I was struck by another idea while playing. An arcane workbench that works in the same fashion as the Machinist's Workbench from Thermal Expansion.
Basically it's an Arcane Workbench except with an inventory that it'll draw items from to allow you to make large batches of an item (Such as Warded Jars) instead of having to place new items in the crafting grid every single time.
Edit: a multiblock structure like the altar from TC 3 might be cool, maybe made with 3 Arcane Stone blocks and a Hungry chest?
Also, increasing the distance that it will draw from would also be helpful.
Several things are in the works, from reduced essentia requirements to denser storage jars, that may make the existing draw range more than enough. Personally, I'm hoping for either a line in the config file that lets the player set how much Etherial Jars will hold, or a line or two for adjusting the modifier's draw ranges, but some of the new things anounced may make the whole point obsolete.
I'd also suggest reducing how fancy the node modifier looks. As with Ars Magica, it is generally out of keeping with the modelling of Minecraft.
I understand wanting to have added content have the same style as the base blocks, really I do, but...
1. I'm running about 20 mods that actually change some appearances, some of them with literally more than 100 new blocks each. Make everything look cubic, and it gets very hard to tell which cubes are which. With 20 different mod authors, what are the chances all of them will even have the same understanding of what the default look is? I'd hate to urge a mod author to rebuild something only to find it now bothers me more than the old version.
2. Base Thaumcraft is one of those mods that aready deviates from the 'keep it cubic as possible' principle - just look at the curved horns of the Runic Infuzor.
3. If a player runs one (or soon more, even for mod users) texture packs (resource packs, whatevah), those probably won't contain a new skin for AT content or even Thaumcraft. I'm pretty sure the people who want to change all the default items in appearance don't particularly value having new items fall in with that default. Some of them may really dislike the vanilla appearance, some may find it OK but a little bland, but it's really unlikely they will actively want that image consistency. I'm not using any added textures myself, but I still don't personally want everything to look like default style either.
Contrary-wise, I also won't get really upset if the node modifier IS redrawn to be blockier or something. Within pretty broad limits, I'd be just fine with it being simpler or squarer (less octagonal), or having parts squarer (no more little round balls). I can understand making it more 'minecrafty' just to reduce the poly count. I'd save 'upset' for it being retextured to include something like racial slur grafitti or dripping severed heads.
Does anyone else feel that the colors of essentia that work for node modifying are not the best? So far, it usually needs a rather bland pink, a brown, or a gray. I keep thinking that if I'm going to build a wall of jars full of stuff, then glowing greens or blues or some such, lighting the whole area in eldritch colors, is more how it should look. For me, a substantial Node Modifying area tends to look like a Mad Scientist's lab, with all the glassware, tubes and cut off valves and such, and when I peer over that wall of jars at a visitor, the last thing with which I want my face to be lit from below, is a healthy pink glow (not that Minecraft would do realistic lighting effects anyway, but it's the principle of the thing.). Can you imagine a modern Frankenstein movie with all the bubbling liquids in greys and browns?
Yeah, as much as I'm enjoying things so far, really want to see a fix to this ASAP. I can't touch the thing without accidentally destroying it. Also, increasing the distance that it will draw from would also be helpful.
I'd also suggest reducing how fancy the node modifier looks. As with Ars Magica, it is generally out of keeping with the modelling of Minecraft.
Otherwise, very interested in seeing where this WIP mod goes.
IMO Thaumcraft and AM2 both fit far better with HD textures then a 16x version.
However, the node modifier is a bit overdone.
I had a few issues implementing the GUI, just some gotchas that none of the Forge tutorials bother mentioning, but I just spent the evening getting that resolved, and my initial test of "Remove Pale" works perfect. I've redone the modifier costs. Lower essentia, but also requiring wisp essences (sometimes very specific essences, sometimes you can use any essence), and I've added a few more visual effects to the modifier to give you an indication that it is actually doing something.
I fixed the insta-break on it (I mentioned this somewhere else), and there are a handful of other fixes in the changelog. I've also implemented the Flux Veltilator, with a temporary model (this model will actually be used for an exciting new feature coming soon) and it works great, so far. It, of course, is still alpha/beta, so you'll be upgrading at your own risk.
I had a few issues implementing the GUI, just some gotchas that none of the Forge tutorials bother mentioning, but I just spent the evening getting that resolved, and my initial test of "Remove Pale" works perfect. I've redone the modifier costs. Lower essentia, but also requiring wisp essences (sometimes very specific essences, sometimes you can use any essence), and I've added a few more visual effects to the modifier to give you an indication that it is actually doing something.
I fixed the insta-break on it (I mentioned this somewhere else), and there are a handful of other fixes in the changelog. I've also implemented the Flux Veltilator, with a temporary model (this model will actually be used for an exciting new feature coming soon) and it works great, so far. It, of course, is still alpha/beta, so you'll be upgrading at your own risk.
woooow!! supercool!, just for record, I'm trowing out any ideas I have, co's I luv your addon!!
Edit: can't wait to put my hands on the next release!!!
...I've also implemented the Flux Veltilator, with a temporary model...
I'm torn between hoping you meant Ventelator and it difusing flux until it's harmless or making all the liquid flux into gasious or something, and you adding something really called a Veltilator, whatever that does.
The long awaited build 13 has arrived. I apologize for the long delay, but between the hospital stay, and the fact that this is still essentially a new area for me (java in general, modding for minecraft), it took a bit to get everything functional.
I had a few friends give the build a once-over and there's nothing in it crash-wise that any of us found. I should mention, i did do some config rearranging, so it's possible that one of your blocks or items might go missing, which I apologize for.
There is a "Flux Dissipator" available for testing in the creative menu. The model is temporary, and I will be changing the functionality around slightly, but basically, the ventilator will turn goo into a gas, then it'll clear out any gas in range. There is a 10% chance that it will recover one Vitium from the gas, which you can then extract with a phial. I'll be adding tube support later.
There is also the "Ethereal Jar" which stores 256 essentia. The block rendering works, but the item does not render properly when in item form. It appears to work fine with pipes on initial tests, but not the thaumostatic harness. I plan to fix this soon
Hope you all enjoy, and again, sorry for the wait.
No need to apologise at all, thank *you* for all the hard work and providing something fun for us to play with. Very interested to see this build out and will push live to my server some time tonight. I might start doing some videos with this too as I'm recording on that server at the moment. If I do I'll put the video link up here.
Do you think you'll change anything or think about the direction in light of TTKami being released? I've also updated to that version and interested to see how these two work alongside each other. The node modification and ethereal jars are definitely something unique, but now there's a 1000 vis wand and ichor armour and tools, this whole 'endgame' area of TC4 needs careful thought.
Not to say that's a problem, actually it makes it more exciting.
Worg, Rian, I'm really just talking about the modelling. Even thinking about the runic matrix, that's not exactly a typical block being multiblock and animated, but even so - thinking about the shape - still very simple. Straight lines, four sided, cut shapes - its a wonderful design utilising a still very 'Minecrafty' style.
On the wand, It seems that a mecurial wand is much easier then a ichor one.( no where near that far into my world atm)
LycaonX, not sure if you're interested in this but it works on my single player but not added to my server. I've pasted my crash report below.
I'm afraid I derped and forgot to test it as a dedicated server. I'll sneak build 15 out tonight which should fix this problem. It also updates the fertilizer. It now will basically cause -any- vanilla plant to grow/spread given the proper conditions. This includes lilypads, vines, mushrooms,etc. I may be adding an Herba requirement due to this, though. The Aqua for watering tilled soil, and Herba for fertilization.
Ok so I have a few problems all Aesthetic though:
1. I feel the Node Modifier is not only in the wrong place and that it should be under Artifice but while in the inventory it looks almost like a Morphus blob, I think it should be moved to Artifice but still require Node in a Jar and should have an Inventory Icon instead of its Render.
2. The Mercurial Wand has many problems with it:
-The text does not match the normal Wand format which infuriates me and makes me dislike this mod.
-The placement is so rigid make it diagonal instead of how it is now.
-The mercurial rod and the wand it self should be merged into 1 research.
3. The placement of the Hydrator overlaps with another mods research if you could move it more in that would be nice.
4. The Memes... Please just make it an option to turn it off the references in the descriptions and the breaking of blocks showing memes just pulls me out of thaumcraft so much its not even funny It really makes this mod personally unplayable.
Suggestions:
1. Raise the cost for the Node Modifier.
2. The Particles for the Radius the Hydrator works on should be invisible while you do not have the goggles of revealing on.
Thank you for reading this, I hope you take my criticism constructively I'm not trying to be an mean. I enjoy your mod I just have a few gripes with it. Hopefully you consider what I have said, Thank you.
1. I feel the Node Modifier is not only in the wrong place and that it should be under Artifice but while in the inventory it looks almost like a Morphus blob, I think it should be moved to Artifice but still require Node in a Jar and should have an Inventory Icon instead of its Render.
"Inventory Icon" is incredibly vague. Also, I have no texturing skill, so modifying it is probably not going to happen. I agree the inventory icon could use some more definition, though.
Quote from Zandorum »
2. The Mercurial Wand has many problems with it:
-The text does not match the normal Wand format which infuriates me and makes me dislike this mod.
Added a config option to enable classic tooltips. Will be in build 16.
Quote from Zandorum »
-The placement is so rigid make it diagonal instead of how it is now.
I have no idea what you mean by this. If you don't like where you place it, put it somewhere else.
Quote from Zandorum »
-The mercurial rod and the wand it self should be merged into 1 research.
Why? All of the other cores are separate research, and I think that the complexity and power of the mercurial wand merits it's own research.
Quote from Zandorum »
3. The placement of the Hydrator overlaps with another mods research if you could move it more in that would be nice.
Which mod? And which research? Maybe you could ask the other mod author to move theirs. Mine has been there for months.
Quote from Zandorum »
4. The Memes... Please just make it an option to turn it off the references in the descriptions and the breaking of blocks showing memes just pulls me out of thaumcraft so much its not even funny It really makes this mod personally unplayable.
This was started by Azanor himself, and has been followed by every single TC addon author. I'd suggest talking to him about an option to disable them, since I have no control over his source code and thus I cannot personally disable the meme tooltips.
Quote from Zandorum »
Suggestions:
1. Raise the cost for the Node Modifier.
Not sure I get this, either. Nearly a dozen jars of essentia is not enough cost already?
Quote from Zandorum »
2. The Particles for the Radius the Hydrator works on should be invisible while you do not have the goggles of revealing on.
If you're talking about the red particles, that's a derp on my part. Accidentally left them in when I got done debugging. I'll have them removed in build 16.
"Inventory Icon" is incredibly vague. Also, I have no texturing skill, so modifying it is probably not going to happen. I agree the inventory icon could use some more definition, though.
I ment a sprite instead of the render in the inventory.
Added a config option to enable classic tooltips. Will be in build 16.
Thanks.
I have no idea what you mean by this. If you don't like where you place it, put it somewhere else.
I mean in the Thaumonomicon where the research is place is such a sharp angle maybe make the line go diagonal. The research box is an elbow bend instead of something smooth like everything else in thaumcraft is. I cant edit a picture because I don't want to have to install the mod again maybe ill do it tomorrow morning.
Why? All of the other cores are separate research, and I think that the complexity and power of the mercurial wand merits it's own research.
Because I cant use other caps on it... just make it double the Essentia it is now and raise the Instability.
Which mod? And which research? Maybe you could ask the other mod author to move theirs. Mine has been there for months.
Thaumic Tinkerer KAMI.
This was started by Azanor himself, and has been followed by every single TC addon author. I'd suggest talking to him about an option to disable them, since I have no control over his source code and thus I cannot personally disable the meme tooltips.
So Azanor put memes into your mod? I'm talking about when you break the Hydrator or the Node Modifier where it shows the "Ermahgerd Sprehrnklrz" Meme but also the Place Holder even though thats not a meme should just use the wood texture when broken.
Not sure I get this, either. Nearly a dozen jars of essentia is not enough cost already?
I mean Item wise not Essentia wise, Gold Blocks don't feel right and they aren't costly enough and maybe a higher instability.
If you're talking about the red particles, that's a derp on my part. Accidentally left them in when I got done debugging. I'll have them removed in build 16.
Kk.
LycaonX, thanks so much for fixing things so quickly. Much love.
Welcome I'll get this crash fixed here in about 10 minutes. I keep forgetting this stupid "I'm the server thread, I'm the client thread" crap. FloatyLines can't exist on a server because there's nothing to render them in ;p
And don't be sorry. Other than the random donation (which I've yet to see happen) the thingI appreciate the most is quick, concise error reports. I can't fix "IT DUN WERK" *coughdiggercough* The simple fact that you post your crash log lets me pinpoint the EXACT problem within seconds.
I don't find most of the "tooltips" funny, and I'm an old guy and don't get a lot of the pop culture references, but for some reason, I liked "Ermahgerd Sprehrnklrz"
Basically it's an Arcane Workbench except with an inventory that it'll draw items from to allow you to make large batches of an item (Such as Warded Jars) instead of having to place new items in the crafting grid every single time.
Edit: a multiblock structure like the altar from TC 3 might be cool, maybe made with 3 Arcane Stone blocks and a Hungry chest?
Several things are in the works, from reduced essentia requirements to denser storage jars, that may make the existing draw range more than enough. Personally, I'm hoping for either a line in the config file that lets the player set how much Etherial Jars will hold, or a line or two for adjusting the modifier's draw ranges, but some of the new things anounced may make the whole point obsolete.
I understand wanting to have added content have the same style as the base blocks, really I do, but...
1. I'm running about 20 mods that actually change some appearances, some of them with literally more than 100 new blocks each. Make everything look cubic, and it gets very hard to tell which cubes are which. With 20 different mod authors, what are the chances all of them will even have the same understanding of what the default look is? I'd hate to urge a mod author to rebuild something only to find it now bothers me more than the old version.
2. Base Thaumcraft is one of those mods that aready deviates from the 'keep it cubic as possible' principle - just look at the curved horns of the Runic Infuzor.
3. If a player runs one (or soon more, even for mod users) texture packs (resource packs, whatevah), those probably won't contain a new skin for AT content or even Thaumcraft. I'm pretty sure the people who want to change all the default items in appearance don't particularly value having new items fall in with that default. Some of them may really dislike the vanilla appearance, some may find it OK but a little bland, but it's really unlikely they will actively want that image consistency. I'm not using any added textures myself, but I still don't personally want everything to look like default style either.
Contrary-wise, I also won't get really upset if the node modifier IS redrawn to be blockier or something. Within pretty broad limits, I'd be just fine with it being simpler or squarer (less octagonal), or having parts squarer (no more little round balls). I can understand making it more 'minecrafty' just to reduce the poly count. I'd save 'upset' for it being retextured to include something like racial slur grafitti or dripping severed heads.
Does anyone else feel that the colors of essentia that work for node modifying are not the best? So far, it usually needs a rather bland pink, a brown, or a gray. I keep thinking that if I'm going to build a wall of jars full of stuff, then glowing greens or blues or some such, lighting the whole area in eldritch colors, is more how it should look. For me, a substantial Node Modifying area tends to look like a Mad Scientist's lab, with all the glassware, tubes and cut off valves and such, and when I peer over that wall of jars at a visitor, the last thing with which I want my face to be lit from below, is a healthy pink glow (not that Minecraft would do realistic lighting effects anyway, but it's the principle of the thing.). Can you imagine a modern Frankenstein movie with all the bubbling liquids in greys and browns?
IMO Thaumcraft and AM2 both fit far better with HD textures then a 16x version.
However, the node modifier is a bit overdone.
Horripulation Engine:
Type: Infusion
Recipe: ?
Description: This is powered by items with the Vintium Aspect, This engine produces 9 MJ/t.
I had a few issues implementing the GUI, just some gotchas that none of the Forge tutorials bother mentioning, but I just spent the evening getting that resolved, and my initial test of "Remove Pale" works perfect. I've redone the modifier costs. Lower essentia, but also requiring wisp essences (sometimes very specific essences, sometimes you can use any essence), and I've added a few more visual effects to the modifier to give you an indication that it is actually doing something.
I fixed the insta-break on it (I mentioned this somewhere else), and there are a handful of other fixes in the changelog. I've also implemented the Flux Veltilator, with a temporary model (this model will actually be used for an exciting new feature coming soon) and it works great, so far. It, of course, is still alpha/beta, so you'll be upgrading at your own risk.
Edit: Here's a video of tonight's initial test.
woooow!! supercool!, just for record, I'm trowing out any ideas I have, co's I luv your addon!!
Edit: can't wait to put my hands on the next release!!!
I'm torn between hoping you meant Ventelator and it difusing flux until it's harmless or making all the liquid flux into gasious or something, and you adding something really called a Veltilator, whatever that does.
Same here.
waiting upd 13 version
I had a few friends give the build a once-over and there's nothing in it crash-wise that any of us found. I should mention, i did do some config rearranging, so it's possible that one of your blocks or items might go missing, which I apologize for.
There is a "Flux Dissipator" available for testing in the creative menu. The model is temporary, and I will be changing the functionality around slightly, but basically, the ventilator will turn goo into a gas, then it'll clear out any gas in range. There is a 10% chance that it will recover one Vitium from the gas, which you can then extract with a phial. I'll be adding tube support later.
There is also the "Ethereal Jar" which stores 256 essentia. The block rendering works, but the item does not render properly when in item form. It appears to work fine with pipes on initial tests, but not the thaumostatic harness. I plan to fix this soon
Hope you all enjoy, and again, sorry for the wait.
On the wand, It seems that a mecurial wand is much easier then a ichor one.( no where near that far into my world atm)
I'm afraid I derped and forgot to test it as a dedicated server. I'll sneak build 15 out tonight which should fix this problem. It also updates the fertilizer. It now will basically cause -any- vanilla plant to grow/spread given the proper conditions. This includes lilypads, vines, mushrooms,etc. I may be adding an Herba requirement due to this, though. The Aqua for watering tilled soil, and Herba for fertilization.
1. I feel the Node Modifier is not only in the wrong place and that it should be under Artifice but while in the inventory it looks almost like a Morphus blob, I think it should be moved to Artifice but still require Node in a Jar and should have an Inventory Icon instead of its Render.
2. The Mercurial Wand has many problems with it:
-The text does not match the normal Wand format which infuriates me and makes me dislike this mod.
-The placement is so rigid make it diagonal instead of how it is now.
-The mercurial rod and the wand it self should be merged into 1 research.
3. The placement of the Hydrator overlaps with another mods research if you could move it more in that would be nice.
4. The Memes... Please just make it an option to turn it off the references in the descriptions and the breaking of blocks showing memes just pulls me out of thaumcraft so much its not even funny It really makes this mod personally unplayable.
Suggestions:
1. Raise the cost for the Node Modifier.
2. The Particles for the Radius the Hydrator works on should be invisible while you do not have the goggles of revealing on.
Thank you for reading this, I hope you take my criticism constructively I'm not trying to be an mean. I enjoy your mod I just have a few gripes with it. Hopefully you consider what I have said, Thank you.
"Inventory Icon" is incredibly vague. Also, I have no texturing skill, so modifying it is probably not going to happen. I agree the inventory icon could use some more definition, though.
Added a config option to enable classic tooltips. Will be in build 16.
I have no idea what you mean by this. If you don't like where you place it, put it somewhere else.
Why? All of the other cores are separate research, and I think that the complexity and power of the mercurial wand merits it's own research.
Which mod? And which research? Maybe you could ask the other mod author to move theirs. Mine has been there for months.
This was started by Azanor himself, and has been followed by every single TC addon author. I'd suggest talking to him about an option to disable them, since I have no control over his source code and thus I cannot personally disable the meme tooltips.
Not sure I get this, either. Nearly a dozen jars of essentia is not enough cost already?
If you're talking about the red particles, that's a derp on my part. Accidentally left them in when I got done debugging. I'll have them removed in build 16.
Welcome I'll get this crash fixed here in about 10 minutes. I keep forgetting this stupid "I'm the server thread, I'm the client thread" crap. FloatyLines can't exist on a server because there's nothing to render them in ;p
And don't be sorry. Other than the random donation (which I've yet to see happen) the thingI appreciate the most is quick, concise error reports. I can't fix "IT DUN WERK" *coughdiggercough* The simple fact that you post your crash log lets me pinpoint the EXACT problem within seconds.