew your compounds, by synthesizing at the research table. Vacuos is aer+perditio. However, there's no need to worry about warded jars, those are included in essentia distillation.
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!!!
This seems rather similar to my idea for a repair block that tools could be plugged into. I like the way you think.
(And me)
I am a little dubious of "Add it as a config option" as a solution though. While it's fine for an aesthetic option like the magical forest, this is a fairly major component of the game. Balancing a mod is enough of a headache even without knowing how a player is specifically playing.
I think one of my problems with repair is that it doesn't feel very thaumcraft-y at present, or at least it doesn't match the image of thaumcraft I have.
Compare with drawing from nodes: at first it's a right nuisance, needing to draw a little, pull out your thaumometer, check how much more you can safely draw, take a little more... a number of researches later and while the amount of faff has been greatly reduced there is still SOME upkeep... You have to return to your wand recharge pedestal.
Or acquiring essentia: At first it requires you to have your alembics, and to count them all out very precisely and muck about with jars and phials. It gets down eventually to using golems or pipes to make a system, though you still need to manually move the jars at the end. Upkeep is still present.
Repair on the other hand, once you acquire it, removes any sort of upkeep. You have the infinite tool, that's it. For an entry price of an 31 iron that's extremely potent. The only limiting factor is how long it takes to repair, and it really isn't all that long.
(Reproduced in SSP)
On the second time there were transfer nodes in the exact same configuration. On both it was filtering fullycharged wands, where the one pulling into the pedestal had a inverted filter/blacklist.
Overall I think it might be a bug in the recharge pedestal because Im able to manipulate wands and other items fine with the same methods without it deleting the wands/items, and I have not had any other reliability issues with both item transport systems.
Edit: Im on DW20 pack 1.0.8 and it has Thaumcraft 4.0.5b
You answered your own objection. The presence or absence of upkeep on Repairing items isn't really a balance issue, since thaumium is fairly easy to get. It's an aesthetic issue; most people who want an upkeep want it because having an eternal tool for free just feels itchy.
I have no idea.
It it flux that's taken over your mountain, or tainted land? Flux (goop and gas) is fought by placing blocks or water over it, or by letting it all turn to gas and then breathing all the gas (warning: the latter tactic hurts!). Tainted land (purple grass, toxic vines, melting trees) is much more dangerous (it trashes the place, and spreads rather than going away), and you fight it by growing silverwood trees or (late-game) ethereal blooms.
If it's tainted land and you haven't even gotten in gear with research yet, abandon that mountain, it's a lost cause until midgame at least. Me, I always turn taint spread to 0 in config, that way I don't have to fight it until I'm good and ready.
Cheater :P.
Too bad I'm not Jacob Moriarty. He has the perfect answer for being called things like that.
So, 4 diamonds, almost a stack and a half of iron, a dozen crystals, 10 or so wisp drops or mana beans, several sorts of essentia, and luck at the enchanting table. (IIRC you can't put Repair over Unbreaking, so if the E-table gives that you need to start over.) Plus the equipment for refining, alchemy, and infusion.
And the hazards of up to 10 infusions into an increasingly powerful item, with each enchantment level increasing the instability. (ETA: And the levels -- well over 50 "low" levels just for the base costs, but those also increase as the weapon progresses.)
As far as I'm concerned, when you stuff that much effort and resources into something, you deserve to not have it wear out.
ETA: Also, If I were doing this, I probably wouldn't do Efficiency 5 -- it's already as fast or faster than iron, and overspeedy picks can be more trouble than they're worth. That does save some of the infusions....
Hehe. If you're not willing to deal with instability, you're just doing science. What we deal in here is SCIENCE!
These are essentially the two camps in this debate. What I hope it serves to show is that there is NO possibility of balancing repair. The idea of balance is subjective and in the eye of the beholder. For the two camps above balancing repair means two completely different things.
It's important to use the word balance more wisely in the context of a game variable. So, what to do, what to do?... Someone already came up with the perfect solution. LordEric knows his stuff very well:
By the time I have usually set up an infusion table I basically never manual mine anyway. When you add mods to this then balance in and of itself goes out the window since there are a few mods that have better solutions that are easier to get (AKA TiCo Hammer, pretty easy and fast to get a decent one set up within a few hours of starting AND have fortune 3 on it).
This pretty much sums up my thoughts nicely, there seems to be no balance with repair in Thaumcraft 4. In Thaumcraft 3, you had to be careful of depleting the local aura, and you had to actually be close enough to a node to repair (bedrock mining for me required semi frequent trips to the surface for repairs unless I was directly under an aura node) In Thaumcraft 4, at least from what I've experienced so far, items now simply repair no matter what. I find that the excavation focus is MUCH more balanced, as instead of constantly repairing, it simply never breaks, but needs to be recharged.
P.S. What happened to arcane doors, blocks, and pressure plates? I see the doors and pressure plates in creative, but there's no way to craft them in survival
P.P.S I feel the ordo trunk is pretty easily exploitable. You can put ordo trunks inside ordo trunks, which means unlimited inventory space through a fairly cheap to make item.
Most of the time such hints either lead to a higher tier research, or a feature that is yet to be implemented. In this case and a player teleportation mirror, it's the latter as far as I know.
Profile pic by Cheshirette c:
My concern has mostly to do with compound aspects, since I know how to renew my research of primal aspects. I just can't find how to do the same for compound aspects.
Is it possible, in theory, to deadlock your research? I'm currently holding on 4 vaccum and want to start researching warded jars in preparation for essence distillation later on. Now, it doesn't matter whether I will actually need it (please don't spoil it for me). Let's assume I need this aspect. What if I fumble and end up wasting all my vaccum? With a whole lot of aspect finding on the world already done, can I theoretically reach a situation in which I won't be able to proceed with my research?
If you can renew your primals, you can use them to (inefficiently) renew your compounds, by synthesizing at the research table. Vacuos is aer+perditio. However, there's no need to worry about warded jars, those are included in essentia distillation.