Not a bad idea! The recalculate doesnt take long. I did do it 200 odd times a world tick on the forgecraft server after all. Doing it once on a sleep or similar event is no biggy.
Ill be honest.. Single player should recalculate off sleep but smp should just use commands. With a default off sleep option. Since in smp you practically never get every one asleep together better to say hey admin glitch can u recalc.
I've made some changes to the aura system that seems very promising so far.
1) Ive reduced the number of nodes generated in the world by half, while doubling the amount of juice each one has. This was something I was planning in any case, but as a side effect it reduces the amount of work the server needs to do.
2) I'm using a neighbour list for my calculations. What this means is that when the game/server first loads I do the calculations I used to do each tick only ONCE. At the same time I generate a list of neighbours for each node - nodes that fall within its aura of influence, or vica versa. From then on I only do my per-tick calculations against this small list of neighbours (or on occasion a neighbours of neighbours list). On the Forgecraft server this has reduced the per-tick calculations per-node from around 5000 to 5 (on average). AS you can imagine it is a huge improvement.
This still requires a lot of testing though, but so far so good
Azanor, your ability to adapt to and solve even pretty big problems in relatively short periods of time continues to amaze me. Even back in the days of TC2 (and TC1 to some degree) the rate at which you released updates was astounding. And as I understand it, even small amounts of code can take a lot of time to troubleshoot.
[villagers] already [follow you] if you hold diamonds in front of them.
WHAAAAAAAAAAT?!? THAT WOULD HAVE BEEN SUCH A NICE THING TO KNOW BEFORE NOW!! Man, I gotta spend some time re-familiarizing myself with the game mehcanics (last time I did so was around 1.1 or so)
Get rid of the slimes. Those things won't leave me alone. Literally. And I haven't even touched a Thaumcraft machine in this world.
I disagree. The slimes are amazing. You can intentionally make them huge and then kill them for artifacts and viz crystals! =)
Also, if you don't like them, then use some offensive seals as turrets to keep them at bay when you're near your house. Also, they spawn in areas of high viz concentration. Perhaps if you used more thaumic devices (thereby depleting some of that viz in the atmosphere) they wouldn't spawn as often.
I think it would be nice if a Thaumic Slime was the result of severe saturation of Aura in a specific area, the Aura would condense into a cubic shape such as the slime and start roaming. Maybe making it not be able to hurt you, making it slightly bigger, and giving it a unique drop would have more people interested.
Idea I had is also that Thaumic Slimes draw Aura to it, attempting to promote the creation of more Thaumic Slime, almost like an infestation once the process gets going.
BAI1
They already drop artifacts if you let them get big enough. They already feed off of the local aura charge, and I'm pretty sure that they spawn in areas of high viz concentration.
In TC1, you could make a huge thaumic slime by charging a full block of viz (I forget what it was called, but it was essentially a portable source of viz) in an alter (obviously the alter had to have at least 4 completed obelisks around it)
Be careful, though. If they get to the last one or two stages of growth, they start causing small explosions when they land. It isn't enough to break stone (or cobblestone), but stuff like grass, dirt, sand and gravel will be destroyed.
Usually what I do is I use an infinite portal loop to increase the taint charge in a chunk to insane levels (higher than 1000%), since thaumic slimes can feed off of taint charge as well as viz charge. Any thaumic slimes in the chunk will rapidly grow to their maximum size, at which point I turn off the infinite loop (redstone signal disables it) and kill the slime, leaving one tiny slime to take its place in the trap. It's a remarkably efficient way to get viz crystals, if you don't mind using a lot of weapon durability (those things have ridiculous amounts of hp once they get to a decent size). Also I frequently get common and uncommon artifacts (of the Lost research tree).
And finally, sorry about the double post. I tend to respond to posts as soon as I'm done reading them, and this time I forgot that I already responded to one and could just edit other responses into it.
No worries, however I am thinking he has changed the mechanics of the Thaumic Slime or removed it, I am hoping it is still in the game however, as they were a nice addition to the purple worlds I make. I only ever made a purple world once, and I never did it again, couldn't survive without proper stuff.
BAI1
Some men just want to watch the world turn purple.
WHAAAAAAAAAAT?!? THAT WOULD HAVE BEEN SUCH A NICE THING TO KNOW BEFORE NOW!! Man, I gotta spend some time re-familiarizing myself with the game mehcanics (last time I did so was around 1.1 or so)
TO THE WIKI!!
Sorry, I was wrong. Turns out that it was Better Than Wolves that added that feature >_< I guess it just seemed like such a logical idea that I forgot it wasn't vanilla.
Indeed, I liked the slimes as well... well, at least until they started spawning annoyingly.
Spawning flux slimes I think will be in, I vaguely remember Azanor once mentioning them as a planned effect of certain types of flux.
I'd love to see some more unique mechanics per mob. Instead of just different forms of attacking.
Like a slime that engulfs you, and then damages you. Forcing you to fight from the inside out.
Or one that spits glue at you, locking you in place for a few seconds.
Or one that does no damage to you but goes creeper-hug on you and renders you blind for a short time.
Things like that.
Rollback Post to RevisionRollBack
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.
I've got a question-- from seeing the mattabase videos, I've noticed several bottles full of animated substances (think the extracts of purest magic, for instance, from TC2). Most notably, I saw one pop up when he searched "cry" in search of "crystal"-- could this mean that there are bottled versions of the aspects? I've seen one under stone, I believe, and perhaps 2-3 other such bottles, animated and based on the same sprite.
I think that's true, but I don't know if they are intended only for debugging or they have a purpose in-game (but as there is an empty one and they have a cool animation I would believe they have)
Well, I can't imagine what debugging purpose they'd have at this point. Either way, I eagerly await any further knowledge-- the idea of aspects has me absolutely on the edge of my seat, especially with how it's been implemented (research tables and their lovely squiggly lines, these bottles, flux). In a way, with each iteration of TC, thaumic conventions and rules have more of a presence- from Vis to aura/taint levels to now aspects. I like it.
Actually, it has only been a few days since that issue of the nexuses' calculations slowing the server down to a crawl got looked into. Chances are, there are still some insidious bugs hidden throughout, so sometimes debug tools are still needed to figure out exactly how a bug works.
Don't forget, Forgecraft is currently running an Alpha version (if my memory serves.)
You have a point. I suppose more than anything I'm curious as to how they'd work, especially in such quantity. Then again, they are rather eye-catching, and if all they're for is to get some sort of statistical readout or otherwise, I can see the merits of using those sprites for it.
I don't know if I'm late or not but, I was wondering, since we will not have those seals anymore, how can we keep those mobs away. So I came with this idea:
An Arcanum Barrier! It could only keep away mobs or give damage using the right rings for configuration and so on. You can even build energy bridges by activating and walking above the energy field!
DO WANT.
I think that something similar to the forcefield mod in Tekkit would be a great addition to TC3. Of course, it would be a high tier requiring a lot of research.
Ill be honest.. Single player should recalculate off sleep but smp should just use commands. With a default off sleep option. Since in smp you practically never get every one asleep together better to say hey admin glitch can u recalc.
This is the most sensible course of action
Azanor, your ability to adapt to and solve even pretty big problems in relatively short periods of time continues to amaze me. Even back in the days of TC2 (and TC1 to some degree) the rate at which you released updates was astounding. And as I understand it, even small amounts of code can take a lot of time to troubleshoot.
WHAAAAAAAAAAT?!? THAT WOULD HAVE BEEN SUCH A NICE THING TO KNOW BEFORE NOW!! Man, I gotta spend some time re-familiarizing myself with the game mehcanics (last time I did so was around 1.1 or so)
TO THE WIKI!!
I disagree. The slimes are amazing. You can intentionally make them huge and then kill them for artifacts and viz crystals! =)
Also, if you don't like them, then use some offensive seals as turrets to keep them at bay when you're near your house. Also, they spawn in areas of high viz concentration. Perhaps if you used more thaumic devices (thereby depleting some of that viz in the atmosphere) they wouldn't spawn as often.
They already drop artifacts if you let them get big enough. They already feed off of the local aura charge, and I'm pretty sure that they spawn in areas of high viz concentration.
In TC1, you could make a huge thaumic slime by charging a full block of viz (I forget what it was called, but it was essentially a portable source of viz) in an alter (obviously the alter had to have at least 4 completed obelisks around it)
Be careful, though. If they get to the last one or two stages of growth, they start causing small explosions when they land. It isn't enough to break stone (or cobblestone), but stuff like grass, dirt, sand and gravel will be destroyed.
Usually what I do is I use an infinite portal loop to increase the taint charge in a chunk to insane levels (higher than 1000%), since thaumic slimes can feed off of taint charge as well as viz charge. Any thaumic slimes in the chunk will rapidly grow to their maximum size, at which point I turn off the infinite loop (redstone signal disables it) and kill the slime, leaving one tiny slime to take its place in the trap. It's a remarkably efficient way to get viz crystals, if you don't mind using a lot of weapon durability (those things have ridiculous amounts of hp once they get to a decent size). Also I frequently get common and uncommon artifacts (of the Lost research tree).
And finally, sorry about the double post. I tend to respond to posts as soon as I'm done reading them, and this time I forgot that I already responded to one and could just edit other responses into it.
Some men just want to watch the world turn purple.
I am a representative of VudooHosting
But it is done in the name of Thaumiturgical science... So its okay then.
Spawning flux slimes I think will be in, I vaguely remember Azanor once mentioning them as a planned effect of certain types of flux.
I'd love to see some more unique mechanics per mob. Instead of just different forms of attacking.
Like a slime that engulfs you, and then damages you. Forcing you to fight from the inside out.
Or one that spits glue at you, locking you in place for a few seconds.
Or one that does no damage to you but goes creeper-hug on you and renders you blind for a short time.
Things like that.
It's the flying cutlery that stresses me out.
Well, I can't imagine what debugging purpose they'd have at this point. Either way, I eagerly await any further knowledge-- the idea of aspects has me absolutely on the edge of my seat, especially with how it's been implemented (research tables and their lovely squiggly lines, these bottles, flux). In a way, with each iteration of TC, thaumic conventions and rules have more of a presence- from Vis to aura/taint levels to now aspects. I like it.
You have a point. I suppose more than anything I'm curious as to how they'd work, especially in such quantity. Then again, they are rather eye-catching, and if all they're for is to get some sort of statistical readout or otherwise, I can see the merits of using those sprites for it.
An Arcanum Barrier! It could only keep away mobs or give damage using the right rings for configuration and so on. You can even build energy bridges by activating and walking above the energy field!
Sorry for bad english...
I think that something similar to the forcefield mod in Tekkit would be a great addition to TC3. Of course, it would be a high tier requiring a lot of research.