I understand the golems planned for Thaumcraft 3 will act as an alternative to a pipe system, to make it less of a tech mod. That being said, will the golems have the capability to carry around liquids? I know they can open doors and access chest inventories already, and I would find it overwhelmingly useful to be able to give a golem a bucket, and send it on its merry way.
I understand the golems planned for Thaumcraft 3 will act as an alternative to a pipe system, to make it less of a tech mod. That being said, will the golems have the capability to carry around liquids? I know they can open doors and access chest inventories already, and I would find it overwhelmingly useful to be able to give a golem a bucket, and send it on its merry way.
They can move a filled bucket to or from their specific inventory if that's what you're asking. But if you're asking if they can fill buckets themselves, the answer is no, they can't (whether they will or not is up to Azanor). Compared to other logistics system, golems are much more limited.
Actually it's a very neat idea You're giving away full localization, while avoiding the injustice of complete globalization. So for example, player A pollutes the aura and does not affect player B, while the calculations will be kept minimal. This is a good compromise imho. It would change the whole premise and mechanics, but I like the sound of it
I think affecting player B is something that should happen, at least in conflict powered servers. Along with IC2 having it's nukes, minecraft having its dynamite, being able to forcefully manipulate the flux-aura around a player's base to ravage and destroy it would be a powerful mechanism of warfare. Also, if a player causes massive destruction through wanton experimentation, it gives rise to feuding, where groups trying to stop the destruction causer must find him without getting wiped out by the flux malformation. Likewise, if it affects all players, it can help induce a concept of rental and time shared, so people can learn to cooperate while experimenting to avoid the obliteration of an area, therefor increasing the bonds between group members.
Edit:
You know, what if you just make the nodes smaller and less common? Like, i understand they're a huge part, and having them connected and such is supposed to be in some part significant, but you could just connect them through the ley-lines I keep hearing about. Depending on how much energy is transferring across the ley lines, they may become visible during certain periods of the day, and moreso during the night, allowing the player to still get a rough idea of the location of a node with out already having a thaumometer, and also reducing calculations by simply cutting down the number of nodes.
What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
Hey I'm just wondering if anyone atm knows a multiplayer server that is looking for new people, and has IC2, forgecraft, mysticim (the book world mod), and eventually thaumcraft 3?
I'm tried of playing minecraft by myself. Yes I am the dreaded noob, but I just want to build things and show off, and maybe have a server with creepers off so my don't get blown up :<
There are also peaceful players that would dislike that. But Azanor could always add a config line that helps adjust this (I.e. flux effects target only the offender or anyone nearby).
The idea was aimed more at how to reduce CPU load while still getting similar effects.
(I.E. even if you run flux calcs from the player entities, but make it take effect relatively quickly, and then after spawning no longer follow the player. It would seem as if the nodes are spawning it.)
On the note of racking up flux for whatever reason.
And this is actually more about death penalty vs. reward gained before death than about PvP.
You need to make the penalty for dying outweigh the benefit from whatever you were doing.
What I mean is, say a user can make lots of gold (or other resources) for which the penalty is flux.
What stops me from running to some remote spot, carrying the bare minimum, making loads of gold, sticking it in a nearby chest, and then dying on purpose from the flux.
Since I respawn far away, I can just wait for the flux effect to cease, and then go loot my chest.
Risky, maybe, but only if someone else loots my chest first.
If flux effects is bound to the player, you could make it restart if he enters that area again.
Or if you do the other idea of "Aura quota tied to the player" you could make it so that death reduces that player's magic capability for a while.
In short, by tying these calculations to the players and not the nodes, you could also gain more control over what a player can do, or will suffer for his actions.
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People just can't stay away from me... but that is because I'm so fat I have my own gravitational field.
It's the flying cutlery that stresses me out.
Another possible move is to attach the flux calculations not to the node, but to the players as they interact with them
-snip-
I rather like this idea.. if you think of the whole aura as a healthy organism, then the inexperienced player essentially becomes a disease or parasite, draining its resources. In a paradigm like that, flux would essentially be an immune-system/histamine response.. (yes, it's allergy season here, why do you ask...) Player A is agitating the environment, draining resources, and releasing toxins into the 'bloodstream' of the world... so the world might develop a fever (desertification of chunks), try to drown the irritant in mucus (liquid flux), or send killer cells after the irritant (perhaps enemies become more aggressive, or more thaumic slimes spawn) If the negative/flux charge attached to you bleeds away slowly over time, then pausing your research would be something like 'going into remission,' and giving the organism time to 'forget' you as a threat. Perhaps there could also be research which allows you to neutralize your negative/flux effects more efficiently, which would be analogous to changing yourself from a parasite to a symbiote.
I think you could do something like this:
PLAYER:
- check for increase in negative charge. (different actions increase charge by different amounts; simple research may add 0-1, long-range-portaling may add 50-500)
- check whether negative charge is high enough to cause an effect
- if charge is high, implement effect, then remove X charge counters (number dependent on severity of effect)
- if charge is not high, then remove Y charge counter (1 or 2)
So, if you're pushing hard, doing lots of research and making literally world-shaking use of the aura, you could rack up a huge amount of negative charge quickly.. ceasing your foolish experiments into Things Man Was Not Meant To Know will let your charge trickle away very slowly, on its own.. but if you've already earned a cosmic smackdown, then you'll GET the smackdown, and a commensurate loss of charge. I could see specialized armor/gear that's intended to bleed away your negative charge more quickly -- like the heatsink on your CPU is intended to dissipate heat more efficiently. Or machinery that's intended to store part of your negative charge, to keep you below the threshold of Bad Things Happening (a literal flux capacitor!) -- you can't store the charge indefinitely; at some point you'll need to retrieve the negative charge that's stored, and get rid of it some way... or, you could get someone with low/no charge to take the stored charge for you, and let them deal with it... Either way, you're only doing your checks on what, 50 players on an average server, as opposed to hundreds of nodes.
Certain effects should be persistent to the area in which they occur, though. If you screw up reality bad enough to cause a desert, or rains of pink goo, then that stuff should remain until it's fixed, otherwise you lose a big chunk of the incentive to not screw up that badly. (This is why I suggest having the negative charge evaporate when Bad Things Happen; to keep someone from getting to the "pink goo" stage, and then just visiting every chunk until the whole world is slimed. A determined griefer could still find a way to do it, but it would take more time to build up the charge again, giving the admins more time to spot them and shut them down.)
If you're looking for a way to have nodes 'dry up' or have the thaumic equivalent of a brownout... what would happen if you assigned a node a static strength, and the various operations a 'power draw' rating? If say, Node #180 has a rating of 10, then you could operate devices with up to 10 drain, total, within range of that node.. say, a wand of fire drains 1 while in use, and a thaumic furnace drains 4.. If there are three players in that node, trying to run one thaumic furnace each, the total load is 12, which exceeds the 10 available.. so ALL the thaumic devices in that node shut down until the load drops back below 10. If you're running very close to capacity, and try to use your Wand of Fire, then you might find that the wand fizzles instead -- and every time you try to use it, it causes the power flow to stutter back in your lab, as well.. Even if you're calculating power drain for a dozen devices per player, I *think* that it would be hitting fewer calculations overall, than trying to keep up with every node dynamically.. 30 players on a server, say 20 devices running at a time, 600 calculations instead of thousands?
i just thought of this, so it may be a little flawed an requires some tweaking.
ALTERNATIVE AURA SYSTEM:
aura is sucked in from the sun. nodes will still generate, and special machines need to be placed near the nodes to suck in aura. then, your actual machines can draw aura from the sucking machine in a small area. each node has a limit to how much aura can be sucked. your probably confused, so here is a more detailed explanation:
Aura usage in a machine should work much like electricity. It should flow from a node to a machine as negative polarity, and resubmitted after used as positive polarity. this way, in order for a machine to work, it has to have a constant flow of neg polarity going in and pos polarity moving out. If too much flows in and not enough flows out, there can be bad consequences.
How aura would work ingame:
The nice looking glowing flying node things should still generate, as normal. however, they should be dormant. (This will effectively
eliminate lag)
In order to "tap" these nodes, a special device needs to be built, and needs to be placed right next to the node. (Nodes should always generate at high altitudes, so tapping can be more difficult.)
after the tap is applied, then a receiver station needs to be built on the ground directly under the tap. (there would be a limit, so if the node is too high up, than a better upgraded tap needs to be used.) (this makes sense because the more higher the node is, the more swapping limit it has.. i will explain swapping in a bit)
the receiver station can then generate a small circular field of aura, similar to the ones in use now. They should be only about a chunk in diameter. and that is how the aura will be usable.
now, the down side is, the nodes have a SWAPPING limit. each node has "download" and "upload" limit for aura. for example, suppose a node has a 100 download and 100 upload. now, when a machine requests 10 energy, it will flow from the tap, to the receiver, and to the aura circle. at which point, the machine will use it, and put the used 10 energy units (pos polarity) back into the circle. the receiver will then upload it back to the node, and the node will upload it to get rid of it. now the node has downloaded 10 and uploaded 10. now it can only download and upload 90 more. each circle has a buffer, meaning that if too many machines request power, the circle cannot take it all. it has to wait until some of the used energy is uploaded before it can be downloaded.
nodes can be recharged though. maybe everyday at sunset, the nodes will recharge some Download and upload. maybe the Biome can effect this. also, maybe a special machine can be made inside the aura circle that accepts mined shards to recharge the node. i have said before that the aura comes from the sun, meaning that machines would have trouble working at night (they will work slower) also, since all nodes have to swap with the sun, there is a universal DAILY limit to how much can be uploaded to the sun (download is unlimited, upload is not). so on a server with many people, they have to watch out if someone uploads too much because if that happens, and machines request too much energy and has no where to send it back, well, then bad things happen. this universal limit can be scaled to more fit the number of people playing on the server (a server with 100 people would need a higher limit than one with 10) To counteract this upload limit, a buffer can be placed in the circle so if the limit is reached, machines will have a place to discharge positive polarity aura instead of the bad things happening.
the more higher the node is, the more limit it has. that being said, if its very high, it would need a more upgraded version of the tap. so one at Y level 60 could have a 100 upload and download limit, while one at hight 150 could have 1000 upload and download. the one that is higher would need a better tap.
all these connections should be visible with the goggles of revealing. so you can actually see the aura flowing from the tap to the receiver and everything, just like how in Xycraft you can see the lasers connecting energy nodes , although it would be different. (maybe more purple, and like a lightning shape instead of a straight line)
I've just watched direwolf's video and a few other sneak peeks and i must say you've done an amazing job already
its hilarious how EVERYONE loves the golems (they are cute, and awesome)
one idea, a golem version that follows you, retrieves items that you can't reach/carries items, maybe even attack if he holds a weapon, i was just thinking a sort of helper/pet golem would be nice
but no matter what you do i bet it will be awesome
I doubt the amount of calculations grows exponentially with the number of nodes, otherwise Forgecraft would probably not even work with 3500 nodes if the code was designed for 250. It's more likely to be polynomial growth. If a calculation is being done for each node individually, the amount of calculations will grow linearly. If a calculation is being done on every pair of nodes, it will grow quadratically, and so on...
Since we don't know precisely how Azanor implemented his nodes or exactly what the system needs to be capable of (e.g. does it have to know if two nodes are connected via a path of overlapping nodes? Do the nodes interact in any way?), we don't know exactly what kind of optimization would work, if anything. Only Azanor can precisely know which optimizations could work and which couldn't. Also, we don't know what kinds of optimization he has already implemented.
Some possible examples of optimization:
Say you want to check at any time which nodes are overlapping and which are not. If you just check every pair, the number of calculations grows with x2. Instead, split the world into a 2-D grid of squares, similar to how the Minecraft world is split into chunks, but this grid would be bigger - each square should have dimensions at least equal to the maximum possible radius of a node. Every node would be part of one of these square grid sections (they could still move across the gridlines, though). Each square on the grid could store a list of all the nodes residing within that grid square. Now you only have to check each node with the nodes in the same square and the eight adjacent ones. Then, the number of calculations grows with x instead of x2 (once you reach a sufficiently large world size).
If there are events that are fired when a chunk is loaded or unloaded, it can also be possible to keep track of how many chunks are loaded in each grid square by keeping a running total. Any nodes in a grid square with 0 chunks loaded and surrounded by squares with 0 chunks loaded could be essentially unloaded, frozen in time, just like how stuff in unloaded chunks are frozen in time. Of course, unloading nodes wouldn't work if you wanted to see, say, whether a path could be drawn connecting two nodes through a series of nodes on the fly - in that case the nodes would need to be kept loaded but not actively performing calculations unless such a check was needed.
Both of those optimizations together, depending on what sort of calculations are actually needed, would reduce the number of calculations to growing about linearly with the activity of the server (i.e. the area of the world that actually has player activity) as opposed to growing quadratically with the total area of the world loaded (including abandoned areas, which make up much of an SP world in particular). Of course, I'm not an expert, and these are rather basic and somewhat dependent on what can be done with Java and Minecraft Forge, and I don't know if Azanor has already implemented similar (or better) optimizations. He's already mentioned that he has a queue for his calculations, which keeps it from immediately and constantly lagging the server.
Is it just me or is finding (new or unique) information on the progress/features of Thaumcraft 3 (TC3) becoming more difficult?
Is it just me or is finding structured, accurate, relevant information, in a timely fashion on the progress/features of TC3 becoming more difficult? With Twitch TV, YouTube, and this forum thread all being sources of information for TC3 the amount of content to sift through to find anything relevant (new or unique) is becoming tedious, and increasingly more time-consuming as more and more individuals decide to contribute to these sources.
One of my favorite things to do in regards to Thaumcraft is to learn about the [new] features [preferably] as they become available. I believe having a central structure (a primary source), to go to and view progress and information without fear of redundancy, would help to promote that purpose. If you'd like, Azanor, you could start a small blog or Wiki page for TC3. Aside from listing structured information, it might also serve as a central forum for users/testers to submit current issues (exploits, imbalances or bugs/glitches), without you having to read a dozen or so pages of mostly irrelevant content. I'd be willing to lend a hand, in my free time (of which I don't have much).
Sorry for the rant and odd sentence structure. Thanks for the read.
Please make this mod Multiplayer compatible. I'v played TC1 and TC2 and i love both however i feel it lacked the multiplayer experience. I would love to play TC2 with my friends so i hope to see TC3 multiplayer compatible.
Rifts should be above the block boundary because players should not interact with them. It would be wise to place pylons under rifts because there is the greatest concentration of "Arcana Minor" under the rift. Rifts are not specific to a block column or block axis but are area affects of a whole chunk.
-snip-
Just saw the direwolf20 video on TC3 with him showing the node and its awesome.
Please make this mod Multiplayer compatible. I'v played TC1 and TC2 and i love both however i feel it lacked the multiplayer experience. I would love to play TC2 with my friends so i hope to see TC3 multiplayer compatible.
It IS multiplayer compatible!
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PLEASE! Learn to use spoiler tags, especially when posting crash reports: [spoiler]YOUR TEXT HERE[ /spoiler]
Just saw the direwolf20 video on TC3 with him showing the node and its awesome.
I would like to get more information on anything on this mod; trying to be patient. That being said, where could I find direwolf20's video? I couldn't find it on YouTube, or the almighty Google.
you have a serious problem with your google then... the first answer on google when searching for direwolf20 is his youtube, followed by his twitter.
I couldn't find any video for thaumcraft 3 on direwolf's channel. Won't believe pyro unless he posts a link.
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Do you guys like mods? Do you like magic? Do you enjoy the idea of adding magic to minecraft? Check out my channel, and see just how awesome minecraft with magic can be! --> http://www.youtube.c.../darkpheonix005
Right, and when he actually posts the link you're going to complain about having to sit through a 30 minute long video to get to the parts you want, and then, since you won't watch it, you still won't believe him.
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70% of people have signatures that try and boost their superiority complexes. Post this if you're a hypocrite.
I would like to get more information on anything on this mod; trying to be patient. That being said, where could I find direwolf20's video? I couldn't find it on YouTube, or the almighty Google.
Season 3 Episode 14 of his SMP let's play. While I haven't watched it quite yet, it says so in the description.
Even though it is a livestream slowpoke and ecutrain as far as I have both experimented with Thaumcraft 3 on the server. Slowpoke from what I can see managed to research everything possible at the time.
I couldn't find any video for thaumcraft 3 on direwolf's channel. Won't believe pyro unless he posts a link.
Well first of all that's not a picture of a node. Its a picture I made of a "rift" which i wrote about months ago here when the thread was still Arcanacraft. From what I understand Azanor based Nodes off of them, and honestly I could not be more happy that Azanor incorporated my idea to such an extent.
Secondly here's direwof20 on youtube: http://www.youtube.com/user/direwolf20
[sarcasm]oh wow look at that complex url, no wonder you guys couldn't find him[/sarcasm]
They can move a filled bucket to or from their specific inventory if that's what you're asking. But if you're asking if they can fill buckets themselves, the answer is no, they can't (whether they will or not is up to Azanor). Compared to other logistics system, golems are much more limited.
I think affecting player B is something that should happen, at least in conflict powered servers. Along with IC2 having it's nukes, minecraft having its dynamite, being able to forcefully manipulate the flux-aura around a player's base to ravage and destroy it would be a powerful mechanism of warfare. Also, if a player causes massive destruction through wanton experimentation, it gives rise to feuding, where groups trying to stop the destruction causer must find him without getting wiped out by the flux malformation. Likewise, if it affects all players, it can help induce a concept of rental and time shared, so people can learn to cooperate while experimenting to avoid the obliteration of an area, therefor increasing the bonds between group members.
Edit:
You know, what if you just make the nodes smaller and less common? Like, i understand they're a huge part, and having them connected and such is supposed to be in some part significant, but you could just connect them through the ley-lines I keep hearing about. Depending on how much energy is transferring across the ley lines, they may become visible during certain periods of the day, and moreso during the night, allowing the player to still get a rough idea of the location of a node with out already having a thaumometer, and also reducing calculations by simply cutting down the number of nodes.
I'm tried of playing minecraft by myself. Yes I am the dreaded noob, but I just want to build things and show off, and maybe have a server with creepers off so my don't get blown up :<
There are also peaceful players that would dislike that. But Azanor could always add a config line that helps adjust this (I.e. flux effects target only the offender or anyone nearby).
The idea was aimed more at how to reduce CPU load while still getting similar effects.
(I.E. even if you run flux calcs from the player entities, but make it take effect relatively quickly, and then after spawning no longer follow the player. It would seem as if the nodes are spawning it.)
On the note of racking up flux for whatever reason.
And this is actually more about death penalty vs. reward gained before death than about PvP.
You need to make the penalty for dying outweigh the benefit from whatever you were doing.
What I mean is, say a user can make lots of gold (or other resources) for which the penalty is flux.
What stops me from running to some remote spot, carrying the bare minimum, making loads of gold, sticking it in a nearby chest, and then dying on purpose from the flux.
Since I respawn far away, I can just wait for the flux effect to cease, and then go loot my chest.
Risky, maybe, but only if someone else loots my chest first.
If flux effects is bound to the player, you could make it restart if he enters that area again.
Or if you do the other idea of "Aura quota tied to the player" you could make it so that death reduces that player's magic capability for a while.
In short, by tying these calculations to the players and not the nodes, you could also gain more control over what a player can do, or will suffer for his actions.
It's the flying cutlery that stresses me out.
I rather like this idea.. if you think of the whole aura as a healthy organism, then the inexperienced player essentially becomes a disease or parasite, draining its resources. In a paradigm like that, flux would essentially be an immune-system/histamine response.. (yes, it's allergy season here, why do you ask...) Player A is agitating the environment, draining resources, and releasing toxins into the 'bloodstream' of the world... so the world might develop a fever (desertification of chunks), try to drown the irritant in mucus (liquid flux), or send killer cells after the irritant (perhaps enemies become more aggressive, or more thaumic slimes spawn) If the negative/flux charge attached to you bleeds away slowly over time, then pausing your research would be something like 'going into remission,' and giving the organism time to 'forget' you as a threat. Perhaps there could also be research which allows you to neutralize your negative/flux effects more efficiently, which would be analogous to changing yourself from a parasite to a symbiote.
I think you could do something like this:
PLAYER:
- check for increase in negative charge. (different actions increase charge by different amounts; simple research may add 0-1, long-range-portaling may add 50-500)
- check whether negative charge is high enough to cause an effect
- if charge is high, implement effect, then remove X charge counters (number dependent on severity of effect)
- if charge is not high, then remove Y charge counter (1 or 2)
So, if you're pushing hard, doing lots of research and making literally world-shaking use of the aura, you could rack up a huge amount of negative charge quickly.. ceasing your foolish experiments into Things Man Was Not Meant To Know will let your charge trickle away very slowly, on its own.. but if you've already earned a cosmic smackdown, then you'll GET the smackdown, and a commensurate loss of charge. I could see specialized armor/gear that's intended to bleed away your negative charge more quickly -- like the heatsink on your CPU is intended to dissipate heat more efficiently. Or machinery that's intended to store part of your negative charge, to keep you below the threshold of Bad Things Happening (a literal flux capacitor!) -- you can't store the charge indefinitely; at some point you'll need to retrieve the negative charge that's stored, and get rid of it some way... or, you could get someone with low/no charge to take the stored charge for you, and let them deal with it... Either way, you're only doing your checks on what, 50 players on an average server, as opposed to hundreds of nodes.
Certain effects should be persistent to the area in which they occur, though. If you screw up reality bad enough to cause a desert, or rains of pink goo, then that stuff should remain until it's fixed, otherwise you lose a big chunk of the incentive to not screw up that badly. (This is why I suggest having the negative charge evaporate when Bad Things Happen; to keep someone from getting to the "pink goo" stage, and then just visiting every chunk until the whole world is slimed. A determined griefer could still find a way to do it, but it would take more time to build up the charge again, giving the admins more time to spot them and shut them down.)
If you're looking for a way to have nodes 'dry up' or have the thaumic equivalent of a brownout... what would happen if you assigned a node a static strength, and the various operations a 'power draw' rating? If say, Node #180 has a rating of 10, then you could operate devices with up to 10 drain, total, within range of that node.. say, a wand of fire drains 1 while in use, and a thaumic furnace drains 4.. If there are three players in that node, trying to run one thaumic furnace each, the total load is 12, which exceeds the 10 available.. so ALL the thaumic devices in that node shut down until the load drops back below 10. If you're running very close to capacity, and try to use your Wand of Fire, then you might find that the wand fizzles instead -- and every time you try to use it, it causes the power flow to stutter back in your lab, as well.. Even if you're calculating power drain for a dozen devices per player, I *think* that it would be hitting fewer calculations overall, than trying to keep up with every node dynamically.. 30 players on a server, say 20 devices running at a time, 600 calculations instead of thousands?
ALTERNATIVE AURA SYSTEM:
aura is sucked in from the sun. nodes will still generate, and special machines need to be placed near the nodes to suck in aura. then, your actual machines can draw aura from the sucking machine in a small area. each node has a limit to how much aura can be sucked. your probably confused, so here is a more detailed explanation:
Aura usage in a machine should work much like electricity. It should flow from a node to a machine as negative polarity, and resubmitted after used as positive polarity. this way, in order for a machine to work, it has to have a constant flow of neg polarity going in and pos polarity moving out. If too much flows in and not enough flows out, there can be bad consequences.
How aura would work ingame:
The nice looking glowing flying node things should still generate, as normal. however, they should be dormant. (This will effectively
eliminate lag)
In order to "tap" these nodes, a special device needs to be built, and needs to be placed right next to the node. (Nodes should always generate at high altitudes, so tapping can be more difficult.)
after the tap is applied, then a receiver station needs to be built on the ground directly under the tap. (there would be a limit, so if the node is too high up, than a better upgraded tap needs to be used.) (this makes sense because the more higher the node is, the more swapping limit it has.. i will explain swapping in a bit)
the receiver station can then generate a small circular field of aura, similar to the ones in use now. They should be only about a chunk in diameter. and that is how the aura will be usable.
now, the down side is, the nodes have a SWAPPING limit. each node has "download" and "upload" limit for aura. for example, suppose a node has a 100 download and 100 upload. now, when a machine requests 10 energy, it will flow from the tap, to the receiver, and to the aura circle. at which point, the machine will use it, and put the used 10 energy units (pos polarity) back into the circle. the receiver will then upload it back to the node, and the node will upload it to get rid of it. now the node has downloaded 10 and uploaded 10. now it can only download and upload 90 more. each circle has a buffer, meaning that if too many machines request power, the circle cannot take it all. it has to wait until some of the used energy is uploaded before it can be downloaded.
nodes can be recharged though. maybe everyday at sunset, the nodes will recharge some Download and upload. maybe the Biome can effect this. also, maybe a special machine can be made inside the aura circle that accepts mined shards to recharge the node. i have said before that the aura comes from the sun, meaning that machines would have trouble working at night (they will work slower) also, since all nodes have to swap with the sun, there is a universal DAILY limit to how much can be uploaded to the sun (download is unlimited, upload is not). so on a server with many people, they have to watch out if someone uploads too much because if that happens, and machines request too much energy and has no where to send it back, well, then bad things happen. this universal limit can be scaled to more fit the number of people playing on the server (a server with 100 people would need a higher limit than one with 10) To counteract this upload limit, a buffer can be placed in the circle so if the limit is reached, machines will have a place to discharge positive polarity aura instead of the bad things happening.
the more higher the node is, the more limit it has. that being said, if its very high, it would need a more upgraded version of the tap. so one at Y level 60 could have a 100 upload and download limit, while one at hight 150 could have 1000 upload and download. the one that is higher would need a better tap.
all these connections should be visible with the goggles of revealing. so you can actually see the aura flowing from the tap to the receiver and everything, just like how in Xycraft you can see the lasers connecting energy nodes , although it would be different. (maybe more purple, and like a lightning shape instead of a straight line)
its hilarious how EVERYONE loves the golems (they are cute, and awesome)
one idea, a golem version that follows you, retrieves items that you can't reach/carries items, maybe even attack if he holds a weapon, i was just thinking a sort of helper/pet golem would be nice
but no matter what you do i bet it will be awesome
Since we don't know precisely how Azanor implemented his nodes or exactly what the system needs to be capable of (e.g. does it have to know if two nodes are connected via a path of overlapping nodes? Do the nodes interact in any way?), we don't know exactly what kind of optimization would work, if anything. Only Azanor can precisely know which optimizations could work and which couldn't. Also, we don't know what kinds of optimization he has already implemented.
Some possible examples of optimization:
Is it just me or is finding structured, accurate, relevant information, in a timely fashion on the progress/features of TC3 becoming more difficult? With Twitch TV, YouTube, and this forum thread all being sources of information for TC3 the amount of content to sift through to find anything relevant (new or unique) is becoming tedious, and increasingly more time-consuming as more and more individuals decide to contribute to these sources.
One of my favorite things to do in regards to Thaumcraft is to learn about the [new] features [preferably] as they become available. I believe having a central structure (a primary source), to go to and view progress and information without fear of redundancy, would help to promote that purpose. If you'd like, Azanor, you could start a small blog or Wiki page for TC3. Aside from listing structured information, it might also serve as a central forum for users/testers to submit current issues (exploits, imbalances or bugs/glitches), without you having to read a dozen or so pages of mostly irrelevant content. I'd be willing to lend a hand, in my free time (of which I don't have much).
Sorry for the rant and odd sentence structure. Thanks for the read.
Just saw the direwolf20 video on TC3 with him showing the node and its awesome.
It IS multiplayer compatible!
PLEASE! Learn to use spoiler tags, especially when posting crash reports: [spoiler]YOUR TEXT HERE[ /spoiler]
I couldn't find any video for thaumcraft 3 on direwolf's channel. Won't believe pyro unless he posts a link.
Well first of all that's not a picture of a node. Its a picture I made of a "rift" which i wrote about months ago here when the thread was still Arcanacraft. From what I understand Azanor based Nodes off of them, and honestly I could not be more happy that Azanor incorporated my idea to such an extent.
Secondly here's direwof20 on youtube: http://www.youtube.com/user/direwolf20
[sarcasm]oh wow look at that complex url, no wonder you guys couldn't find him[/sarcasm]
And because I know people will still ask here's the 1.3.2 Forgecraft Let's Play playlist:
http://www.youtube.c...HQnxZ22cEoAMPZ8
And here is episode 14 at the exact moment where Direwolf shows the node:
Now no more spoonfeeding, ever.