I'm most excited for the runes i think that implementing all the possible aspect combinations would be too much... maybe just sticking to the 6 elements But other then that your ideas sound fun i always missed the 2x2 infusion table i thought it was really cool...
Thanks for the feedback! I kind of feel the same way about the runes, but everything being implemented at once in order for a release will not be the case. I'll just stick to what TC2 has made available and work from there if I can find someone to make some unique rune images.
If I might make a suggestion, there are already a couple of mods that have Dynamos/engines covered (Advanced Thaumaturgy and Technomancy), and at least two with Everfull Urns (Thaumic Exploration and Thaumic History), so it might be better to focus on other things, simply because it's already been done (not that it was ever a bad idea mind you).
That said if you do add them anyway I'd request the ability to turn them off in the config, so as not to have overlapping researches if you happen to have multiple mods that add the same feature.
If I might make a suggestion, there are already a couple of mods that have Dynamos/engines covered (Advanced Thaumaturgy and Technomancy), and at least two with Everfull Urns (Thaumic Exploration and Thaumic History), so it might be better to focus on other things, simply because it's already been done (not that it was ever a bad idea mind you).
That said if you do add them anyway I'd request the ability to turn them off in the config, so as not to have overlapping researches if you happen to have multiple mods that add the same feature.
Yes, don't worry, I plan on that being applicable to all of the items added in the game! There will also be some built-in functionality to detect other mods and disable features automatically. It's almost like magic
P.S. The dynamo was recommended, and I didn't really feel like having it in, so I just put it under the list to be potentially added.
Completed work on the addition of several TC3 bits, resolved some TC2 stuff, and am one step closer to resolving the infuser textures! The future is looking bright!
I'd recommend the Infuser and the dark version to only be able to handle small infusions, with about 4 max. ingredients or so. Makin' it able to perform the complex ones would be quite overpowered.
And maybe scrap the dark one. Having a seperate one because you made the other unable to draw darker essentia seems like madness, as it's just redundant. One size fits all is a valid approach to it imho.
Well, the infusers will no longer be "early tier" items like they were in TC2. The Mystical Infusion research will have had to be completed prerequisitely, along w/ some other research. The default infuser has 9 primary slots, w/ the center slot being where the primary infusion ingredient will lay and where the output will be placed. This is perfect, since the Infusion Alter basically has the same layout concept.
The Dark Infuser will have a major overhaul; I plan on changing it's gui and top icon to match w/ the 9-slot variation that the default infuser has so that everything blends well together. Also, the Dark Infuser being able to handle dark essentia forms while the infuser cannot isn't madness, it's a concept taken from TC2. In TC2, only the Dark Infuser could preform "dark" infusions, so what I did was take that intial concept and morph it into something that would integrate well w/ TC4. If this all abstruse, don't worry, it'll all become obvious in a release
A lot of progress has finally been made, and an alpha release is close! I've begun work on seals, resolved a lot of machine GUIs, and have added in some more features! I can say that the alpha release will not have a lot of research in it, so don't be planning on playing this on your favorite world. I also plan to do a practical recode of the mod to clean up a bunch of stuff.
Unfortunately, @wiiv has informed me that he is having some difficulty w/ the making images for the rune effects, so if anyone would like to contribute to helping, please let me know!
Crafting for the infusers is now error free! Now to begin chopping down the semantic errors! I've completely rewritten a majority of the mod from the preview, so expect some new and amazing toys! I finally figured out how to properly set up block rendering as well, so that's helped a lot. Now that the API is at a stable stage, I plan on making that version fully public, so now developer's can begin translating their infusion and crucible recipes into the infuser recipes! I'm working on making that entirely automatic, but for right now in the alpha stage a lot of things will have to be cranked out manually.
when u implement those runic teleporters as the first person, u will be my hero
i hope u can see what i want to explain with my text, first come -> first served, u name it xD
Well, much like the rest of the mod, I have a lot of the code already set. I really need some advanced texture makers to work on the seals before I can implement them fully.
I never played Thaumcraft 2, so I had to look up the deal with Runes and Seals. I think I could make the graphics for those as they look like transparent vector-type graphics. When they are active in the game, are they supposed to glow or anything? I found a copy of TC2 and looked at the graphics files included, but I can't quite tell from those what they are supposed to look like when active. Thanks!
I'll PM you the details; want to try and keep some stuff a secret for the rest
Thanks for the feedback! I kind of feel the same way about the runes, but everything being implemented at once in order for a release will not be the case. I'll just stick to what TC2 has made available and work from there if I can find someone to make some unique rune images.
That said if you do add them anyway I'd request the ability to turn them off in the config, so as not to have overlapping researches if you happen to have multiple mods that add the same feature.
Yes, don't worry, I plan on that being applicable to all of the items added in the game! There will also be some built-in functionality to detect other mods and disable features automatically. It's almost like magic
P.S. The dynamo was recommended, and I didn't really feel like having it in, so I just put it under the list to be potentially added.
The block isn't fully complete yet since I still have to add in the four stubs that are on the top, but hopefully that will be complete soon!
Well, the infusers will no longer be "early tier" items like they were in TC2. The Mystical Infusion research will have had to be completed prerequisitely, along w/ some other research. The default infuser has 9 primary slots, w/ the center slot being where the primary infusion ingredient will lay and where the output will be placed. This is perfect, since the Infusion Alter basically has the same layout concept.
The Dark Infuser will have a major overhaul; I plan on changing it's gui and top icon to match w/ the 9-slot variation that the default infuser has so that everything blends well together. Also, the Dark Infuser being able to handle dark essentia forms while the infuser cannot isn't madness, it's a concept taken from TC2. In TC2, only the Dark Infuser could preform "dark" infusions, so what I did was take that intial concept and morph it into something that would integrate well w/ TC4. If this all abstruse, don't worry, it'll all become obvious in a release
Glad to hear it! Everything will get better from here!
Well, much like the rest of the mod, I have a lot of the code already set. I really need some advanced texture makers to work on the seals before I can implement them fully.
Ooooooooooh nice banner