Okay, so for the longest time, I would have this graphic bug whenever I am holding a wand or Thaumometer. What it would do is make a big, black square around the sun and I can see black stars up in the sky during the day.
I didn't really think too much on it as it's just an aesthetic bug. Nothing to really cry home about.
Well, tonight, I had a warp effect happen (heard the heart beat effect) and my character is pretty warped in the head because I like it like that. What I assume was the bright-light warp, where the "sun is brighter than usual" it made my ENTIRE screen black. Like, I literally cannot see a thing. I can't even see my inventory.
Logged out. Logged in. Still black. Had to wait for the effect to wear off before I could actually see again. I'm sure that the light-blind effect wasn't supposed to do that, exactly...
I'm not sure what's causing it. I don't really suspect any of my mods to be the culprit. I removed the AmnesiaLights mod, but that didn't fix anything.
If you have Optifine and a not too bad computer, I suggest turning off Fast render in the performance settings. I've got rid of all my graphic bugs by doing that.
Well, an ability to control when items draw from the aura was heavily requested. Having them hold a charge and require manual recharging with the simplest and easiest way to comply with that request. Now people seem to act like it is the end of the world to have to click a few extra times.
This will also give a much greater role to the vis amulet (another oft requested thing). I will be adding a "vis battery" type item that you can charge in the pedestal and will recharge other items in your inventory while carried. Wireless charging in some form could also possible become a thing.
Honestly, I believe that the vis amulet and recharge pedestal are relics of TC4 and should simply be cut instead of changing mechanics just to shoehorn them in. If items draw vis from a wand then people would have control over when they draw from the aura by simply moving their wand off of the hotbar and into their normal inventory. I've already suggested this a few times, but if you remove wands charging automatically and instead have wands draw in vis by having a player use a wand without a focus, then it would give the player even more control over when and where they draw vis from the aura.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Honestly, I believe that the vis amulet and recharge pedestal are relics of TC4 and should simply be cut instead of changing mechanics just to shoehorn them in. If items draw vis from a wand then people would have control over when they draw from the aura by simply moving their wand off of the hotbar and into their normal inventory. I've already suggested this a few times, but if you remove wands charging automatically and instead have wands draw in vis by having a player use a wand without a focus, then it would give the player even more control over when and where they draw vis from the aura.
On this front I agree. The very first thing we, as thaumaturges learn, is how to channel vis directly from the aura by making a wand. This is literally the first item one needs to make to start thaumcraft.
And then, strangely, we rapidly unlearn how to channel vis and our subsequent high end creations need a variety of batteries and dedicated charging devices?
I am all for increasing the depth of the mod but the vis amulet and charging pedestal are feeling less and less like they belong.
If anything, I think making wands channel, rather than store, vis, could introduce a need for vis amulets to store quantities of vis - with a series of amulets introduced in parallel with the wands.
In terms of the maths, and channeling - we could consider Vis to be a magical form of electricity. The "Vis" of a chunk is the "Voltage". The Wand channels Vis and has a resistance - lower quality wands have higher resistances. When a wand is used to channel, given the Vis of the aura (V) and the resistance of the wand core (R), the cv/t (C) the wand would achieve would be given by C = V/R.
The wand would be modeled as having a capacitor that needs to charge up to cast a spell. So the resistance of the wand would determine the cv/t and hence how quickly the wand will cast (and subsequently recast) a spell.
A spell casting system based on this will allow a wide range of wands to provide for progression based content without simply giving each wand a larger and larger capacity.
I cannot for the life of me find a Taint biome. My world is now over 700 MB from all the exploring and not a speck of purple has been found. On a test world I made I found some taint almost immediately so I know it has the ability to generate. Is there a way to make their spawning more common?
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A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
Hey just wondering if anyone knows what will happen if you scan a node with every single aspect in it when you haven't unlocked any aspects? well except for the primal ones you start with. Reason I'm asking is I'm planing on growing a node for about a week and every single aspect will be growing with primal aspects 10x the amount of the others. By the time it's done I plan on scanning it it should have like 7k primal and 700 of all the other aspects. I don't plan on researching anything in thaumcraft till I scan it either so that's why I'm asking if anyone knows what will happen?
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If you ever drop your keys into a pool of lava, forget about them, cuz man, they're gone...
This mod is one of most beloved mod for my group of friends. However, on our server, we have decided this time to disallow flight for its overhead/chunkload and for gameplay reasons. However, I see no way to remove the item (and its girtle) VIA config files (1.7.10). Sadly,Modtweaker support also does not seem to work to remove the research. Not sure if
that's a bug on Modtweakers end, or if something changed in Thaumcraft-1.7.10-4.2.3.5.
So this is happening. Seems certain blocks/ entities will vanish when viewed from certain angles. so far I've noticed it happen with chests and books on enchanting tables. A friend of mine discovered it happens to lava as well by swimming in some that he couldn't see. I figured it could be optifine being that is the only other mod I had installed, but sadly there was no change after removing it. Has anyone else run into this issue?
We were talking on a server I play on and thought of something cool to do with the primordial pearls. A block similar in construction to a beacon but the Nether Star is replaced with a pearl. May need to be constructed with more magically resistant materials though. Also not sure what it could do, That would be up to the great one.
So this is happening. Seems certain blocks/ entities will vanish when viewed from certain angles. so far I've noticed it happen with chests and books on enchanting tables. A friend of mine discovered it happens to lava as well by swimming in some that he couldn't see. I figured it could be optifine being that is the only other mod I had installed, but sadly there was no change after removing it. Has anyone else run into this issue?
Yep - but it doesn't seem thaumcraft related. Blocks on chunk boundaries seem to disappear when viewed from certain angles. Very strange I agree. It would have to be a bug in the core rendering engine for 1.8.9 - perhaps introduced by forge.
What are the current mechanics of the Recharge Pedestal and the Vis amulet?
You can optionally charge the Vis amulet and Thaumastatic Harness in the Recharge Pedestal - but there is no point really as the Vis Amulet recharges when worn, and charges the Thaumastatic Harness when worn.
So I understand this mechanic less after the latest improvements than ever.
Azanor,me and my friends want to make an addon for this mod,and it may seem like I am not a addon maker,and that is true,I am just part of the possible development team,so is it ok if we can make an addon?
You can. Here is a bit of legal stuff straight from the license:
4. DERIVATIVE WORKS/MODIFICATION This mod is provided freely and may be
decompiled and modified for private use, either with a decompiler or a
bytecode editor. Public distribution of modified versions of this MOD
require advance written permission of the OWNER and may be subject to
certain terms.
Let me unlegalstuffjargon that for you.
4. WORKS BASED ON THIS ONE You can pull this work apart and change it, but only for private use. Public distribution of a work based on the original's code is not allowed unless you have visual proof that Azanor allows you to.
In other words, so long as you don't include too much of TC's original code you're allowed to do whatever.
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If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
I have a suggestion for Thaumcraft 5 research system.
It is to easy and boring to make aspect-chains only from first and second levels of aspects. So a suggest to add a rule, that demands at least one aspect in chain, equal or greater than length of chain. (Anchor aspects do not count, level 4 aspect allows chain of any length).
Max level of aspect in chain | Max length of chain
You may have to wait a while for Azanor to answer you. In general I guess making an addon for this mod doesn't need Azanor's permission.
Keep in mind though, that you should not go copy the code or features from other mod-makers. Using another mod's API is cool as you can use that to build and test your own addon with, but your mod should be +- 100% your own thing.
May I ask for what Minecraft version you will first be releasing this mod and what its "theme" is going to be? If it's for MC 1.7.10, I'd be interested in play-testing it and possibly adding it to my modpack(s).
Guys, i have one problem mabye bug mabye not, i'll build tree farm with golems, with one golem who chop trees and one golem that pick up loot and plant sapplings, booth of them on wheels with eyes and brain, eight Use, one chop, one pickup, one store and one empty seal. And sometimes golem that pickup loot start to randomly run around the farm, dont plant or pickup somethimg and after some time go back for it place and do nothing. version of mod 5.2.4.
Just a suggestion, but what if you could infuse chests to the focus pouch to create a focus backpack, it would lose the ability to be worn as a bauble but give you the ability to hold all the awesome stuff you get in the outer lands. I just think that would be really cool. Right now I am using an ender chest and a magic mirror, but the miror creates flux which I have to clean with a pure node which I would like not to have to do.
If you have Optifine and a not too bad computer, I suggest turning off Fast render in the performance settings. I've got rid of all my graphic bugs by doing that.
Honestly, I believe that the vis amulet and recharge pedestal are relics of TC4 and should simply be cut instead of changing mechanics just to shoehorn them in. If items draw vis from a wand then people would have control over when they draw from the aura by simply moving their wand off of the hotbar and into their normal inventory. I've already suggested this a few times, but if you remove wands charging automatically and instead have wands draw in vis by having a player use a wand without a focus, then it would give the player even more control over when and where they draw vis from the aura.
On this front I agree. The very first thing we, as thaumaturges learn, is how to channel vis directly from the aura by making a wand. This is literally the first item one needs to make to start thaumcraft.
And then, strangely, we rapidly unlearn how to channel vis and our subsequent high end creations need a variety of batteries and dedicated charging devices?
I am all for increasing the depth of the mod but the vis amulet and charging pedestal are feeling less and less like they belong.
If anything, I think making wands channel, rather than store, vis, could introduce a need for vis amulets to store quantities of vis - with a series of amulets introduced in parallel with the wands.
In terms of the maths, and channeling - we could consider Vis to be a magical form of electricity. The "Vis" of a chunk is the "Voltage". The Wand channels Vis and has a resistance - lower quality wands have higher resistances. When a wand is used to channel, given the Vis of the aura (V) and the resistance of the wand core (R), the cv/t (C) the wand would achieve would be given by C = V/R.
The wand would be modeled as having a capacitor that needs to charge up to cast a spell. So the resistance of the wand would determine the cv/t and hence how quickly the wand will cast (and subsequently recast) a spell.
A spell casting system based on this will allow a wide range of wands to provide for progression based content without simply giving each wand a larger and larger capacity.
I cannot for the life of me find a Taint biome. My world is now over 700 MB from all the exploring and not a speck of purple has been found. On a test world I made I found some taint almost immediately so I know it has the ability to generate. Is there a way to make their spawning more common?
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
Hey just wondering if anyone knows what will happen if you scan a node with every single aspect in it when you haven't unlocked any aspects? well except for the primal ones you start with. Reason I'm asking is I'm planing on growing a node for about a week and every single aspect will be growing with primal aspects 10x the amount of the others. By the time it's done I plan on scanning it it should have like 7k primal and 700 of all the other aspects. I don't plan on researching anything in thaumcraft till I scan it either so that's why I'm asking if anyone knows what will happen?
I have considered adding a way to craft it, or at the very least add it to some TC loot tables.
Ah, thanks. I'll try that as soon as possible.
EDIT: Got it. A crucible and some stacks of cobblestone got high enough flux to create a Tainted Crawler which has made a proper taint biome.
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
This mod is one of most beloved mod for my group of friends. However, on our server, we have decided this time to disallow flight for its overhead/chunkload and for gameplay reasons. However, I see no way to remove the item (and its girtle) VIA config files (1.7.10). Sadly,Modtweaker support also does not seem to work to remove the research. Not sure if
that's a bug on Modtweakers end, or if something changed in Thaumcraft-1.7.10-4.2.3.5.
Anyone have any solutions for me?
What are the current mechanics of the Recharge Pedestal and the Vis amulet?
So this is happening. Seems certain blocks/ entities will vanish when viewed from certain angles. so far I've noticed it happen with chests and books on enchanting tables. A friend of mine discovered it happens to lava as well by swimming in some that he couldn't see. I figured it could be optifine being that is the only other mod I had installed, but sadly there was no change after removing it. Has anyone else run into this issue?
We were talking on a server I play on and thought of something cool to do with the primordial pearls. A block similar in construction to a beacon but the Nether Star is replaced with a pearl. May need to be constructed with more magically resistant materials though. Also not sure what it could do, That would be up to the great one.
Yep - but it doesn't seem thaumcraft related. Blocks on chunk boundaries seem to disappear when viewed from certain angles. Very strange I agree. It would have to be a bug in the core rendering engine for 1.8.9 - perhaps introduced by forge.
You can optionally charge the Vis amulet and Thaumastatic Harness in the Recharge Pedestal - but there is no point really as the Vis Amulet recharges when worn, and charges the Thaumastatic Harness when worn.
So I understand this mechanic less after the latest improvements than ever.
Azanor,me and my friends want to make an addon for this mod,and it may seem like I am not a addon maker,and that is true,I am just part of the possible development team,so is it ok if we can make an addon?
One Day,I May Put Something Useful Here.
You can. Here is a bit of legal stuff straight from the license:
4. DERIVATIVE WORKS/MODIFICATION This mod is provided freely and may be
decompiled and modified for private use, either with a decompiler or a
bytecode editor. Public distribution of modified versions of this MOD
require advance written permission of the OWNER and may be subject to
certain terms.
Let me unlegalstuffjargon that for you.
4. WORKS BASED ON THIS ONE You can pull this work apart and change it, but only for private use. Public distribution of a work based on the original's code is not allowed unless you have visual proof that Azanor allows you to.
In other words, so long as you don't include too much of TC's original code you're allowed to do whatever.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
I have a suggestion for Thaumcraft 5 research system.
It is to easy and boring to make aspect-chains only from first and second levels of aspects. So a suggest to add a rule, that demands at least one aspect in chain, equal or greater than length of chain. (Anchor aspects do not count, level 4 aspect allows chain of any length).
Max level of aspect in chain | Max length of chain
1 | 1
2 | 2
3 | 3
4 | 4+
Seeing as you could now feasibly make a golem army with clockwork minds, I think this song is rather fitting:
Me and my friends will make it for 1.7.10 and it will be for {hopefully} making this mod http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286381-aoa-21-new-dimensions-330-mobs-27-bosses-skills and it will be about making them work together.
One Day,I May Put Something Useful Here.
Guys, i have one problem mabye bug mabye not, i'll build tree farm with golems, with one golem who chop trees and one golem that pick up loot and plant sapplings, booth of them on wheels with eyes and brain, eight Use, one chop, one pickup, one store and one empty seal. And sometimes golem that pickup loot start to randomly run around the farm, dont plant or pickup somethimg and after some time go back for it place and do nothing. version of mod 5.2.4.
Just a suggestion, but what if you could infuse chests to the focus pouch to create a focus backpack, it would lose the ability to be worn as a bauble but give you the ability to hold all the awesome stuff you get in the outer lands. I just think that would be really cool. Right now I am using an ender chest and a magic mirror, but the miror creates flux which I have to clean with a pure node which I would like not to have to do.