I've been racking my brain trying to think of a solution for this. Suggestions are welcome
I'm found research itself engaging, the actual problem is big fields, which comes as dull, tiresome grinds to fill, often resorted to repeating two aspects N times to trail the distance.
Small fields, with cleverly chosen starting points are more challenging, and more interesting.
Those who don't want to "research it again", could always use full lexicon and skip the part they don't enjoy.
Or, perhaps add an "intermediate" variant, that gives player every knowledge that can be researched, but leave an actual leg work untouched.
Something like an intoroductory page in Thaumonomicon. "You're about to enter the world of wonders… though, if you know what you are doing, you can just crash right in at full speed… yes/no?"
If a user chose to skip research steps, then every researchable knowledge will open automatically, once its prerequisites are met. (Scanned/observed/obtained/whatever you may implement, it only skips the minigame itself.)
...So, every time you witness those, there's a chance you can get it (this percentage could be increased with the research mastery -obtained by researching things)-, and by having researched said aspect in previous iterations of the game - so it will get easier if you have done it's research already-).
A different axis to this is that there is just too much hidden stuff that locks progress. Even having played through several times, the things I need to research to unlock brain-in-a-jar or infusion crafting (or whatever) are entirely unobvious.
This is another reason why I suggested having more than one way to unlock some researches. Where one path is cryptic and obscure to a given player, another may be more intuitive or follow more readily from what the player is already researching.
An idea for dealing with the research replayability issues:
First of all, you need a file to store research between games. It should be a separate file so that players can even move it between profiles. Naturally the format should allow for changes in the mod and/or intermod setup -- researches that have "disappeared" should be quietly ignored, newfound researches should not be automatically filled in. It might or might not be keyed to a given player ID. Call this setup the Akashic Records.
I like this Akashic Records idea. Unlike just automatically making research that you've completed in prior games easier, it's there if you want to use it, but you don't have to if you don't want to. And perhaps it could be set up such that you can even crack open the Akashic Records for just a single research that's giving you trouble on a later play-through, without autocompleting everything else.
An optional extension to this might be to have a configuration option which, if enabled, makes it cost youphysically to access the Akashic Records. Some of this is Knowledge Man Was Not Meant To Know in the first place, and having any of it rush-crammed into your head is not a pleasant experience — a bit like reading an Elder Scroll. Trying to absorb too many high-level researches in too short a time, especially Forbidden Knowledge, will hurt you badly and might drive you insane, temporarily blind you, even kill you.
This is another reason why I suggested having more than one way to unlock some researches. Where one path is cryptic and obscure to a given player, another may be more intuitive or follow more readily from what the player is already researching.
I like this Akashic Records idea. Unlike just automatically making research that you've completed in prior games easier, it's there if you want to use it, but you don't have to if you don't want to. And perhaps it could be set up such that you can even crack open the Akashic Records for just a single research that's giving you trouble on a later play-through, without autocompleting everything else.
An optional extension to this might be to have a configuration option which, if enabled, makes it cost youphysically to access the Akashic Records. Some of this is Knowledge Man Was Not Meant To Know in the first place, and having any of it rush-crammed into your head is not a pleasant experience — a bit like reading an Elder Scroll. Trying to absorb too many high-level researches in too short a time, especially Forbidden Knowledge, will hurt you badly and might drive you insane, temporarily blind you, even kill you.
Yeah, maybe even a chance for permanent blindness, as was seen with Dexion Evicus in the Dragonborn expansion. He did not take the required time to prepare, and thus was blinded, and since he doesn't remove the cloth even after the questline finishes, it is assumed he is permanently blind. Poor guy, sure he deserved it for not preparing, but not like this.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
I would love the idea of a dynamic research in thaumcraft 6, imagine that to discover flux you should get flux flu or thaumaria and investigate taint mobs.
Instead of a paper the pages in the thaumonomicon would tell you what you need to scan/do/craft
One of the considerations is servers which might not want their players skipping content. Luckily a simple config option solves that.
I have a start of an idea brewing, but the main issue with that is it will require storing the players research somewhere else than his local machine. That is always a prickly issue and i'm not sure it is one I would like to tackle.
One of the considerations is servers which might not want their players skipping content. Luckily a simple config option solves that.
I have a start of an idea brewing, but the main issue with that is it will require storing the players research somewhere else than his local machine. That is always a prickly issue and i'm not sure it is one I would like to tackle.
Couldn't you do both?
Store it on their computer for Single player and elsewhere on Multiplayer.
I mean, no one plays multiplayer "Offline", trying to do that is like trying to download more RAM. lol
Or just store it on both, and when they go online it synchronizes the accounts, could someone cheat all their research?
With hacking, yes, but frankly it's the servers job to stop hacking, not yours.
I've been racking my brain trying to think of a solution for this. Suggestions are welcome
it occurs to me for the research problem that you could just do the same thing that vazkii did for Psi: just have the research saved to the player and have an option to load a previous playthrough's research, alternately if knowing all research early could upset the mechanics have a research 'tier' option requiring you to only research 3-5 papers with each one opening a different game stages entire research
Anything that "saves progress" to the cloud - from a users PC - is GOING to be hacked.
So, no server admins would ever allow a cloud based progress to be used.
and, as it is already possible to "copy" progress in SSP from one save to another, a complicated saved-to-the-cloud feature is not necessary for single player.
So a lot of effort on a feature that will be useful literally never.
Personally I think instead of trying to help people skip research as it's a core component to ThaumCraft you should try to make it funner again.
The researching thaumaturge is part of the "Lore" to so speak, Letting people skip it would kinda just be about a ton of people who know how to make cool things, then you might as well just remove research all in all.
I still think that adding some special things every once in a while to wake you up every once in a while isn't a bad idea ontop of whatever it is you're doing.
Maybe not the dungeon styled thing I suggested though seeing as people didn't take interest to the idea.
Though some singleplayer uses for the combat items would be fun.
An optional extension to this might be to have a configuration option which, if enabled, makes it cost youphysically to access the Akashic Records. Some of this is Knowledge Man Was Not Meant To Know in the first place, and having any of it rush-crammed into your head is not a pleasant experience — a bit like reading an Elder Scroll. Trying to absorb too many high-level researches in too short a time, especially Forbidden Knowledge, will hurt you badly and might drive you insane, temporarily blind you, even kill you.
I didn't get into costs and drawbacks because I figure Azanor is pretty good at that. But certainly, forbidden knowledge would have the usual effects (all of the warp), and there could be general costs. Given that this would be set up in a safe base, any version of "hurt/status the player" would be pretty much a speed bump, with possible diversion to your bed. But there could certainly be material, vis, and/or essentia costs.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Does anyone have an idea how to make something just to siphon liquid essentia from one jar to another?
Because I keep having those jars with like 3 or 7 of a specific aspect and I want to put it all in one jar.
I've been trying a lot of things and been failing a lot, any pointers?
(TC4)
An essentia funnel from thaumic tinkerer should do the trick; alternatively, you could attach some bellows to an essentia buffer to get the essentia out of the jar, to then store it in a new jar
I tried the buffer thing but I couldn't get it to work, though I only got 3 hours of sleep last night so I'm not thinking perfectly straight, lol.
I'll look into the funnel thing then, thanks!
when I was starting with tubes I had troubles as well, getting the siphon to work though I should be able to help with (the shift right click might be inaccurate, the section on advanced tubes should tell you how to configure the the sides of a buffer). Best way I can describe:
1 > place down the jar you want to empty (source), and next to that the jar you want to fill(destination),
2 > on top of the jar you want to empty, place a buffer.
3 > place a tube connecting the buffer to the destination jar
4 > shift right click on the side of the buffer with the pipe until a red band appears
5 > add a couple bellows to the buffer until the source jar starts to empty.
when I was starting with tubes I had troubles as well, getting the siphon to work though I should be able to help with (the shift right click might be inaccurate, the section on advanced tubes should tell you how to configure the the sides of a buffer). Best way I can describe:
1 > place down the jar you want to empty (source), and next to that the jar you want to fill(destination),
2 > on top of the jar you want to empty, place a buffer.
3 > place a tube connecting the buffer to the destination jar
4 > shift right click on the side of the buffer with the pipe until a red band appears
5 > add a couple bellows to the buffer until the source jar starts to empty.
6 > enjoy consolidated jars!
Ahhahah! Thank you!
My issue was I forgot about the red/blue banding on buffers and I only had 1 bellows!
That's where you're mixing up Terraria and Minecraft.
The thing that two characters of the same player in different worlds have in common are name and skin, which are directly dictated by the account.
In Terraria a character exists separate from the world and can carry stuff over to other worlds, stats, items, anything.
However, this is Minecraft and you do not start over in every new world because you cannot squeeze items through your interdimenional gap, but because the character in one world only RESEMBLES the character in the other world. They do not share any stats, equipment or even knowledge.
And I think that is how we are to think of our Minecraft characters, they only exist in their world and are complete slaves to their players.
The player obviously keeps knowledge and you will be at least three times as fast as you were on your first try with researching.
This is just Minecraft to me.
If someone, however, made a mod that allowed many custom dimensions for one world to be used as other worlds, or a mod that synchronizes characters in different worlds, then that would change it to character and world being separate, then a character carrying equipment, stats and knowledge would make complete sense.
You argument here is that we are not talking about items, but about knowledge. There is a difference in the real world, but let's be real, this is Minecraft and if actual knowledge was supposed to be the source of your power, the the Thaumonomicon would not be your most important tool for advancing in Thaumcraft, but just a giant cryptic manual, akin to the "Materials and You".
this is a matter of opinion. that's why i'm saying there should be alternatives, your favorite color might be blue but does that mean there shouldn't be an option for red?
someone else's head-canon might be different than yours. for example to me a "new world" is a far off land to which one travels for a fresh start leaving most if not all material possessions behind
It is just over all a matter of opinion.
To me (Boring as this sounds) it's just a game. lol I do kinda apply a basic existence to my gameplay, like to me I'm not a player playing a game, I'm a guy building stuff, but that's as far as it goes.
Too many people try to add "Lore" to Minecraft which is the most basic of games.
Now it's your game, so apply whatever head cannon you like, but it's silly to try to tell others how this should effect their playstyle/mods/whatever.
I mean at this point the only "Lore" to be broken is the Thaumcraft lore.
I'm found research itself engaging, the actual problem is big fields, which comes as dull, tiresome grinds to fill, often resorted to repeating two aspects N times to trail the distance.
Small fields, with cleverly chosen starting points are more challenging, and more interesting.
Those who don't want to "research it again", could always use full lexicon and skip the part they don't enjoy.
Or, perhaps add an "intermediate" variant, that gives player every knowledge that can be researched, but leave an actual leg work untouched.
Something like an intoroductory page in Thaumonomicon. "You're about to enter the world of wonders… though, if you know what you are doing, you can just crash right in at full speed… yes/no?"
If a user chose to skip research steps, then every researchable knowledge will open automatically, once its prerequisites are met. (Scanned/observed/obtained/whatever you may implement, it only skips the minigame itself.)
Having different minigames for different fields of study would at least reduce the tedium
I still miss the old one with the letters
I'll come back to this later.
This is another reason why I suggested having more than one way to unlock some researches. Where one path is cryptic and obscure to a given player, another may be more intuitive or follow more readily from what the player is already researching.
I like this Akashic Records idea. Unlike just automatically making research that you've completed in prior games easier, it's there if you want to use it, but you don't have to if you don't want to. And perhaps it could be set up such that you can even crack open the Akashic Records for just a single research that's giving you trouble on a later play-through, without autocompleting everything else.
An optional extension to this might be to have a configuration option which, if enabled, makes it cost you physically to access the Akashic Records. Some of this is Knowledge Man Was Not Meant To Know in the first place, and having any of it rush-crammed into your head is not a pleasant experience — a bit like reading an Elder Scroll. Trying to absorb too many high-level researches in too short a time, especially Forbidden Knowledge, will hurt you badly and might drive you insane, temporarily blind you, even kill you.
Yeah, maybe even a chance for permanent blindness, as was seen with Dexion Evicus in the Dragonborn expansion. He did not take the required time to prepare, and thus was blinded, and since he doesn't remove the cloth even after the questline finishes, it is assumed he is permanently blind. Poor guy, sure he deserved it for not preparing, but not like this.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I would love the idea of a dynamic research in thaumcraft 6, imagine that to discover flux you should get flux flu or thaumaria and investigate taint mobs.
Instead of a paper the pages in the thaumonomicon would tell you what you need to scan/do/craft
This is an interesting concept, too.
(And weird mixes of different minigames in one research may be even more interesting concept!)
Hmmm, some interesting ideas here.
One of the considerations is servers which might not want their players skipping content. Luckily a simple config option solves that.
I have a start of an idea brewing, but the main issue with that is it will require storing the players research somewhere else than his local machine. That is always a prickly issue and i'm not sure it is one I would like to tackle.
comment removed
Couldn't you do both?
Store it on their computer for Single player and elsewhere on Multiplayer.
I mean, no one plays multiplayer "Offline", trying to do that is like trying to download more RAM. lol
Or just store it on both, and when they go online it synchronizes the accounts, could someone cheat all their research?
With hacking, yes, but frankly it's the servers job to stop hacking, not yours.
it occurs to me for the research problem that you could just do the same thing that vazkii did for Psi: just have the research saved to the player and have an option to load a previous playthrough's research, alternately if knowing all research early could upset the mechanics have a research 'tier' option requiring you to only research 3-5 papers with each one opening a different game stages entire research
Anything that "saves progress" to the cloud - from a users PC - is GOING to be hacked.
So, no server admins would ever allow a cloud based progress to be used.
and, as it is already possible to "copy" progress in SSP from one save to another, a complicated saved-to-the-cloud feature is not necessary for single player.
So a lot of effort on a feature that will be useful literally never.
Personally I think instead of trying to help people skip research as it's a core component to ThaumCraft you should try to make it funner again.
The researching thaumaturge is part of the "Lore" to so speak, Letting people skip it would kinda just be about a ton of people who know how to make cool things, then you might as well just remove research all in all.
I still think that adding some special things every once in a while to wake you up every once in a while isn't a bad idea ontop of whatever it is you're doing.
Maybe not the dungeon styled thing I suggested though seeing as people didn't take interest to the idea.
Though some singleplayer uses for the combat items would be fun.
I didn't get into costs and drawbacks because I figure Azanor is pretty good at that. But certainly, forbidden knowledge would have the usual effects (all of the warp), and there could be general costs. Given that this would be set up in a safe base, any version of "hurt/status the player" would be pretty much a speed bump, with possible diversion to your bed. But there could certainly be material, vis, and/or essentia costs.
Does anyone have an idea how to make something just to siphon liquid essentia from one jar to another?
Because I keep having those jars with like 3 or 7 of a specific aspect and I want to put it all in one jar.
I've been trying a lot of things and been failing a lot, any pointers?
(TC4)
An essentia funnel from thaumic tinkerer should do the trick; alternatively, you could attach some bellows to an essentia buffer to get the essentia out of the jar, to then store it in a new jar
I tried the buffer thing but I couldn't get it to work, though I only got 3 hours of sleep last night so I'm not thinking perfectly straight, lol.
I'll look into the funnel thing then, thanks!
when I was starting with tubes I had troubles as well, getting the siphon to work though I should be able to help with (the shift right click might be inaccurate, the section on advanced tubes should tell you how to configure the the sides of a buffer). Best way I can describe:
1 > place down the jar you want to empty (source), and next to that the jar you want to fill(destination),
2 > on top of the jar you want to empty, place a buffer.
3 > place a tube connecting the buffer to the destination jar
4 > shift right click on the side of the buffer with the pipe until a red band appears
5 > add a couple bellows to the buffer until the source jar starts to empty.
6 > enjoy consolidated jars!
Ahhahah! Thank you!
My issue was I forgot about the red/blue banding on buffers and I only had 1 bellows!
You guys are
lifeessentia savers. :3this is a matter of opinion. that's why i'm saying there should be alternatives, your favorite color might be blue but does that mean there shouldn't be an option for red?
someone else's head-canon might be different than yours. for example to me a "new world" is a far off land to which one travels for a fresh start leaving most if not all material possessions behind
To me (Boring as this sounds) it's just a game. lol I do kinda apply a basic existence to my gameplay, like to me I'm not a player playing a game, I'm a guy building stuff, but that's as far as it goes.
Too many people try to add "Lore" to Minecraft which is the most basic of games.
Now it's your game, so apply whatever head cannon you like, but it's silly to try to tell others how this should effect their playstyle/mods/whatever.
I mean at this point the only "Lore" to be broken is the Thaumcraft lore.