So I have a suggestion for something to be added to Thaumcraft, after you finish porting it to 1.9 Azanor (excited for the untyped vis system, by the way). I suspect it is the type of suggestion that might be fairly complex to implement, and it may require an undue amount of effort for something that doesn't even add gameplay content. On the other hand, Thaumcraft has always been a mod where 'content' doesn't just mean gameplay content; a mod where how things LOOK, SOUND, and FEEL is just as important as how they work. Consequently, I don't think it's a terrible suggestion.
I would love to see visual effects and tangible and audible distortions in areas where the aura has an unusually high density of vis. Think a fantasy novel describing an acnient wizard or a powerful relic, or a sci-fi novel describing a malfunctioning device of great power. The air crackles with power, vision distorts. Obviously you do not want anything too distracting (a constraint that would require playtesting and tweaking), but there are things that might be possible. A glow, on the edges of magically-active entities and blocks (probably not practical). A filter on the screen (filters are dirty, but cheap). Entity 'anomalies' in random spots that (if possible) cause visible distortion (heat haze, lens distortions?). A faint hum, maybe scaling with the aura strength and boosted around anomalies (or anomalies have their own similar sound).
Obviously this is not the sort of feature that would be encountered under natural conditions in current Thaumcraft. These sorts of conditions are the result of a thaumaturge (or magical entity) tinkering deeply with the world. I like the idea, though, because it adds a real sense of power to the lair and works of a late-game thaumaturge. You might also see this sort of effect around naturally-generated anomalies or features that you might add when the new tech tree eventually rolls around, if that's still on the roadmap for after the port.
It's not like this is a hugely important idea, but I think it's pretty cool.
Just wanted to be sure that this mod isn't abandoned (there's a little lack of news), no matter how long does it takes to be done..
Thanks for the answer!
So I have a suggestion for something to be added to Thaumcraft, after you finish porting it to 1.9 Azanor (excited for the untyped vis system, by the way). I suspect it is the type of suggestion that might be fairly complex to implement, and it may require an undue amount of effort for something that doesn't even add gameplay content. On the other hand, Thaumcraft has always been a mod where 'content' doesn't just mean gameplay content; a mod where how things LOOK, SOUND, and FEEL is just as important as how they work. Consequently, I don't think it's a terrible suggestion.
I would love to see visual effects and tangible and audible distortions in areas where the aura has an unusually high density of vis. Think a fantasy novel describing an acnient wizard or a powerful relic, or a sci-fi novel describing a malfunctioning device of great power. The air crackles with power, vision distorts. Obviously you do not want anything too distracting (a constraint that would require playtesting and tweaking), but there are things that might be possible. A glow, on the edges of magically-active entities and blocks (probably not practical). A filter on the screen (filters are dirty, but cheap). Entity 'anomalies' in random spots that (if possible) cause visible distortion (heat haze, lens distortions?). A faint hum, maybe scaling with the aura strength and boosted around anomalies (or anomalies have their own similar sound).
Obviously this is not the sort of feature that would be encountered under natural conditions in current Thaumcraft. These sorts of conditions are the result of a thaumaturge (or magical entity) tinkering deeply with the world. I like the idea, though, because it adds a real sense of power to the lair and works of a late-game thaumaturge. You might also see this sort of effect around naturally-generated anomalies or features that you might add when the new tech tree eventually rolls around, if that's still on the roadmap for after the port.
It's not like this is a hugely important idea, but I think it's pretty cool.
Ooh, that sounds really neat
Definitely would like to see that at some point if possible
So I have a suggestion for something to be added to Thaumcraft, after you finish porting it to 1.9 Azanor (excited for the untyped vis system, by the way). I suspect it is the type of suggestion that might be fairly complex to implement, and it may require an undue amount of effort for something that doesn't even add gameplay content. On the other hand, Thaumcraft has always been a mod where 'content' doesn't just mean gameplay content; a mod where how things LOOK, SOUND, and FEEL is just as important as how they work. Consequently, I don't think it's a terrible suggestion.
I would love to see visual effects and tangible and audible distortions in areas where the aura has an unusually high density of vis. Think a fantasy novel describing an acnient wizard or a powerful relic, or a sci-fi novel describing a malfunctioning device of great power. The air crackles with power, vision distorts. Obviously you do not want anything too distracting (a constraint that would require playtesting and tweaking), but there are things that might be possible. A glow, on the edges of magically-active entities and blocks (probably not practical). A filter on the screen (filters are dirty, but cheap). Entity 'anomalies' in random spots that (if possible) cause visible distortion (heat haze, lens distortions?). A faint hum, maybe scaling with the aura strength and boosted around anomalies (or anomalies have their own similar sound).
Obviously this is not the sort of feature that would be encountered under natural conditions in current Thaumcraft. These sorts of conditions are the result of a thaumaturge (or magical entity) tinkering deeply with the world. I like the idea, though, because it adds a real sense of power to the lair and works of a late-game thaumaturge. You might also see this sort of effect around naturally-generated anomalies or features that you might add when the new tech tree eventually rolls around, if that's still on the roadmap for after the port.
It's not like this is a hugely important idea, but I think it's pretty cool.
Pretty interesting idea, though I would like to see some physical effects with this if it is implemented. For instance having very high amounts of vis in the air would have an effect on naturally generated block break speed (due to there being lots of pertitio vis in the air which is part of the untyped vis) or effects like that for all the primal vis types.
Rollback Post to RevisionRollBack
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Made a mistake, the void thaumaturges robes is where I seem to be stuck.
Have made a void metal sword and chestplate, tried scanning. At a loss.
I finally figured it out after a few days of fruitless googling and a lot of standing around headscratching ingame. Seemed to be 2 things, the grinning devil faceplate...pretty positive that was stopping me from getting the eldritch revelation (that was where I was stuck) the other was possibly not enough warp. I used the console command to give myself ridiculous amounts of warp, started getting the really bad events but still no revelation. Took my helmet off, went and fought some guardians and boom.
So my advice is don't craft that grinning devil faceplate, just suck it up and deal with those warp events.
Hey guys, one more question from the Thaumcraft noob.
I can't craft a hungry chest. I've tried every kind of wood trapdoor, and greatwood planks, and the damn thing won't craft. Halp?
Do you have any other mods that make changes to the trapdoors? That might mess with things. Other than that, make sure you've actually completed the research for the hungry chest as ldogsuggested.
So, uh, this is what happens when you dump over 30k of essentia into a crucible and dump the whole thing at once. Anyone care to find where the gold tick marks on the thaumometer display are?
It was so bad at one point that the peaks of the dioptera were solid at the top from being completely maxed out. Not gonna lie it's kinda awesome.
Dragnier - I don't think so?? I'll double check and get back to you guys. But I'm pretty sure I just have TC and things like a minimap mod and other mods that don't affect the game much.
So, uh, this is what happens when you dump over 30k of essentia into a crucible and dump the whole thing at once. Anyone care to find where the gold tick marks on the thaumometer display are?
It was so bad at one point that the peaks of the dioptera were solid at the top from being completely maxed out. Not gonna lie it's kinda awesome.
I love all of this. Also, nice try hiding behind the word "magical", I see you there :3
I did this in the nether back in TC 5.0.0. I had a purple hell.
Question, will the new untyped vis be purple, or white like the ballanced shard? Since untyped vis is just magic, would we see the return of praecantatio?
Question, will the new untyped vis be purple, or white like the ballanced shard? Since untyped vis is just magic, would we see the return of praecantatio?
I feel like it would be represented the same way as the meter for an aura totem is filled when you give it a balanced shard: a tube of rainbow.
It would be awesome to have a polar opposite to flux/warp so we could directly combat it and maybe even have two differing paths to "ultimate thaumaturgy" so to speak. If flux/warp is the imbalance of vis, the opposite should be balance. I don't know how that could be handled, but that sounds kind of like where Azanor may have been headed anyway just based on the changes in this iteration of the mod. Of course, I could be reading way too much into it.
However, I'm just glad Azanor is continuing the mod despite all the hurdles thrown in the way. This is by far one of my favorite mods of all time. I think that if the mod continues to develop along the current path and manages to find just the right balance between complexity, resource gathering, ease of use, utility, and "wow" factor from the visual aspects; it will be even more awesome than it currently is.
If I had anything to critique about the current state of the mod, it would be the way resource gathering ramps up super quickly. While there are things to do at various stages of the game, most of the content is towards the end of the mod and focuses on having already gotten through a fair amount of vanilla minecraft first. If there were a way to spread out the content so that it was a somewhat more gradual progression that complimented the vanilla side slightly better, I think that would be something that would help improve the mod in future iterations.
In any case, hats off to you Azanor for creating such an interesting and entertaining mod!
So I have a suggestion for something to be added to Thaumcraft, after you finish porting it to 1.9 Azanor (excited for the untyped vis system, by the way). I suspect it is the type of suggestion that might be fairly complex to implement, and it may require an undue amount of effort for something that doesn't even add gameplay content. On the other hand, Thaumcraft has always been a mod where 'content' doesn't just mean gameplay content; a mod where how things LOOK, SOUND, and FEEL is just as important as how they work. Consequently, I don't think it's a terrible suggestion.
I would love to see visual effects and tangible and audible distortions in areas where the aura has an unusually high density of vis. Think a fantasy novel describing an acnient wizard or a powerful relic, or a sci-fi novel describing a malfunctioning device of great power. The air crackles with power, vision distorts. Obviously you do not want anything too distracting (a constraint that would require playtesting and tweaking), but there are things that might be possible. A glow, on the edges of magically-active entities and blocks (probably not practical). A filter on the screen (filters are dirty, but cheap). Entity 'anomalies' in random spots that (if possible) cause visible distortion (heat haze, lens distortions?). A faint hum, maybe scaling with the aura strength and boosted around anomalies (or anomalies have their own similar sound).
Obviously this is not the sort of feature that would be encountered under natural conditions in current Thaumcraft. These sorts of conditions are the result of a thaumaturge (or magical entity) tinkering deeply with the world. I like the idea, though, because it adds a real sense of power to the lair and works of a late-game thaumaturge. You might also see this sort of effect around naturally-generated anomalies or features that you might add when the new tech tree eventually rolls around, if that's still on the roadmap for after the port.
It's not like this is a hugely important idea, but I think it's pretty cool.
What?
Ooh, that sounds really neat
Definitely would like to see that at some point if possible
Pretty interesting idea, though I would like to see some physical effects with this if it is implemented. For instance having very high amounts of vis in the air would have an effect on naturally generated block break speed (due to there being lots of pertitio vis in the air which is part of the untyped vis) or effects like that for all the primal vis types.
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016
Hey guys, one more question from the Thaumcraft noob.
I can't craft a hungry chest. I've tried every kind of wood trapdoor, and greatwood planks, and the damn thing won't craft. Halp?
1. make sure it's in an Arcane Worktable.
2. Use greatwood planks for the actual planks. (though it seems you've done that, so good job)
3. The default trapdoor should be oak.
I finally figured it out after a few days of fruitless googling and a lot of standing around headscratching ingame. Seemed to be 2 things, the grinning devil faceplate...pretty positive that was stopping me from getting the eldritch revelation (that was where I was stuck) the other was possibly not enough warp. I used the console command to give myself ridiculous amounts of warp, started getting the really bad events but still no revelation. Took my helmet off, went and fought some guardians and boom.
So my advice is don't craft that grinning devil faceplate, just suck it up and deal with those warp events.
I was doing all this. Oak trapdoors wouldn't work but I tried every type anyway. Any other suggestions?
Are you using a wand with enough vis to craft it?
Just give us a screenshot.
Stupid question, you do have the research completed right?
Other than what other people have told you to check, that's all I can think.of.
Do you have any other mods that make changes to the trapdoors? That might mess with things. Other than that, make sure you've actually completed the research for the hungry chest as ldogsuggested.
So, uh, this is what happens when you dump over 30k of essentia into a crucible and dump the whole thing at once. Anyone care to find where the gold tick marks on the thaumometer display are?
It was so bad at one point that the peaks of the dioptera were solid at the top from being completely maxed out. Not gonna lie it's kinda awesome.
Auric - 250/500 vis wands and both are charged.
Dragnier - I don't think so?? I'll double check and get back to you guys. But I'm pretty sure I just have TC and things like a minimap mod and other mods that don't affect the game much.
Dragnier ended up being right. I had RP Craft installed (totally forgot!) and taking the mod out proved effective. Thanks for the help again, friends.
I love all of this. Also, nice try hiding behind the word "magical", I see you there :3
I did this in the nether back in TC 5.0.0. I had a purple hell.
Question, will the new untyped vis be purple, or white like the ballanced shard? Since untyped vis is just magic, would we see the return of praecantatio?
I feel like it would be represented the same way as the meter for an aura totem is filled when you give it a balanced shard: a tube of rainbow.
It would be awesome to have a polar opposite to flux/warp so we could directly combat it and maybe even have two differing paths to "ultimate thaumaturgy" so to speak. If flux/warp is the imbalance of vis, the opposite should be balance. I don't know how that could be handled, but that sounds kind of like where Azanor may have been headed anyway just based on the changes in this iteration of the mod. Of course, I could be reading way too much into it.
However, I'm just glad Azanor is continuing the mod despite all the hurdles thrown in the way. This is by far one of my favorite mods of all time. I think that if the mod continues to develop along the current path and manages to find just the right balance between complexity, resource gathering, ease of use, utility, and "wow" factor from the visual aspects; it will be even more awesome than it currently is.
If I had anything to critique about the current state of the mod, it would be the way resource gathering ramps up super quickly. While there are things to do at various stages of the game, most of the content is towards the end of the mod and focuses on having already gotten through a fair amount of vanilla minecraft first. If there were a way to spread out the content so that it was a somewhat more gradual progression that complimented the vanilla side slightly better, I think that would be something that would help improve the mod in future iterations.
In any case, hats off to you Azanor for creating such an interesting and entertaining mod!
Why limit it to two?
I actually like to have "warp" as an ever present threat, whatever path you take.