For 1.7.10, does the effect from the Ender Disjunction Rings stack? Either two lesser rings, two greater rings, or one of each?
They partially stack. The second ring will do half damage, for a total of 1.5 times damage. (That's for two rings of the same strength - two normal or two lesser. If you have both a normal and a lesser ring equipped, then the total damage is equal to the normal ring's damage plus half the lesser ring's.)
Uh, am I missing some ultra-important thing on 1.8.9? I don't currently have any access to the Automagy research - what do I need to scan or research to change that? It's not redstone, I tried that... as I did redstone torches, repeaters, and comparators (all of these things both as loose items and when placed), and the basic Automagy hourglass. I even tried the redstone inversion torch (and some leftover Order slivers from making it). I've researched the Arcane Ear and Redstone Relay from the core Artifice tab, as well, and made some progress in Golemancy.
You don't have any Automagy research at all? Some of it is unlocked without doing any research, so if that's the case, then it sounds like another mod has done something. Redcrystal is researched but normally has no prerequisites, and a bunch of Automagy things branch off of that. Other requirements (from outside Automagy) for various things down the line include: Mirror Magic, Control Seal: Use, Improved Golem Combat, Clockwork Minds, Arcane Pattern Crafter, Control Seal: Provide, Hungry Chest, Wand Focus: Portable Hole, Magical Metallurgy, and scanning something related to teleportation (e.g. ender pearl).
Do note that there is much less research on the 1.8.9 version than on the 1.7.10 version at the moment, so if what you're "missing" is something like the Inventarium, that's because it's not yet implemented. I hoped to have that all ported a while ago but things have been busy and TC's future seems up in the air right now. I'm not sure how many people are really even playing TC5 what with newer Minecraft versions coming out.
Here's an idea: a Wand Focus that fires a projectile that causes a short Redstone Pulse at the target location. Long-range mechanism activation, possible base infiltration...would cause players on PvP servers to have to make additional defenses, would allow for long-distance triggers, lots of fun things.
Here's an idea: a Wand Focus that fires a projectile that causes a short Redstone Pulse at the target location. Long-range mechanism activation, possible base infiltration...would cause players on PvP servers to have to make additional defenses, would allow for long-distance triggers, lots of fun things.
Wand Focus: Pulse?
Maybe a more descriptive name would be Redstone Pulse, but yeah, I could get behind that idea. Could be handy!
To research any of the items made from crystalline brains, you have to scan a brain of the required type. ("Crystalline Brain: Water" in the case of the Essentia Locus). The Eager Chest requires the research "Structured Avarice", which you have to trigger a special way. There's a strong clue as to what is required in the Thaumonomicon text for the Greedy Chest.
I am trying to plan a build - including how large I need a CV/t node. I can't find any wiki that details the CV/t use of each device but I saw the following comment and am trying to understand how this relates to how I should plan to provide CV:
Thanks! Unseen scribes currently drain up to 10 ordo CV at a time, with each point actually received (since it can be less than 10) powering the device for 2 ticks. That's effectively 0.5 ordo per tick. This is a flat rate.
So, if a device is drawing (up to) 10CV at a time to power itself for 20 ticks, does this mean that (if, for example) my network is providing 5CV/t, that it will only draw 5cv for use over then next 20 ticks, and essentially be off for 10/20 ticks? Or does it try and get another "batch" of 10 CV each time it hits zero?
And assuming for the moment that other Automagy devices have similar CV draw prameters - then having an absolute minimum of 10cv/t is necessary to prevent devices spamming requests for CV more often than necessary, and thereafter a 10cv/t node should be able to support 20 automagy devices (per aspect type) assuming they have a way to "migrate" their CV request to a tick in which there is actually cv available?
Automagy devices that use CV do so in the same way that vanilla Thaumcraft devices generally do. They have a stored power level which goes down by 1 every tick. When the level is 0, they draw from the vis network and the amount drawn is added to the power level, sometimes multiplied by some number. If it drew nothing, it will simply make the request next tick (which should result in natural "migrating", as you call it).
I'm open to suggestions but I've been taking a little break from this. I plan on picking it up again when the new Thaumcraft is out but I may get back to it before then if I have time and the inclination, perhaps over the winter break.
I'm open to suggestions but I've been taking a little break from this. I plan on picking it up again when the new Thaumcraft is out but I may get back to it before then if I have time and the inclination, perhaps over the winter break.
If/when TC 6 comes out and you decide to dive back into this, would the goal to be to try and port everything over eventually or do you think some of the content might not make the transition? Or will you have no idea until TC 6 releases? Also, got any ideas for anything new you might want to add?
If/when TC 6 comes out and you decide to dive back into this, would the goal to be to try and port everything over eventually or do you think some of the content might not make the transition? Or will you have no idea until TC 6 releases? Also, got any ideas for anything new you might want to add?
I'm not Tuhljin but it makes sense to wait and see what has changed in TC6 mechanic-wise before committing to updating any particular feature that might be reliant on old mechanics.
The default stance for any given feature from a previous version is porting it over unless it's no longer relevant (though I might change my mind about some of them). As for new features, it is "wait and see". I don't think I'd run out of ideas, as I have many features written down that were intended for previous versions of Automagy, but I don't have the time or inclination to add every "cool" feature I might think of. It will depend on what feels to be the best fit for Automagy with TC6. I could poke around on the in-development version of TC6, true, but a lot of it is up in the air still and I don't want to get started on something only to see what it's based on (code or flavor) change substantially.
That's fair. I was actually wondering if TC add-on developers did that; jump into the in-dev versions of TC. In any case. I'd definitely like to see a return of the Inventarium, or something similar. That's probably a thick chunk to chew though, I'd bet. How difficult would you say it is to get a handle on the TC API? I've been thinking about trying my hand at a couple small additions.
TC API isn't too bad and it has gotten better over time as Azanor fleshes it out and responds to input from addon devs. There is documentation for most of what it does. Getting a handle on developing mods in general is the bigger challenge, especially if you're new to Java and most especially if you're new to programming in general. (When I started, I hadn't used Java for much, but I've been programming for years and found Java wasn't too difficult to pick up. You just have to learn its quirks, as with anything. The requirements of Minecraft modding was harder to grasp than Java in general, though tutorials on that front seem to be getting better with time and other modders are usually quite helpful.)
They partially stack. The second ring will do half damage, for a total of 1.5 times damage. (That's for two rings of the same strength - two normal or two lesser. If you have both a normal and a lesser ring equipped, then the total damage is equal to the normal ring's damage plus half the lesser ring's.)
You don't have any Automagy research at all? Some of it is unlocked without doing any research, so if that's the case, then it sounds like another mod has done something. Redcrystal is researched but normally has no prerequisites, and a bunch of Automagy things branch off of that. Other requirements (from outside Automagy) for various things down the line include: Mirror Magic, Control Seal: Use, Improved Golem Combat, Clockwork Minds, Arcane Pattern Crafter, Control Seal: Provide, Hungry Chest, Wand Focus: Portable Hole, Magical Metallurgy, and scanning something related to teleportation (e.g. ender pearl).
Do note that there is much less research on the 1.8.9 version than on the 1.7.10 version at the moment, so if what you're "missing" is something like the Inventarium, that's because it's not yet implemented. I hoped to have that all ported a while ago but things have been busy and TC's future seems up in the air right now. I'm not sure how many people are really even playing TC5 what with newer Minecraft versions coming out.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
...oh, there it is.
False alarm, sorry. I just hadn't noticed the extra tabs waaaaay over on the far right of my screen.
Report was delayed.
The Automagy is used in my ModPack.
URL:https://minecraft.curseforge.com/projects/magicians-life
Sorry for being late.
Here's an idea: a Wand Focus that fires a projectile that causes a short Redstone Pulse at the target location. Long-range mechanism activation, possible base infiltration...would cause players on PvP servers to have to make additional defenses, would allow for long-distance triggers, lots of fun things.
Wand Focus: Pulse?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Maybe a more descriptive name would be Redstone Pulse, but yeah, I could get behind that idea. Could be handy!
why it requires NEI? i have to install NEI just to use this mod
It shouldn't require NEI. What makes you say it does?
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
You are correct it does not. I just fiddled with it all day and figured out is actually another related thaum addon that wanted it. Sorry about that.
Can I offer own full russian translation for beautiful mod v. 1.7.10 ?)
link http://my-files.ru/nm3m6f
...what if you already scanned it?
In the meantime, I'll just rotate the board.
apxuapxu: To contribute localization, please use my Github. (See first post of this thread, the section labeled "Modders (API) and Translators".)
magi094: Structured Avarice isn't from scanning. It's triggered by
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
I was talking about the Thaumostatic spire (I had already scanned an air brain.) Figured it out, was missing centivis research.
In the meantime, I'll just rotate the board.
So, if a device is drawing (up to) 10CV at a time to power itself for 20 ticks, does this mean that (if, for example) my network is providing 5CV/t, that it will only draw 5cv for use over then next 20 ticks, and essentially be off for 10/20 ticks? Or does it try and get another "batch" of 10 CV each time it hits zero?
And assuming for the moment that other Automagy devices have similar CV draw prameters - then having an absolute minimum of 10cv/t is necessary to prevent devices spamming requests for CV more often than necessary, and thereafter a 10cv/t node should be able to support 20 automagy devices (per aspect type) assuming they have a way to "migrate" their CV request to a tick in which there is actually cv available?
Automagy devices that use CV do so in the same way that vanilla Thaumcraft devices generally do. They have a stored power level which goes down by 1 every tick. When the level is 0, they draw from the vis network and the amount drawn is added to the power level, sometimes multiplied by some number. If it drew nothing, it will simply make the request next tick (which should result in natural "migrating", as you call it).
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
I'm open to suggestions but I've been taking a little break from this. I plan on picking it up again when the new Thaumcraft is out but I may get back to it before then if I have time and the inclination, perhaps over the winter break.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
If/when TC 6 comes out and you decide to dive back into this, would the goal to be to try and port everything over eventually or do you think some of the content might not make the transition? Or will you have no idea until TC 6 releases? Also, got any ideas for anything new you might want to add?
I'm not Tuhljin but it makes sense to wait and see what has changed in TC6 mechanic-wise before committing to updating any particular feature that might be reliant on old mechanics.
Profile pic by Cheshirette c:
The default stance for any given feature from a previous version is porting it over unless it's no longer relevant (though I might change my mind about some of them). As for new features, it is "wait and see". I don't think I'd run out of ideas, as I have many features written down that were intended for previous versions of Automagy, but I don't have the time or inclination to add every "cool" feature I might think of. It will depend on what feels to be the best fit for Automagy with TC6. I could poke around on the in-development version of TC6, true, but a lot of it is up in the air still and I don't want to get started on something only to see what it's based on (code or flavor) change substantially.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
That's fair. I was actually wondering if TC add-on developers did that; jump into the in-dev versions of TC. In any case. I'd definitely like to see a return of the Inventarium, or something similar. That's probably a thick chunk to chew though, I'd bet. How difficult would you say it is to get a handle on the TC API? I've been thinking about trying my hand at a couple small additions.
TC API isn't too bad and it has gotten better over time as Azanor fleshes it out and responds to input from addon devs. There is documentation for most of what it does. Getting a handle on developing mods in general is the bigger challenge, especially if you're new to Java and most especially if you're new to programming in general. (When I started, I hadn't used Java for much, but I've been programming for years and found Java wasn't too difficult to pick up. You just have to learn its quirks, as with anything. The requirements of Minecraft modding was harder to grasp than Java in general, though tutorials on that front seem to be getting better with time and other modders are usually quite helpful.)
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys