With the return of Forbidden Knowledge in general, I can see a possible return of monoliths in some fashion eventually. The closest we have currently are the totems that hold Sinister Nodes.
how hard would you think it would be to make an addon for them?
Yeah we can say this... The nodes mechanics now is more complex.. Maybe crystal core will come back for another reasons too . TC4.2 upgrade vis/nodes system. we can imagine many features to come after 4.2.
i hope azanor will implement the think tank from the thaumic exploration addon, we would be able to create knowledge fragments!
I'm curious, how is the cheat thaumnomicon going to work with the new warp mechanic? When used is it going to give all the forbidden knowledge and warp the user? Or will it give all the knowledge without giving warp?
Rollback Post to RevisionRollBack
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.
WOW!! $1499/month from patreon for Thaumcraft. I like it. And If I weren't afraid of getting that Cease and Desist order for violating Mojang EULA, I'd be making mods with patreon backing.
I'm curious, how is the cheat thaumnomicon going to work with the new warp mechanic? When used is it going to give all the forbidden knowledge and warp the user? Or will it give all the knowledge without giving warp?
WOW!! $1499/month from patreon for Thaumcraft. I like it. And If I weren't afraid of getting that Cease and Desist order for violating Mojang EULA, I'd be making mods with patreon backing.
Thanx to that steampank, thaumcraft4 now well combines with other almost-steampunk mods: buildcraft-forestry-railcraft family with thermal axpansion as the core. Minus minefactory - let's golems be busy) This combination gives magical feeling of magesteampunk world, powered by nodes energy and RF - something very special, and very minecraftish)
WOW!! $1499/month from patreon for Thaumcraft. I like it. And If I weren't afraid of getting that Cease and Desist order for violating Mojang EULA, I'd be making mods with patreon backing.
That is quite amazing, but you have to remember that Thaumcraft has been around for a while and has gathered quite a lot of people who use it. If you were to attempt to make a lot of money through modding you'd be greatly dissapointed. That shouldn't be the main reason of making a mod anyway.
The money Azanor is making off of this is entirely donations so it shouldn't be in any danger of breaking the EULA.
Rollback Post to RevisionRollBack
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.
That is quite amazing, but you have to remember that Thaumcraft has been around for a while and has gathered quite a lot of people who use it. If you were to attempt to make a lot of money through modding you'd be greatly dissapointed. That shouldn't be the main reason of making a mod anyway.
The money Azanor is making off of this is entirely donations so it shouldn't be in any danger of breaking the EULA.
The only thing he could get an angry letter from them over is his beta builds via donations. Even though they're labeled as 'Donations', in reality that section is 'If you give me x currency, I give you x product', and that may be a no no. Mojang won't care if you call it Beta, it's a mod for minecraft. Pure donations, which you're getting money because people just want to support you, don't think they can do anything about that. As I haven't heard of anyone getting griped at though, pretty sure he's safe.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/16/2011
Posts:
211
Minecraft:
Mr_Sedgewick
Member Details
I've been playing around with fishing golems and gathering golems, and I've come to the conclusion that golem pathfinding is still lacking.
In an effort to reduce golem idiocy regarding falling into/climbing out of pools, I have elected to set up my thaumium fishing golems at the bottom of a smallish, yet deep pool. This also has the added advantage of automatically containing the thaumium fishing golem's tendency to fling stuff around. The gather golem, on the other hand, remains a problem. I don't have enough item slots to limit the golem to a set of items, so I have to let it pick up everything, which inevitably means it's making trips into and out of the water. At first, it behaves well. If I set it up underwater it'll gather stuff fine, but as soon as it surfaces to pick up rotten flesh or something it'll grab it, come to the water's edge, and spin in place or something. It can't seem to find its way down. The problem is reversed if I have all my golems on land; fishing golems will fling stuff all over (including into the water) and as soon as it's time to pick up some nametag or something the gather golem will circumnavigate the pool, as if unable to find a way in.
TL;DR: Gather golems are really bad at navigating frequent transitions into and out of water.
I've been playing around with fishing golems and gathering golems, and I've come to the conclusion that golem pathfinding is still lacking.
In an effort to reduce golem idiocy regarding falling into/climbing out of pools, I have elected to set up my thaumium fishing golems at the bottom of a smallish, yet deep pool. This also has the added advantage of automatically containing the thaumium fishing golem's tendency to fling stuff around. The gather golem, on the other hand, remains a problem. I don't have enough item slots to limit the golem to a set of items, so I have to let it pick up everything, which inevitably means it's making trips into and out of the water. At first, it behaves well. If I set it up underwater it'll gather stuff fine, but as soon as it surfaces to pick up rotten flesh or something it'll grab it, come to the water's edge, and spin in place or something. It can't seem to find its way down. The problem is reversed if I have all my golems on land; fishing golems will fling stuff all over (including into the water) and as soon as it's time to pick up some nametag or something the gather golem will circumnavigate the pool, as if unable to find a way in.
TL;DR: Gather golems are really bad at navigating frequent transitions into and out of water.
What kind of golem you using for collecting items? If it is not stone, it cannot dive....
Patreon doesn't violate the EULA. It's simply a way to show support to the mod developer. It's totally optional and you can get the mod either way. He isn't selling the mod.
I think the stone golems should just be able to not see the water / think it's air
i really need to get back to making textures my texturepack have almost no changes after two months cause i don't like sitting an hour or three on making just one block
I have a bit of a soft spot for the extrautils "perfectly flat colour blocks emitting max light level" blocks, make a 9*9 out of them and the door opening is literally invisible unless something is inside and in view of the door. it gives a lovely "portal in the middle of nowhere" effect when looking out too
(I wonder if the botania starfield projector will work in there? I hope it does, I could upgrade my void room into a cosmos room :P)
If Dimensional Doors ever catches up to us, there's its "Fabric of Reality" blocks from the pocket worlds.
Rollback Post to RevisionRollBack
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.
I've been playing around with fishing golems and gathering golems, and I've come to the conclusion that golem pathfinding is still lacking.
In an effort to reduce golem idiocy regarding falling into/climbing out of pools, I have elected to set up my thaumium fishing golems at the bottom of a smallish, yet deep pool.
Just give it a high wall behind the fishing golem, with a couple of blocks between that and the water. (My setup is backed up to a house.) Either golem might fall in occasionally, but they'll eventually get out and carry on. My own irritation is that the gather golem attends to every loose object within 16 blocks, which covers the entire pool, house and most of the way to the neighboring buildings. Before I put in PSoWs (and later moved house), he was running into the house to pick up stuff I was trying to scan.
So I'll repeat my suggestion for a "Shades/Blinkers" accessory, to reduce a golem's range -- it would also be handy for butchers.
Rollback Post to RevisionRollBack
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.
Just give it a high wall behind the fishing golem, with a couple of blocks between that and the water. (My setup is backed up to a house.) Either golem might fall in occasionally, but they'll eventually get out and carry on. My own irritation is that the gather golem attends to every loose object within 16 blocks, which covers the entire pool, house and most of the way to the neighboring buildings. Before I put in PSoWs (and later moved house), he was running into the house to pick up stuff I was trying to scan.
So I'll repeat my suggestion for a "Shades/Blinkers" accessory, to reduce a golem's range -- it would also be handy for butchers.
Here is some danger: when fishing golems pulls fish out of the water, it is sometimes bounces by that back wall, and flies back to the water. So, i recommend to set that wall at least 5 blocks away from the fisher. Another setup, i made, learning fishing mechanics - i has rised bottom of fishing pool to the minimum depth at least 5 blocks away from fisher as well. 5 blocks at forth, and all the way at sides, i mean. After that fisher-gatherer combo stops to stuck. Even, that my gatherer golem was wooden)
Direwolf setups on forge was pretty get rid of gatherers, 1.6.4 was using vacuum hopper, 1.7.2 was using some flower from botania, hopper-like one. Well, at least vacuum hopper was very good addition... )
So, standard sight range of golem, equals to the four. (as radius). +4 from water upgrade. Eight. The question is, if the second water upgrade adds +4 as well, up to twelve? Other question is: How much tiny spectacles adds, and are effect of those cumulative with water upgrades? Is sight range of 16 reachable?)
how hard would you think it would be to make an addon for them?
i guess i'll go ask the magistics guy or the guy that made thaumic exploration. they might have good ideas.
speaking of new mechanics, wasn't that crystal thing in thaumcraft 3 that let you move aura nodes replaced by the node in a jar in thaumcraft 4?
i don't think it does yet, but apparently it will in the future.
i hope azanor will implement the think tank from the thaumic exploration addon, we would be able to create knowledge fragments!
cheating comes with its downsides...
Thanx to that steampank, thaumcraft4 now well combines with other almost-steampunk mods: buildcraft-forestry-railcraft family with thermal axpansion as the core. Minus minefactory - let's golems be busy) This combination gives magical feeling of magesteampunk world, powered by nodes energy and RF - something very special, and very minecraftish)
That is quite amazing, but you have to remember that Thaumcraft has been around for a while and has gathered quite a lot of people who use it. If you were to attempt to make a lot of money through modding you'd be greatly dissapointed. That shouldn't be the main reason of making a mod anyway.
The money Azanor is making off of this is entirely donations so it shouldn't be in any danger of breaking the EULA.
The only thing he could get an angry letter from them over is his beta builds via donations. Even though they're labeled as 'Donations', in reality that section is 'If you give me x currency, I give you x product', and that may be a no no. Mojang won't care if you call it Beta, it's a mod for minecraft. Pure donations, which you're getting money because people just want to support you, don't think they can do anything about that. As I haven't heard of anyone getting griped at though, pretty sure he's safe.
In an effort to reduce golem idiocy regarding falling into/climbing out of pools, I have elected to set up my thaumium fishing golems at the bottom of a smallish, yet deep pool. This also has the added advantage of automatically containing the thaumium fishing golem's tendency to fling stuff around. The gather golem, on the other hand, remains a problem. I don't have enough item slots to limit the golem to a set of items, so I have to let it pick up everything, which inevitably means it's making trips into and out of the water. At first, it behaves well. If I set it up underwater it'll gather stuff fine, but as soon as it surfaces to pick up rotten flesh or something it'll grab it, come to the water's edge, and spin in place or something. It can't seem to find its way down. The problem is reversed if I have all my golems on land; fishing golems will fling stuff all over (including into the water) and as soon as it's time to pick up some nametag or something the gather golem will circumnavigate the pool, as if unable to find a way in.
TL;DR: Gather golems are really bad at navigating frequent transitions into and out of water.
What kind of golem you using for collecting items? If it is not stone, it cannot dive....
i really need to get back to making textures my texturepack have almost no changes after two months cause i don't like sitting an hour or three on making just one block
A sinking golem, obviously. In this case, it's fired clay. That's not the issue.
If Dimensional Doors ever catches up to us, there's its "Fabric of Reality" blocks from the pocket worlds.
Just give it a high wall behind the fishing golem, with a couple of blocks between that and the water. (My setup is backed up to a house.) Either golem might fall in occasionally, but they'll eventually get out and carry on. My own irritation is that the gather golem attends to every loose object within 16 blocks, which covers the entire pool, house and most of the way to the neighboring buildings. Before I put in PSoWs (and later moved house), he was running into the house to pick up stuff I was trying to scan.
So I'll repeat my suggestion for a "Shades/Blinkers" accessory, to reduce a golem's range -- it would also be handy for butchers.
Here is some danger: when fishing golems pulls fish out of the water, it is sometimes bounces by that back wall, and flies back to the water. So, i recommend to set that wall at least 5 blocks away from the fisher. Another setup, i made, learning fishing mechanics - i has rised bottom of fishing pool to the minimum depth at least 5 blocks away from fisher as well. 5 blocks at forth, and all the way at sides, i mean. After that fisher-gatherer combo stops to stuck. Even, that my gatherer golem was wooden)
Direwolf setups on forge was pretty get rid of gatherers, 1.6.4 was using vacuum hopper, 1.7.2 was using some flower from botania, hopper-like one. Well, at least vacuum hopper was very good addition... )