Yes! I absolutely second that motion. I wanted to have this starry texture from the moment I saw the monolith, and was a bit disappointed in the Eldritch Stone because of it
Azanor had already commented on this that this is not gonna happen, 'cause it causes too high cpu load.
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Hijacking is probably the least cool thing in the world.
Azanor had already commented on this that this is not gonna happen, 'cause it causes too high cpu load.
I believe he said that for TC2 but not yet anything regarding TC3. We don't actually know that the starry eldritch stone is making a reappearance for TC3, though I certainly hope it does so. I'm wondering if he and one or more of the other devs together can't figure out a way for us to have the eldritch stone with the beautiful starry texture and not hog all the cpu performance.
This seems obvious to me, but was the research system set up to take the water from the bucket, or the water and the bucket; because I swear I remember similar crashes happening way back when when lava buckets were first being set up to leave the lava behind.
well yes but... not everyone is a programmer... and Azanor have to make his own mod that works and is balanced by itself... starting from this assumption even the golems are no use... you could use RP tubes and BC pipes instead...
Don't forget Forestry, which was built specifically to allow autofarming!
Don't forget Forestry, which was built specifically to allow autofarming!
yeah right... the fact is that this is a mod not an addon so it's not build to integrate other mod features but to have it's own way to them...
and then again look at Azanor's awesome work and tell me you, after seeing the golems at work, will ever use again BC pipes instead of golems if not strictly required...
Since updating to 1.3.2 I'm really missing TC2 seals for farming. Forestry farms are ok, but I liked Thaumcraft's better. Yes, taint control was an issue to be addressed, but I managed fine with silverwood logs and leaves.
I know Azanor isn't sold on re-adding seals, and if he doesn't I'll deal. I agree there are many ways to automate some of the more mundane chores in minecraft. I really do like being able to pick and choose which method suits my game best.
RE the topic on the starry void blocks: I'm not sure what it was about the monolith rooms, but I really liked the block design, as it really made it seem like the room was shifting sizes. It was one heck of an optical illusion.
I suggest you implement a modular system- The core module would be similar to Thaumcraft 2, however with the advanced reseach, non-opposing vis and taint, and the other features you've already considered. Anything you wanted to add, but could conflict or overlap with other mods easily (for example, alternate dimensions would overlap with mystcraft), not everyone would like (Things highly changing game balance or goals, such as macerators in IC2, realism mods, or Equivelant Exchange) or things that you wern't quite sure would work out, but wanted to try; giving you more freedom in the extent of the mod. I also believe it would, were you willing to allow it, give other modders the ability to add to Thaumcraft, making it much larger without forcing you to work in a large team. I'm not really saying this should be added, just putting the idea out in case anyone likes it and wants to expand on it.
On an unrelated note, I'd be intrested in seeing some sort of factions- possibly with a certain, very large ammount of taint or aura, an area can become tainted or hallowed, which similar to Terraria, increases the danger, but also allows increased rewards, prefferably once researched make the area less dangerous. Lower level players would forray into the area for the items, valuble drops, etc.; and could eventually, with a large ammount of research obtain armour or some other item nullifying some of the area's hazards, however making the other type of area more dangerous, in a way so that it was highly difficult to be at home in both. This could cause things such as a war between Tainted and Hallowed factions, in small servers possibly players living in each, helping the players not suited to the enviornment traverse it, players spreading them as much as they could for the increased rewards, or attempting to contain both of them for the increased safety along with many other dynamics.
These are both really just off the top of my head, but if anybody thinks either is good, I'd love to develop them further.
Since updating to 1.3.2 I'm really missing TC2 seals for farming. Forestry farms are ok, but I liked Thaumcraft's better. Yes, taint control was an issue to be addressed, but I managed fine with silverwood logs and leaves.
I know Azanor isn't sold on re-adding seals, and if he doesn't I'll deal. I agree there are many ways to automate some of the more mundane chores in minecraft. I really do like being able to pick and choose which method suits my game best.
The reason I prefer the Thaumcraft automation is this: It is much simpler to only place 3 or so seals, and power them then place a mass of The reaspipes, and looks better. However, they are not capable of as complex tasks, and often are more expensive to run in the long term.
So, they are easier immediately, but unless they are a Vis farm (Which will likely not be possible in Thaumcraft 3), tend to have more upkeep then, for example, redstone engines.
Also, they allow more natural, reusable traps. TNT is very powerfull, but can only be used once, so is wasteful except against players. Buttons and pressure plates are often very obvious. Good traps, with redstone, are either overly complex, or only creatable by cunning and original design, often exploiting Minecraft's physics.
If you're not having any framerate dips, then you probably didn't use TC2 piping and crucibles. I have two setups: one in the factory district of my city, a Thaumic Crucible with Arcane Furnace powered by 4 Bellows under it, and nearby a set of pumps with 4 additional Bellows to pull the Vis into the 60-long block arterie to my central tower. Every time I switch the Furnace on and throw in stuff, framerate lowers by half.
Second setup is just 20 Thaumium Tanks arranged into 2 pillars, connected to various machines in my central tower. The Thaumium Crucible there doesn't use any powering, so it's inefficient (hence the setup no 1). But lo, every time I use it, 20 FPS too.
So to summarize, I disagree
Also, Java isn't speedy. JVM is an overhead, people use Java just because of interoperability (which in itself is a good thing, I tried Minecraft also on Linux). Not for speed.
Edit: I miss the days when some parts of game code were written in Assembler. Quake 1 comes to mind. Code in C, 3D matrices in Assembler. Why it was done, you ask? Precisely for speed and optimization.
Edit2: And then came the philosophy: "let them buy better machines"
That's the fps I get on a macbook air O_0
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"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
I mean, this is an alpha. Azanor explicitly stated that even the final release won't have full functionality for some time. Unless he told it clearly that "there will be no seals", I still see hope
And agreed, seals are the magic. They're cool and creative.
Might have something to do with me being exhausted, but at the very least seals are definitely being re-worked, as Azanor said in the slowpoke review that they were too cheap to make. Seals themselves are probably gone, replaced with something more balanced and less of a system. My guess is that instead of having it be that you lay down the seal and then put fire-fire-fire to get a turret and then another seal and wind-something-something to get the seal which draws items in, you'll make something like a turret and, with a completely different process, you make something which draws items in.
So, there's gonna be different recipes which won't be as cheap to make, but they're going to be there in some form.
Since I started using MultiMC for the first time while poking around in 1.3.2, I decided to make a 1.1 instance for the sole purpose of checking out the original TC, which I never got to do. I think I managed to find some old info regarding the crafting recipes, but if anyone who has had the luck of having experienced the original TC would like to make any non-spoilery suggestions and hints, either a PM or info in spoilers will be appreciated!
Second, does anyone know if Az ever intends to make TC and/or TC2 open source? I doubt it, but it would be nice if people could possibly update those, or at least favorable portions of them, to work with TC3 and beyond. I recall reading that the original eldritch monoliths were unbelievable so I'm looking forward to checking them out yet afraid I'll like them so much I'll want them in future TC editions!
The other day I was thinking about what good wizards stronghold should look like and the first thing that came to mind was the green crystal castle like in the Wizard of Oz, and I thought "I suppose that would be a good cheap building material to add to TC3, perhaps 1 crystal + 1 insight or something like that."
And then I got to thinking about how the multi-block crystals should look and how giant crystals from other mods all look awful, and I was thinking about slanted blocks when it suddenly struck me that slanted blogs already exist inside Minecraft.
What if you took the code, or whatever is, that makes fluid blocks try to smoothly connect to each other and applied it to a solid block.
I mean, that sort of style may not fit well with TC3, but if Azanor can't do it then no one can.
Okay I know Azanor has released a pre-beta but I have no clue where. So could someone point me in the right direction?
He has released it to a few other developers for testing purposes. Its not publicly available. You can see people messing around with it on the videos that have been shared on this thread but really I wouldn't bother. That's not a huge amount on there and who knows how its going to change between now and then. Plus its all livestream recordings and...well...they are live streams.
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Azanor had already commented on this that this is not gonna happen, 'cause it causes too high cpu load.
I believe he said that for TC2 but not yet anything regarding TC3. We don't actually know that the starry eldritch stone is making a reappearance for TC3, though I certainly hope it does so. I'm wondering if he and one or more of the other devs together can't figure out a way for us to have the eldritch stone with the beautiful starry texture and not hog all the cpu performance.
Don't forget Forestry, which was built specifically to allow autofarming!
yeah right... the fact is that this is a mod not an addon so it's not build to integrate other mod features but to have it's own way to them...
and then again look at Azanor's awesome work and tell me you, after seeing the golems at work, will ever use again BC pipes instead of golems if not strictly required...
Since updating to 1.3.2 I'm really missing TC2 seals for farming. Forestry farms are ok, but I liked Thaumcraft's better. Yes, taint control was an issue to be addressed, but I managed fine with silverwood logs and leaves.
I know Azanor isn't sold on re-adding seals, and if he doesn't I'll deal. I agree there are many ways to automate some of the more mundane chores in minecraft. I really do like being able to pick and choose which method suits my game best.
The core module would be similar to Thaumcraft 2, however with the advanced reseach, non-opposing vis and taint, and the other features you've already considered.
Anything you wanted to add, but could conflict or overlap with other mods easily (for example, alternate dimensions would overlap with mystcraft), not everyone would like (Things highly changing game balance or goals, such as macerators in IC2, realism mods, or Equivelant Exchange) or things that you wern't quite sure would work out, but wanted to try; giving you more freedom in the extent of the mod. I also believe it would, were you willing to allow it, give other modders the ability to add to Thaumcraft, making it much larger without forcing you to work in a large team. I'm not really saying this should be added, just putting the idea out in case anyone likes it and wants to expand on it.
On an unrelated note, I'd be intrested in seeing some sort of factions- possibly with a certain, very large ammount of taint or aura, an area can become tainted or hallowed, which similar to Terraria, increases the danger, but also allows increased rewards, prefferably once researched make the area less dangerous.
Lower level players would forray into the area for the items, valuble drops, etc.; and could eventually, with a large ammount of research obtain armour or some other item nullifying some of the area's hazards, however making the other type of area more dangerous, in a way so that it was highly difficult to be at home in both.
This could cause things such as a war between Tainted and Hallowed factions, in small servers possibly players living in each, helping the players not suited to the enviornment traverse it, players spreading them as much as they could for the increased rewards, or attempting to contain both of them for the increased safety
along with many other dynamics.
These are both really just off the top of my head, but if anybody thinks either is good, I'd love to develop them further.
The reason I prefer the Thaumcraft automation is this:
It is much simpler to only place 3 or so seals, and power them then place a mass of
The reaspipes, and looks better.
However, they are not capable of as complex tasks, and often are more expensive to run in the long term.
So, they are easier immediately, but unless they are a Vis farm (Which will likely not be possible in Thaumcraft 3), tend to have more upkeep then, for example, redstone engines.
Also, they allow more natural, reusable traps.
TNT is very powerfull, but can only be used once, so is wasteful except against players.
Buttons and pressure plates are often very obvious.
Good traps, with redstone, are either overly complex, or only creatable by cunning and original design, often exploiting Minecraft's physics.
But 14 Size Black Arial Font is so boring.
WHY 4R3 YOU WR1T1NG 1N TH1S COLOR, 4R3 YOU H1GHBLOOD S34DW3LL3R?
The factions idea would work for a homestuck mod, methinks. :V
Anyway, yeah, the seals did a lot of neat things that I was really hoping would return in some form or another, especially the teleportation seals.
That's the fps I get on a macbook air O_0
Might have something to do with me being exhausted, but at the very least seals are definitely being re-worked, as Azanor said in the slowpoke review that they were too cheap to make. Seals themselves are probably gone, replaced with something more balanced and less of a system. My guess is that instead of having it be that you lay down the seal and then put fire-fire-fire to get a turret and then another seal and wind-something-something to get the seal which draws items in, you'll make something like a turret and, with a completely different process, you make something which draws items in.
So, there's gonna be different recipes which won't be as cheap to make, but they're going to be there in some form.
Also, yay, first time being quoted. : D
Since I started using MultiMC for the first time while poking around in 1.3.2, I decided to make a 1.1 instance for the sole purpose of checking out the original TC, which I never got to do. I think I managed to find some old info regarding the crafting recipes, but if anyone who has had the luck of having experienced the original TC would like to make any non-spoilery suggestions and hints, either a PM or info in spoilers will be appreciated!
Second, does anyone know if Az ever intends to make TC and/or TC2 open source? I doubt it, but it would be nice if people could possibly update those, or at least favorable portions of them, to work with TC3 and beyond. I recall reading that the original eldritch monoliths were unbelievable so I'm looking forward to checking them out yet afraid I'll like them so much I'll want them in future TC editions!
And then I got to thinking about how the multi-block crystals should look and how giant crystals from other mods all look awful, and I was thinking about slanted blocks when it suddenly struck me that slanted blogs already exist inside Minecraft.
What if you took the code, or whatever is, that makes fluid blocks try to smoothly connect to each other and applied it to a solid block.
I mean, that sort of style may not fit well with TC3, but if Azanor can't do it then no one can.
I didn't get a chance to, unfortunately. D:
skip to 1:00:00 http://www.twitch.tv/ecutruin/b/335633452
He has released it to a few other developers for testing purposes. Its not publicly available. You can see people messing around with it on the videos that have been shared on this thread but really I wouldn't bother. That's not a huge amount on there and who knows how its going to change between now and then. Plus its all livestream recordings and...well...they are live streams.