The question I pose is: Do you guys prefer the current iteration of pipes, or would you like a return to v1.0 if I could solve the lag issues?
Personally, my vote is for it to remain in the current system. Simplifying the system just makes it into 'necessary tedium' for the player to progress or get things working. Keeping the more complex iteration means that players have the opportunity to figure it out and feel like they have a place in designing how they want their system to work. Truth told I find it tremendously satisfying to figure out the current iteration of pipes as opposed to "literally all the essentia can flow through it with no problem ever."
Problems are engaging to deal with, which shouldn't be particularly surprising, but I think sometimes that occasionally mod developers can forget just how many people play with their mods because they like to design and engineer complex systems of stuff to see how monstrous or efficient a system they can make.
I have a feeling that Thaumcraft is rather shallow at this point.
There's only 3 foci (that are actually useful, not counting fun or overcomplicated stuff), the mirrors are rather straightforward, so do lamps.
There's still an issue with pipes, but there's also time-proven solutions to it as well.
What's left to play with is golems and… nothing.
And the most spectacular block so far is Thaumic Dioptra. Which is only informative.
That's all. No interesting mechanics, no caveats. Plus the annoyance that is gauntlet, which always works when you least expect it. (Thankfully I did not put breaker focus in it!)
I have a feeling that Thaumcraft is rather shallow at this point.
There's only 3 foci (that are actually useful, not counting fun or overcomplicated stuff), the mirrors are rather straightforward, so do lamps.
There's still an issue with pipes, but there's also time-proven solutions to it as well.
What's left to play with is golems and… nothing.
And the most spectacular block so far is Thaumic Dioptra. Which is only informative.
That's all. No interesting mechanics, no caveats. Plus the annoyance that is gauntlet, which always works when you least expect it. (Thankfully I did not put breaker focus in it!)
And I'm testing. But core mechanics are already there and unlikely to change.
And the gameplay value of these core mechanics is distinctly lower than of, say, TC4.
I like how the pipes allow only one type of essentia to flow through them at once, it makes sense.
What i don't like is how easily the essentia doesn't know where to go, even when there's only one way for it to go. A problem i have frequently had with my Thaumatoriums, As even after i place down the pipes and make sure they don't connect, there's still times where it doesn't seem to want to draw essentia from any of the jars. What annoyances.
It seems almost as if the pipes don't act like they are separated from other pipes, even though they look like they are.
---
You could perhaps also give the pipe system more flexibility by letting it be divided into sections, like Factorio's rail system works.
Though what i really want is to be able to place multiple pipes in the same space, for more compact pipelines and aesthetics. The idea just seems cool and could also open up to much more complexity. And if valves would only respond to redstone from the same side they face, you could probably make some rather intricate mechanisms. ---
Whatever the judgement, i'll still play. I just wish separated pipes acted more... Isolated. (And also that i didn't have to move my jars around just to make it realize where they are/that they are there.)
@TheLordEternal, that's why people universally use buffers over pipes. They allow for missing flexibility in pipes' suction propagation.
If only an empty pipe could propagate all types of suction, it would solve a lot of issues in an easy way.
Useful think I discovered, runic shielding doesn't have to be on mundane rings, so you can put it on your cloudstepper ring/necklace/any bauble you want as well.
Warning you lose all shielding you had on a ring when you infuse it to make a cloudstepper.
You can actually put runic shielding on any bauble and armor.
I'm facing a problem with research, and haven't yet found anyone who has had that same problem:
When researching the third level of Basic Thaumaturgy, the thaumonomicon asks for a fire + touch focus to unlock further research. However, when I craft that focus, (I accidentally obliterated a forest with it, so it works), the thaumonomicon doesn't recognize it and doesn't unlock further research in auromancy. I did notice though, that the focus I'm meant to craft is supposed to have a 4.4 attack damage (in the thaumonomicon), and yet when i craft it, it gives me 5 attack damage. Problem is, having only touch and fire patterns available, i can't quite control the amount of damage the focus outputs.
Do you guys have any clue what I have to do to unlock this research?
It's a known bug. Use /thaumcraft research @p BASEAUROMANCY, it should work to give you the research.
Rollback Post to RevisionRollBack
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Hey, i'm trying to complete a quest in the book, but it wont let me finish. I think it's because the attack values are different on the foci. There may (?) be a mod modifying my attack damage but idk. The orb i'm supposed to hand in and the one I have are attached.
Hey, i'm trying to complete a quest in the book, but it wont let me finish. I think it's because the attack values are different on the foci. There may (?) be a mod modifying my attack damage but idk. The orb i'm supposed to hand in and the one I have are attached.
Already identified on several posts.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
I think they appear with naturally generating silverwood. Never had any with artificially grown ones.
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Personally, my vote is for it to remain in the current system. Simplifying the system just makes it into 'necessary tedium' for the player to progress or get things working. Keeping the more complex iteration means that players have the opportunity to figure it out and feel like they have a place in designing how they want their system to work. Truth told I find it tremendously satisfying to figure out the current iteration of pipes as opposed to "literally all the essentia can flow through it with no problem ever."
Problems are engaging to deal with, which shouldn't be particularly surprising, but I think sometimes that occasionally mod developers can forget just how many people play with their mods because they like to design and engineer complex systems of stuff to see how monstrous or efficient a system they can make.
Mod by Tuhljin
Are there any plans to make something like a primal casting gauntlet to replace the old staff? because that would be cool.
is there any way to obtain primordial mote?
Not in the current beta. It's in the Eldritch stuff which is still WIP.
I have a feeling that Thaumcraft is rather shallow at this point.
There's only 3 foci (that are actually useful, not counting fun or overcomplicated stuff), the mirrors are rather straightforward, so do lamps.
There's still an issue with pipes, but there's also time-proven solutions to it as well.
What's left to play with is golems and… nothing.
And the most spectacular block so far is Thaumic Dioptra. Which is only informative.
That's all. No interesting mechanics, no caveats. Plus the annoyance that is gauntlet, which always works when you least expect it. (Thankfully I did not put breaker focus in it!)
thaumcraft 6 is in alpha what do you expect.
It's Alpha, meaning you are a tester.
*beta?
I made a D flip-flop!
And I'm testing. But core mechanics are already there and unlikely to change.
And the gameplay value of these core mechanics is distinctly lower than of, say, TC4.
I like how the pipes allow only one type of essentia to flow through them at once, it makes sense.
What i don't like is how easily the essentia doesn't know where to go, even when there's only one way for it to go. A problem i have frequently had with my Thaumatoriums, As even after i place down the pipes and make sure they don't connect, there's still times where it doesn't seem to want to draw essentia from any of the jars. What annoyances.
It seems almost as if the pipes don't act like they are separated from other pipes, even though they look like they are.
---
You could perhaps also give the pipe system more flexibility by letting it be divided into sections, like Factorio's rail system works.
Though what i really want is to be able to place multiple pipes in the same space, for more compact pipelines and aesthetics. The idea just seems cool and could also open up to much more complexity. And if valves would only respond to redstone from the same side they face, you could probably make some rather intricate mechanisms.---
Whatever the judgement, i'll still play. I just wish separated pipes acted more... Isolated. (And also that i didn't have to move my jars around just to make it realize where they are/that they are there.)
@TheLordEternal, that's why people universally use buffers over pipes. They allow for missing flexibility in pipes' suction propagation.
If only an empty pipe could propagate all types of suction, it would solve a lot of issues in an easy way.
In 1.8 I solved it by attaching every jar to a valve and only opening one at a time.
It worked for the small system I had, though if it upsized at all then it probably wouldn't have worked at all.
I have no idea if it works in Beta7 though, haven't gotten around to reinstalling forge for that version yet.
Praise be Ro-naza, greatest among the thaumaturges!
That does seem cool. Then you could have multiple systems and refill each one as necessary, especially when doing infusion.
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Yeah, especially setting up 3 dedicated ProjectBlue panels just to control jar filling is entertaining beyond imagination.
please go back to the old type if you can fix the lag, the one thing that really frustrated me about thaumcraft was the pipes system
You can actually put runic shielding on any bauble and armor.
It's a known bug. Use /thaumcraft research @p BASEAUROMANCY, it should work to give you the research.
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...
Hey, i'm trying to complete a quest in the book, but it wont let me finish. I think it's because the attack values are different on the foci. There may (?) be a mod modifying my attack damage but idk. The orb i'm supposed to hand in and the one I have are attached.
Already identified on several posts.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."