I like some of the flavor changes made to TC5, like components, but the aura mechanic will need balancing and fleshing out before it feels like more than a nuisance- you notice the lack and the corruption, not the presence, of it, and that's sort of a problem. Plus, nodes being virtually impossible to destroy makes me scream internally. Still, flux/taint got a nerf already and it seems more reasonable. . hmm. Anyway!
Minecraft 1.7.10 is its own thing, and I'd like to see Horizons fleshed out on it-- there are plenty of great mods that are staying behind, some of which are supplemented/replaced in 1.8. It's its own beast-- don't feel rushed to make the jump. Thaumcraft has some development to go, besides-- after all, many features we know and love didn't exist in the first release of TC4.
Regarding TC5, I don't want to sound like I'm dismissing Azanor's hard work, but my impression of the new version is "one step forward and two steps back." Perhaps more importantly, Minecraft 1.8 changed a lot of the game's innards and updating a mod from 1.7 is decidedly nontrivial - for example, I would have to redo all of the custom renderers. Unless there is overwhelming demand from the community, I'd prefer to focus on finishing and polishing the current edition of Thaumic Horizons.
On a more positive note, expect to see some pocket plane teasers later this week. With the new Planar Gateway system, you can turn your pocket plane into a handy interdimensional waystation that connects locations miles apart.
I mean personally I'm not going to bother with 1.8. 1.9 may not have a forge release for a while but I'm rather burnt out on MC at the moment anyways, so whatever's fine by me.
To be perfectly clear, I'm not ruling out the possibility of updating past 1.7 sometime in the future - it just doesn't seem worthwhile at the moment. If future versions of Minecraft or Thaumcraft include something spectacularly compelling (off the top of my head, maybe modular/programmable golems) I may re-evaluate this stance.
Minecraft 1.7.10 is its own thing, and I'd like to see Horizons fleshed out on it-- there are plenty of great mods that are staying behind, some of which are supplemented/replaced in 1.8. It's its own beast-- don't feel rushed to make the jump.
I mean personally I'm not going to bother with 1.8. 1.9 may not have a forge release for a while but I'm rather burnt out on MC at the moment anyways, so whatever's fine by me.
1.7.10 Feels like another 1.2.5, one of those version that modding flourished in. It had some mods leave and many new ones come. Old mods were rewritten and everything was was just... so. It's been great. I know that the mods that are there now are likely all the mods that will be made for 1.7, but I don't see any reason to go to 1.8 for a long time yet. I may skip it in favor of 1.9. That probably won't be another great version, but I look forward to the features it adds.
On a more positive note, expect to see some pocket plane teasers later this week. With the new Planar Gateway system, you can turn your pocket plane into a handy interdimensional waystation that connects locations miles apart.
This sort of goes back against what you said a while back with limiting how the planes work, but I'm very okay with the change. This sounds like it'll make moving my base to one even easier. Will we be able to have nodes inside of pocket planes? Odd if we can, but I'd hate to not have them!
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I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
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i would imagine the nodes inside the pocket would be limited by the components of the node transformed. if the vortexed node didn't have ignis, then no ignis or any compounds that use ignis can exist in the pocket due to the connection simply not existing.
Will we be able to have nodes inside of pocket planes? Odd if we can, but I'd hate to not have them!
Nodes won't form naturally inside a pocket plane, but you will be able to import jarred nodes. (This is for convenience reasons, primarily, but it can easily be handwaved away within the lore. Once the pocket plane has formed it's just another physical dimension, which can support small breaches like aura nodes, etc.)
Nodes won't form naturally inside a pocket plane, but you will be able to import jarred nodes. (This is for convenience reasons, primarily, but it can easily be handwaved away within the lore. Once the pocket plane has formed it's just another physical dimension, which can support small breaches like aura nodes, etc.)
Perfect. Can you give any comment on if minetweaker integration is in the realm of possibility? If it's not I don't want to keep bringing it up.
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I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
Here's a nice, cooperative planar vortex. (Two imaginary internet points for noticing the lack of stabilizers; it's a Creative-only cheat version. There will also be a cheat item which instantly transforms a node into a vortex)
Pocket plane generation is now threaded so that it won't cause server lag. You'll know your plane is ready when the vortex stops emitting small explosions.
To visit your pocket plane, just jump through the vortex! It's perfectly safe. Probably. You can return through the other side of the vortex as long as it remains open.
A better view of this (relatively boring) pocket plane. Limiting the plane to primal aspects tends to produce a blank slate suitable for large-scale building, while more complex aspects can produce life or more exotic phenomena. Also note that the presence of primal aspects spawns shards and crystal clusters. The Iter aspect of this plane provides speed buffs to every entity on it, as well as generating subterranean tunnels with minecart tracks. If you dig past the stone layer, you'll also find a layer of netherrack due to the plane's fire aspect.
We need a more reliable way to access our pocket plane. Constructing a "planar keystone" and imprinting it on the plane will let us build a special structure...
...which, when energized with a wand, opens a permanent portal to the pocket plane. These gateways persist even once the original vortex is closed.
The other end of the portal, spawned as a hole in the planar boundary. Each pocket plane can support up to four open gateways at a time, allowing a clever thaumaturge to use it as a waystation between distant locations. It's even possible to connect different dimensions this way, although gateways cannot be opened on other pocket planes or in the Outer Lands.
At this point I can't promise a release date, although I'm doing everything in my power to get something out this weekend, before Fallout 4 renders the concept of "free time" meaningless.
Perfect. Can you give any comment on if minetweaker integration is in the realm of possibility? If it's not I don't want to keep bringing it up.
Third-party mod integration is very low on the priority list at the moment. I can start looking into specific requests once the pocket planes are complete.
Here's a nice, cooperative planar vortex. (Two imaginary internet points for noticing the lack of stabilizers; it's a Creative-only cheat version. There will also be a cheat item which instantly transforms a node into a vortex)
Pocket plane generation is now threaded so that it won't cause server lag. You'll know your plane is ready when the vortex stops emitting small explosions.
To visit your pocket plane, just jump through the vortex! It's perfectly safe. Probably. You can return through the other side of the vortex as long as it remains open.
A better view of this (relatively boring) pocket plane. Limiting the plane to primal aspects tends to produce a blank slate suitable for large-scale building, while more complex aspects can produce life or more exotic phenomena. Also note that the presence of primal aspects spawns shards and crystal clusters. The Iter aspect of this plane provides speed buffs to every entity on it, as well as generating subterranean tunnels with minecart tracks. If you dig past the stone layer, you'll also find a layer of netherrack due to the plane's fire aspect.
We need a more reliable way to access our pocket plane. Constructing a "planar keystone" and imprinting it on the plane will let us build a special structure...
...which, when energized with a wand, opens a permanent portal to the pocket plane. These gateways persist even once the original vortex is closed.
The other end of the portal, spawned as a hole in the planar boundary. Each pocket plane can support up to four open gateways at a time, allowing a clever thaumaturge to use it as a waystation between distant locations. It's even possible to connect different dimensions this way, although gateways cannot be opened on other pocket planes or in the Outer Lands.
At this point I can't promise a release date, although I'm doing everything in my power to get something out this weekend, before Fallout 4 renders the concept of "free time" meaningless.
Third-party mod integration is very low on the priority list at the moment. I can start looking into specific requests once the pocket planes are complete.
Thank you for answering! The planes look amazing, exactly what I hoped for! Can't wait to make a pure auram plane to see how amazing it is!
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I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
At this point I can't promise a release date, although I'm doing everything in my power to get something out this weekend, before Fallout 4 renders the concept of "free time" meaningless.
Honestly? If you *only* posted a config file letting us reassign the Pocket Plane biome for the weekend, I'd be crazy happy. THorizons was removed from FTB Infinity (I think? correct me if I'm wrong) because ID 69 conflicted with some BoP biome and there was no way to change it without breaking existing worlds. If you added a config, I'm sure sufficient amounts of people would spam the FTB team to readd it to the pack.. which is, honestly, the only reason I don't play it (I have your mod in my own custom pack). You have some truly great and original ideas in this mod, and I consider it as canon as vanilla Thaumcraft. Glad to see you back, and please take care of your health! We'll wait longer if you need time to heal up, we promise! (dat cfg tho)
Config is definitely coming this weekend. On a related note, the dummy pocket plane biome has been removed entirely, as I've figured out how to disable vanilla and third-party worldgen even without it. Sorry about all the grief it's caused!
I like some of the flavor changes made to TC5, like components, but the aura mechanic will need balancing and fleshing out before it feels like more than a nuisance- you notice the lack and the corruption, not the presence, of it, and that's sort of a problem. Plus, nodes being virtually impossible to destroy makes me scream internally. Still, flux/taint got a nerf already and it seems more reasonable. . hmm. Anyway!
Minecraft 1.7.10 is its own thing, and I'd like to see Horizons fleshed out on it-- there are plenty of great mods that are staying behind, some of which are supplemented/replaced in 1.8. It's its own beast-- don't feel rushed to make the jump. Thaumcraft has some development to go, besides-- after all, many features we know and love didn't exist in the first release of TC4.
(anyway, pocket plane teasers! :>)
How do you make the jarred specimens?
There's a Wand Focus for that.
TheKentington is back!? Welp, back to checking this topic 10 times per day. Hooray!
Also, sorry to hear about your accident and stuff, TheKentington, I'm glad stuff is better now.
I mean personally I'm not going to bother with 1.8. 1.9 may not have a forge release for a while but I'm rather burnt out on MC at the moment anyways, so whatever's fine by me.
Profile pic by Cheshirette c:
1.7.10 Feels like another 1.2.5, one of those version that modding flourished in. It had some mods leave and many new ones come. Old mods were rewritten and everything was was just... so. It's been great. I know that the mods that are there now are likely all the mods that will be made for 1.7, but I don't see any reason to go to 1.8 for a long time yet. I may skip it in favor of 1.9. That probably won't be another great version, but I look forward to the features it adds.
This sort of goes back against what you said a while back with limiting how the planes work, but I'm very okay with the change. This sounds like it'll make moving my base to one even easier. Will we be able to have nodes inside of pocket planes? Odd if we can, but I'd hate to not have them!
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
i would imagine the nodes inside the pocket would be limited by the components of the node transformed. if the vortexed node didn't have ignis, then no ignis or any compounds that use ignis can exist in the pocket due to the connection simply not existing.
Nodes won't form naturally inside a pocket plane, but you will be able to import jarred nodes. (This is for convenience reasons, primarily, but it can easily be handwaved away within the lore. Once the pocket plane has formed it's just another physical dimension, which can support small breaches like aura nodes, etc.)
Perfect. Can you give any comment on if minetweaker integration is in the realm of possibility? If it's not I don't want to keep bringing it up.
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
will there eventually be an API for addon devs to add their own aspect features to pocket planes?
Pocket plane teaser time!
Here's a nice, cooperative planar vortex. (Two imaginary internet points for noticing the lack of stabilizers; it's a Creative-only cheat version. There will also be a cheat item which instantly transforms a node into a vortex)
Pocket plane generation is now threaded so that it won't cause server lag. You'll know your plane is ready when the vortex stops emitting small explosions.
To visit your pocket plane, just jump through the vortex! It's perfectly safe. Probably. You can return through the other side of the vortex as long as it remains open.
A better view of this (relatively boring) pocket plane. Limiting the plane to primal aspects tends to produce a blank slate suitable for large-scale building, while more complex aspects can produce life or more exotic phenomena. Also note that the presence of primal aspects spawns shards and crystal clusters. The Iter aspect of this plane provides speed buffs to every entity on it, as well as generating subterranean tunnels with minecart tracks. If you dig past the stone layer, you'll also find a layer of netherrack due to the plane's fire aspect.
We need a more reliable way to access our pocket plane. Constructing a "planar keystone" and imprinting it on the plane will let us build a special structure...
...which, when energized with a wand, opens a permanent portal to the pocket plane. These gateways persist even once the original vortex is closed.
The other end of the portal, spawned as a hole in the planar boundary. Each pocket plane can support up to four open gateways at a time, allowing a clever thaumaturge to use it as a waystation between distant locations. It's even possible to connect different dimensions this way, although gateways cannot be opened on other pocket planes or in the Outer Lands.
At this point I can't promise a release date, although I'm doing everything in my power to get something out this weekend, before Fallout 4 renders the concept of "free time" meaningless.
Third-party mod integration is very low on the priority list at the moment. I can start looking into specific requests once the pocket planes are complete.
Probably not, but that could change with sufficient interest.
so i guess this'll only work with vanilla thaumcraft aspects then? that's kind of a shame if you ask me
Exciting!
YES! I can finally have my Vitium Alienis Tenebris node made into a Pocket Plane! ...well... soon...
Thank you for answering! The planes look amazing, exactly what I hoped for! Can't wait to make a pure auram plane to see how amazing it is!
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
Ohoo, this is looking super-neat! Lovin' the portal design-- very unique. Can't wait to try all this stuff out. c:
Honestly? If you *only* posted a config file letting us reassign the Pocket Plane biome for the weekend, I'd be crazy happy. THorizons was removed from FTB Infinity (I think? correct me if I'm wrong) because ID 69 conflicted with some BoP biome and there was no way to change it without breaking existing worlds. If you added a config, I'm sure sufficient amounts of people would spam the FTB team to readd it to the pack.. which is, honestly, the only reason I don't play it (I have your mod in my own custom pack). You have some truly great and original ideas in this mod, and I consider it as canon as vanilla Thaumcraft. Glad to see you back, and please take care of your health! We'll wait longer if you need time to heal up, we promise! (dat cfg tho)
Config is definitely coming this weekend. On a related note, the dummy pocket plane biome has been removed entirely, as I've figured out how to disable vanilla and third-party worldgen even without it. Sorry about all the grief it's caused!
Really don't want to annoy you; but you still haven't responded to me about the golemancer's bell issue.
Do you have a fix in place in this new version you plan on releasing soon?
Suggestion: Harvestcraft support with alcheponics.
'Cause honestly having to farm is the worst thing.