You are better off reporting the bug here https://github.com/Azanor/thaumcraft/issues?q=is:open, possibly with a modlist, an explanation of what corruption of data you are experiencing, how you did find out about it, any other data that might come in handy. Corrupted data prevention it's ok. Knowing what corrupts and fixing it if possible it's even better.
Edit: Yay for not refreshing a page before replying :|
He is saying that, generally, nbt data can not be guaranteed to be well formatted. Possibly due to bugs in minecraft or other mods.
As such, Thaumcraft should protect itself by wrapping nbt parsing in a try/catch block so that any exceptions caused by circumstances entirely out of thaumcrafts control can be "harmlessly" discarded..
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With the ability to power arcane bore with CV it will be nice to have a way to transmit the vis network's beam over vast distances (like with mirrors?)
With the ability to power arcane bore with CV it will be nice to have a way to transmit the vis network's beam over vast distances (like with mirrors?)
im currently using a pure perdito node i snagged somewhere, to power the thing. the easiest thing to do, is probably to energize a node where youre going to have your mining operation, and then place relays as you progress down the tunnels.
its bothering me more, that i cant power things with essentia over a long distance tbh. i miss the ability to power all my lamps of growth from one source via mirrors, instead of having to fit the herba production right where i have my farms, and lead pipes through the air.
i guess essentia teleportation would make the vis power for the bore a bit redundant. as you could build up a cobblegen for perdito at home, and teleport the essentia over there, just moving the mirror with the bore.
with the change in aura mechanics, it would be nice if essentia blobs could be teleported through mirrors again, and the mirors would just drain vis from the local aura to balance things out. i find this far more interesting, than the bore just draining vis from the local aura directly to run.
im currently using a pure perdito node i snagged somewhere, to power the thing. the easiest thing to do, is probably to energize a node where youre going to have your mining operation, and then place relays as you progress down the tunnels.
its bothering me more, that i cant power things with essentia over a long distance tbh. i miss the ability to power all my lamps of growth from one source via mirrors, instead of having to fit the herba production right where i have my farms, and lead pipes through the air.
i guess essentia teleportation would make the vis power for the bore a bit redundant. as you could build up a cobblegen for perdito at home, and teleport the essentia over there, just moving the mirror with the bore.
with the change in aura mechanics, it would be nice if essentia blobs could be teleported through mirrors again, and the mirors would just drain vis from the local aura to balance things out. i find this far more interesting, than the bore just draining vis from the local aura directly to run.
@Azanor does not include any chunkloaders and extending a vis relay network will quickly make having one a very necessary game mechanic.
As I dont belive that Thaumcraft should have a chunkloader,
and, as I don't belive that Thaumcraft should require other mods to function,
I do not belive that thaumcraft features should "naturally" encourage a usage / design pattern that would require one.
i.e. cv networks are normally intended to be small scale affairs.
@Azanor does not include any chunkloaders and extending a vis relay network will quickly make having one a very necessary game mechanic.
As I dont belive that Thaumcraft should have a chunkloader,
and, as I don't belive that Thaumcraft should require other mods to function,
I do not belive that thaumcraft features should "naturally" encourage a usage / design pattern that would require one.
i.e. cv networks are normally intended to be small scale affairs.
chunkloading is kind of a meta concept, yes. and having blocks soley for the purpose of chunkloading can be weird. (like railcraft chunkloaders)
but that doesnt mean some blocks like the arcane bore couldnt be designed to chunkload themselves, and the chunk its mining in. the same way, the energized node could chunkload itself, and the vis relay its connected to.
With the ability to power arcane bore with CV it will be nice to have a way to transmit the vis network's beam over vast distances (like with mirrors?)
You probably know that the arcane bore can mine quite slowly without a supply of perditio, but if you use an excavation focus with potency 3 and a void pickaxe enchanted with efficiency 3 or 4 it will still mine reasonably fast without the need of perditio. Just thought you would like to know
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
Not blaming thaumcraft (yet) but I placed *all* my thaumcraft items in a double chest, switched to creative mode and flew to my sky palace to make some mystcraft ages (to import the Criswelvania map as a dimension).
When I returned to my double chest, only some items were still in it. All my babules etc. were gone. I restored my character using a level.dat from aromabackup,
but... given that no other chests have lost their contents... it seems possible that some thaumcraft item can prevent a chest saving its contents properly.
You probably know that the arcane bore can mine quite slowly without a supply of perditio, but if you use an excavation focus with potency 3 and a void pickaxe enchanted with efficiency 3 or 4 it will still mine reasonably fast without the need of perditio. Just thought you would like to know
Yeah, I know that, but now your comment made me think of how the excavation foci's upgrades affect the bore - will Enlarge trait count? what if foci has Silk touch and pickaxe has Fortune? Too bad I'm unable to test it myself right now
Maybe I was being a bit snippy. What I probably meant to say was: "Care to elaborate on your extremely vague bug report?"
As others have noted, I think that was a more general comment. Personally, I remember that when I spawned a nodenode-in-jar with nodetype 6, my game crashed and continued to crash on load until I took an NBT editor to it. Seeing as you're messing with game data and logic yourself, it behooves you to make your code more robust in the face of out-of range indexes and the like, and generally try to recover gracefully from unexpected situations.
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.
Not blaming thaumcraft (yet) but I placed *all* my thaumcraft items in a double chest, switched to creative mode and flew to my sky palace to make some mystcraft ages (to import the Criswelvania map as a dimension).
When I returned to my double chest, only some items were still in it. All my babules etc. were gone. I restored my character using a level.dat from aromabackup,
but... given that no other chests have lost their contents... it seems possible that some thaumcraft item can prevent a chest saving its contents properly.
This sounds like the tile-entity issue for a while back, which was manifesting on pedestals but turned out to be more general. (ETA: That is, not limited to Thaumcraft.) (The TEs weren't always saving their current state before a chunk unload.) There might have been a Forge update in response, I forget. Anyway Azanor made his stuff save its state more quickly, which seemed to deal with the pedestal issue.
This is actually a good example of Azanor's code having to cope with blivets tossed by other programmers.
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.
azanor, what do you think about turning pech gambling into an actual gambling minigame? it doesnt have to be anything complicated. could just be a game of 21 with dice.
in case people dont know the rules:
- each person has one turn.
- on your turn you can roll your dice as many times as you wish
- each time you roll, the number is added to your previous rolls
- if the sum of your rolls hits a total of 21, you automatically win. if you roll over, you automatically lose
- you can quit rolling and end your turn at any time (for example if you rolled a total of 18)
- the person who has the highest total number wins
if you lose, you get nothing. on a tie, you get your coins back.
you can chose between different rewards before the game, depending on how much you are willing to gamble. the more you are willing to gamble, the more options unlock.
for example for a 10 gold coins, you can chose between a bag of manabeans, 10 gold coins in winnings, and a common loot bag. if you raise another 10 coins, another option is unlocked, that was previously greyed out (visible, but not selectable).
azanor, what do you think about turning pech gambling into an actual gambling minigame? it doesnt have to be anything complicated. could just be a game of 21 with dice.
in case people dont know the rules:
- each person has one turn.
- on your turn you can roll your dice as many times as you wish
- each time you roll, the number is added to your previous rolls
- if the sum of your rolls hits a total of 21, you automatically win. if you roll over, you automatically lose
- you can quit rolling and end your turn at any time (for example if you rolled a total of 18)
- the person who has the highest total number wins
if you lose, you get nothing.
you can chose between different rewards before the game, depending on how much you are willing to gamble. the more you are willing to gamble, the more options unlock.
for example for a 10 gold coins, you can chose between a bag of manabeans, 10 gold coins in winnings, and a common loot bag. if you raise another 10 coins, another option is unlocked, that was previously greyed out (visible, but not selectable).
That sounds neat. It'd be difficult to code, but once in it'd be worth it.
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That sounds neat. It'd be difficult to code, but once in it'd be worth it.
actually it would be pretty easy to code. like really simple.
edit.: the pech would roll the dice, which is then compared to your roll. if he doesnt match your roll (pech roll < your roll), he would automatically roll the dice again. you would loop until he either overshoots, or his roll is >= yours
its just a loop with a couple of simple conditions and a random number generator 1 - 6
the fact that the players turn is first, and he sets the value the pech has to match, makes it a really simple decision for each roll the pech has to take. stopping before he matches your value would be illogical, since it would cause him to lose anyways. so whatever you roll as long as he doesnt match it, it would make sense for him to try again, even with the risk of overshooting.
I've been tempted to fiddle with the metals progression in TC5. Mostly for aesthetic reasons
The first tier would be a new metal called Alchemical or Thaumaturgist's brass. It will basically fill the same role as thaumium currently does - iron strength for the most part, but slightly more enchantable. Unlike thaumium however it's main purpose will be akin to refined iron in IC2 - something to build advanced gizmo's out of. Most iron in recipes will be replaced by this. The only reason I don't currently do this with thaumium is that I honestly don't like the purple color on blocks and devices.
Next tier up will be thaumium. It will be harder to craft than it is now, but will be near diamond level for protection and damage with the normal extra enchantability. It will primarily be used in advanced tools, weapons and armor like it is currently.
Endgame will be the Void metal stuff. Slightly better than diamond for the most part, high enchantibility and self-repairing.
As you can see I don't like the idea of just adding a metal that is 50% better than diamond. What makes a metal "better" should be what you are able to make with it. Thaumium opens up the elemental tools and Void Metal gives you the Primal Crusher and Void Armor. The only reason I add "vanilla" tool, armor and weapon recipes for those metals is so they can act as crafting components for the cool stuff.
There's certainly plenty of precedent for use of brass/bronze type alloys in mods. And if it IS a brass/bronze (which is to say, principally an alloy of copper and tin or copper and zinc), it'd give some additional use for the vast quantities of copper and tin that show up in a world with more than one or two "make things" mods.
I've actually always been rather amused by the idea that tools, let alone armor, could feasibly be crafted out of diamonds. Diamond would be a terrible material for armor in particular. It's far too brittle, and the only way you could possibly form it into armor in the first place would be epitaxial deposition. IndustrialCraft's graphite-fiber nano-armor actually makes more sense than vanilla diamond armor does. I really wish vanilla had used steel instead of diamond, but of course you can't mine steel, so you couldn't make it a rare resource. Perhaps if instead there were, say, vanadium ore spawning rarely down at the diamond layer, and you could craft 8 ingots of iron and one of vanadium together to make nine of steel...
EDIT: Oh, and alchemical brass sounds cool - perhaps you should call it 'orichalcum'. In Greek it means 'mountain bronze', but it was the legendary material of the Atlanteans.
What will it be made out of?
I like the idea of orichalcum. Minecraft really does not need yet another flavor of bronze or brass as such. (Be it called brass, or bronze, or "tinker's alloy", or whatever. And the "tinker's alloy" name used by Thermal Expansion and Tinker's Construct for bronze is a misnomer anyway; tinkers didn't work in bronze, they were itinerant tinsmiths, working in tin, copper and lead. Working in bronze means a foundry, and you can't haul any kind of practical foundry around on your back. ...But I digress.)
This does, indeed, also raise the question of what it will be made from. If it's going to be the principal material for constructing Thaumcraft devices, it can't be anything too uncommon. But gad, Minecraft has enough ores already. One hesitates to suggest adding another. (Though that is not without precedent... Thermal Expansion's signature has always been the addition of nickel, as "ferrous ore" and "ferrous ingots", to make invar. Which is also somewhat of a misnomer; ferrum is iron. The word "nickel" actually comes from German Kupfernickel — "devil's copper", nickel arsenide, which looked like copper ore, but contained no copper and sickened miners. ...But I digress. Again.)
If you really want a revealing experience, start up a server with a couple of different machine-making mods on it — Forestry, IndustrialCraft 2, Thermal Expansion, Tinker's Construct, whatever — and WorldEdit. Then sink a shaft thirty blocks down at a random spot. Then stand at the bottom of the shaft, and use WorldEdit to delete all the dirt, gravel and stone in a twenty-block radius. Then just look around you.
Holy Hephaestus on a flaming diesel-powered pogo stick, there are a lot of resources down under the ground.
@Azanor does not include any chunkloaders and extending a vis relay network will quickly make having one a very necessary game mechanic.
As I dont belive that Thaumcraft should have a chunkloader,
and, as I don't belive that Thaumcraft should require other mods to function,
I do not belive that thaumcraft features should "naturally" encourage a usage / design pattern that would require one.
i.e. cv networks are normally intended to be small scale affairs.
While I see the point of view, the practical reality of modded Minecraft is that if you have any infrastructure at your base that you expect to continue operating when you go further away from it than leaving the room, or if you ever expect to be able to send items by any means (magical, technological, or transdimensional) to storage at your base while you are away from your base, or if you ever want to be able to start a process running and then come back to it the next day to pick up the output, or if you want to have a golem netherrack farm that continues to grow netherrack while you're not standing there watching your golems, then you need a chunkloader or some other mechanism to keep your base chunks loaded. Because without one, none of these things is happening.
Chunkloaders are a fact of life in modded Minecraft. That ship, too, has long since sailed.
@|Stone|
Hmm, Pech gambling.. Since what you get from them seems to be quite random anyways it would both serve to make the trade more controllable and give the Pech a bit more of a personality
@CaerMaster and the people asking about chunkloaders
I once read in one of the forums (it could have been this one or Automagy's) that golems with the visor accessory act as chunkloaders and also make monsters spawn as if those golems were players. I haven't tested it yet, but there should be at least one person on this forum who should know if this is true or not (Azanor).
@Azanor
As brass is an alloy composed mostly of copper but with a various mixture of other metals depending on what kind of qualities you want that brass to have, that would need you to add copper and at least one of the other metals to the worldgen, like a LOT of other mods already do. While brass looks nice and all I think you could use another more mysterious alloy like orichalcum or I don't know, just name it "Alchemical Alloy" or "Alchemium" or whatever and have it be somewhat brass-like in appearance (those names were only working-titles of course)
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
While I see the point of view, the practical reality of modded Minecraft is that if you have any infrastructure at your base that you expect to continue operating when you go further away from it than leaving the room, or if you ever expect to be able to send items by any means (magical, technological, or transdimensional) to storage at your base while you are away from your base, or if you ever want to be able to start a process running and then come back to it the next day to pick up the output, or if you want to have a golem netherrack farm that continues to grow netherrack while you're not standing there watching your golems, then you need a chunkloader or some other mechanism to keep your base chunks loaded. Because without one, none of these things is happening.
Chunkloaders are a fact of life in modded Minecraft. That ship, too, has long since sailed.
As an excercise in being contrarian, I prefer to build my bases around the idea that things stop while I am not there.
Magic mirrors lead onto hungry chests positioned such that all items remain on top. You can travel far and wide, push things "through" and when I get back the chunk loads and the stack starts to be processed. Yes I need to be careful not to send so much that the golems take longer than 5 minutes to clear it all.
@Azanor - a hungry chest (upgrade) that can hold an "infinite" number of items, and offers a small chest "view" onto a random subset would be nice.
At any rate, my bases are build on a 10x10 chunk plan such that when I am standing / building / maitaining at one corner, the entire area is chunkloaded still.
Awesome, I always said that the only thing wrong with Thaumcraft was that it wasn't more like IC2!
Not...
Kidding aside, I just hope that these changes don't lead to the elimination of all the cool piping systems and the "bubble essentia" system, which I have found to be very fun to play with. TC3 was probably my least favorite Thaumcraft, so I'm kinda sad to see everything going back to it, with the "aura does everything" approach. I dont want my stuff to feel like solar power from other mods, which I've always personally hated. Guess will have to wait and see how it plays out.
XD i dont think he speaks english very well. this looks a bit like he was using google translate or something similar.
He is saying that, generally, nbt data can not be guaranteed to be well formatted. Possibly due to bugs in minecraft or other mods.
As such, Thaumcraft should protect itself by wrapping nbt parsing in a try/catch block so that any exceptions caused by circumstances entirely out of thaumcrafts control can be "harmlessly" discarded..
im currently using a pure perdito node i snagged somewhere, to power the thing. the easiest thing to do, is probably to energize a node where youre going to have your mining operation, and then place relays as you progress down the tunnels.
its bothering me more, that i cant power things with essentia over a long distance tbh. i miss the ability to power all my lamps of growth from one source via mirrors, instead of having to fit the herba production right where i have my farms, and lead pipes through the air.
i guess essentia teleportation would make the vis power for the bore a bit redundant. as you could build up a cobblegen for perdito at home, and teleport the essentia over there, just moving the mirror with the bore.
with the change in aura mechanics, it would be nice if essentia blobs could be teleported through mirrors again, and the mirors would just drain vis from the local aura to balance things out. i find this far more interesting, than the bore just draining vis from the local aura directly to run.
@Azanor does not include any chunkloaders and extending a vis relay network will quickly make having one a very necessary game mechanic.
As I dont belive that Thaumcraft should have a chunkloader,
and, as I don't belive that Thaumcraft should require other mods to function,
I do not belive that thaumcraft features should "naturally" encourage a usage / design pattern that would require one.
i.e. cv networks are normally intended to be small scale affairs.
chunkloading is kind of a meta concept, yes. and having blocks soley for the purpose of chunkloading can be weird. (like railcraft chunkloaders)
but that doesnt mean some blocks like the arcane bore couldnt be designed to chunkload themselves, and the chunk its mining in. the same way, the energized node could chunkload itself, and the vis relay its connected to.
You probably know that the arcane bore can mine quite slowly without a supply of perditio, but if you use an excavation focus with potency 3 and a void pickaxe enchanted with efficiency 3 or 4 it will still mine reasonably fast without the need of perditio. Just thought you would like to know
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
When I returned to my double chest, only some items were still in it. All my babules etc. were gone. I restored my character using a level.dat from aromabackup,
but... given that no other chests have lost their contents... it seems possible that some thaumcraft item can prevent a chest saving its contents properly.
Yeah, I know that, but now your comment made me think of how the excavation foci's upgrades affect the bore - will Enlarge trait count? what if foci has Silk touch and pickaxe has Fortune? Too bad I'm unable to test it myself right now
As others have noted, I think that was a more general comment. Personally, I remember that when I spawned a
nodenode-in-jar with nodetype 6, my game crashed and continued to crash on load until I took an NBT editor to it. Seeing as you're messing with game data and logic yourself, it behooves you to make your code more robust in the face of out-of range indexes and the like, and generally try to recover gracefully from unexpected situations.This sounds like the tile-entity issue for a while back, which was manifesting on pedestals but turned out to be more general. (ETA: That is, not limited to Thaumcraft.) (The TEs weren't always saving their current state before a chunk unload.) There might have been a Forge update in response, I forget. Anyway Azanor made his stuff save its state more quickly, which seemed to deal with the pedestal issue.
This is actually a good example of Azanor's code having to cope with blivets tossed by other programmers.
in case people dont know the rules:
- each person has one turn.
- on your turn you can roll your dice as many times as you wish
- each time you roll, the number is added to your previous rolls
- if the sum of your rolls hits a total of 21, you automatically win. if you roll over, you automatically lose
- you can quit rolling and end your turn at any time (for example if you rolled a total of 18)
- the person who has the highest total number wins
if you lose, you get nothing. on a tie, you get your coins back.
you can chose between different rewards before the game, depending on how much you are willing to gamble. the more you are willing to gamble, the more options unlock.
for example for a 10 gold coins, you can chose between a bag of manabeans, 10 gold coins in winnings, and a common loot bag. if you raise another 10 coins, another option is unlocked, that was previously greyed out (visible, but not selectable).
That sounds neat. It'd be difficult to code, but once in it'd be worth it.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
actually it would be pretty easy to code. like really simple.
edit.: the pech would roll the dice, which is then compared to your roll. if he doesnt match your roll (pech roll < your roll), he would automatically roll the dice again. you would loop until he either overshoots, or his roll is >= yours
its just a loop with a couple of simple conditions and a random number generator 1 - 6
the fact that the players turn is first, and he sets the value the pech has to match, makes it a really simple decision for each roll the pech has to take. stopping before he matches your value would be illogical, since it would cause him to lose anyways. so whatever you roll as long as he doesnt match it, it would make sense for him to try again, even with the risk of overshooting.
There's certainly plenty of precedent for use of brass/bronze type alloys in mods. And if it IS a brass/bronze (which is to say, principally an alloy of copper and tin or copper and zinc), it'd give some additional use for the vast quantities of copper and tin that show up in a world with more than one or two "make things" mods.
I've actually always been rather amused by the idea that tools, let alone armor, could feasibly be crafted out of diamonds. Diamond would be a terrible material for armor in particular. It's far too brittle, and the only way you could possibly form it into armor in the first place would be epitaxial deposition. IndustrialCraft's graphite-fiber nano-armor actually makes more sense than vanilla diamond armor does. I really wish vanilla had used steel instead of diamond, but of course you can't mine steel, so you couldn't make it a rare resource. Perhaps if instead there were, say, vanadium ore spawning rarely down at the diamond layer, and you could craft 8 ingots of iron and one of vanadium together to make nine of steel...
But that ship long since sailed.
I like the idea of orichalcum. Minecraft really does not need yet another flavor of bronze or brass as such. (Be it called brass, or bronze, or "tinker's alloy", or whatever. And the "tinker's alloy" name used by Thermal Expansion and Tinker's Construct for bronze is a misnomer anyway; tinkers didn't work in bronze, they were itinerant tinsmiths, working in tin, copper and lead. Working in bronze means a foundry, and you can't haul any kind of practical foundry around on your back. ...But I digress.)
This does, indeed, also raise the question of what it will be made from. If it's going to be the principal material for constructing Thaumcraft devices, it can't be anything too uncommon. But gad, Minecraft has enough ores already. One hesitates to suggest adding another. (Though that is not without precedent... Thermal Expansion's signature has always been the addition of nickel, as "ferrous ore" and "ferrous ingots", to make invar. Which is also somewhat of a misnomer; ferrum is iron. The word "nickel" actually comes from German Kupfernickel — "devil's copper", nickel arsenide, which looked like copper ore, but contained no copper and sickened miners. ...But I digress. Again.)
If you really want a revealing experience, start up a server with a couple of different machine-making mods on it — Forestry, IndustrialCraft 2, Thermal Expansion, Tinker's Construct, whatever — and WorldEdit. Then sink a shaft thirty blocks down at a random spot. Then stand at the bottom of the shaft, and use WorldEdit to delete all the dirt, gravel and stone in a twenty-block radius. Then just look around you.
Holy Hephaestus on a flaming diesel-powered pogo stick, there are a lot of resources down under the ground.
While I see the point of view, the practical reality of modded Minecraft is that if you have any infrastructure at your base that you expect to continue operating when you go further away from it than leaving the room, or if you ever expect to be able to send items by any means (magical, technological, or transdimensional) to storage at your base while you are away from your base, or if you ever want to be able to start a process running and then come back to it the next day to pick up the output, or if you want to have a golem netherrack farm that continues to grow netherrack while you're not standing there watching your golems, then you need a chunkloader or some other mechanism to keep your base chunks loaded. Because without one, none of these things is happening.
Chunkloaders are a fact of life in modded Minecraft. That ship, too, has long since sailed.
Hmm, Pech gambling.. Since what you get from them seems to be quite random anyways it would both serve to make the trade more controllable and give the Pech a bit more of a personality
@CaerMaster and the people asking about chunkloaders
I once read in one of the forums (it could have been this one or Automagy's) that golems with the visor accessory act as chunkloaders and also make monsters spawn as if those golems were players. I haven't tested it yet, but there should be at least one person on this forum who should know if this is true or not (Azanor).
@Azanor
As brass is an alloy composed mostly of copper but with a various mixture of other metals depending on what kind of qualities you want that brass to have, that would need you to add copper and at least one of the other metals to the worldgen, like a LOT of other mods already do. While brass looks nice and all I think you could use another more mysterious alloy like orichalcum or I don't know, just name it "Alchemical Alloy" or "Alchemium" or whatever and have it be somewhat brass-like in appearance (those names were only working-titles of course)
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
As an excercise in being contrarian, I prefer to build my bases around the idea that things stop while I am not there.
Magic mirrors lead onto hungry chests positioned such that all items remain on top. You can travel far and wide, push things "through" and when I get back the chunk loads and the stack starts to be processed. Yes I need to be careful not to send so much that the golems take longer than 5 minutes to clear it all.
@Azanor - a hungry chest (upgrade) that can hold an "infinite" number of items, and offers a small chest "view" onto a random subset would be nice.
At any rate, my bases are build on a 10x10 chunk plan such that when I am standing / building / maitaining at one corner, the entire area is chunkloaded still.
Not...
Kidding aside, I just hope that these changes don't lead to the elimination of all the cool piping systems and the "bubble essentia" system, which I have found to be very fun to play with. TC3 was probably my least favorite Thaumcraft, so I'm kinda sad to see everything going back to it, with the "aura does everything" approach. I dont want my stuff to feel like solar power from other mods, which I've always personally hated. Guess will have to wait and see how it plays out.