I'm planning on putting out some "work in progress" builds for 1.8.9. They won't have all the features of the 1.7.10 versions, but it should be a good start. (In fact, some features might never make it to 1.8.9, especially those that make less sense in Thaumcraft 5.) They will also feature some entirely new things.
Awesome. This is easily my favorite Thaumcraft addon and I'm missing it terribly in 1.8.9. So, this image suggests that Azanor has now made it more possible to interact directly with golems and add things to them?
For some reason, Minecraft is failing to save the world/player data, unless I do a backup (using the mod) before exiting a world. I am... very, very confused. This is with the most recent version of the mod on Curse Forge.
There's a bug with the most recent stable release: Somehow, the drawers, when Forbidden Magic's sin shards are piped in (item transfer nodes, I believe), they converted all the shards to wrath shards, even though there were pride shards, gluttony shards, etc.
I'm going to give the polls another week to stew a bit, but so far the results seem fairly clear. Having said that, let me give a short rundown of some of the ideas I was considering. NOTE - there were/are just ideas. I'm not saying they are going to happen - I'm just throwing them out to stir up some discussion and opinions. I've been on vacation for a few weeks now and thanks to strange bouts of insomnia I've spent many late nights just lying in bed thinking too much about TC mechanics
Aspects
-snip- Research
-snip-
I would greatly approve of reducing the number of aspects, but not down to a base 4 or 6. Right now, there's a number of aspects that are basically worthless, or are just slightly-more-focused versions of other aspects. (Fabrico and Perfodio in particular spring to mind instantly). And more, does every research aspect have to be an essentia as well?
Perhaps a compromise - reduce the number of research aspects down a bit (get rid of the unnecessary ones, maybe do a bit more rebalancing), and cut down the actual essentia aspects down by a LOT - maybe down to just a handful, even (not quite the base 6... but perhaps 20 or less, or even just a dozen if you can make 6 that are "category" aspects made from the base ones?) Anything that's broken down for essentia has their research aspects broken down into whatever components necessary to match the actual essentia aspects.
As for the research system, please don't make it luck based or simple consume-per-click, and please keep the current easy/normal/hard system. I think what you have right now is a good balance, but I'd honestly prefer less research overall - it makes Thaumcraft much slower and more "grindy" compared to most other mods (not bad if you're doing single-player, but on servers it makes being a pure Thaumaturge a slower path than others unless the server's pack is heavily tweaked).
You do know there's now a way around the json stuff, right? There was in fact a show-off preview over on Reddit of Buildcraft running on MC1.8 last week using that. (It's located here so you don't have to search.)
Read the last part of the Greedy Chest entry in the Thaumonomicon for a clue. If you're stumped:
Toss a few piles of items on the ground and throw an avarice pearl (right-click) at them a few times. The pearl should eventually shatter and you'll discover a clue to new research.
Ah-hah! Thank you. This also clued me in on my other missing researches (the Crystalline Brain ones.) Now I've got everything!
Okay, I'm at a bit of a loss - I've researched everything under Automagy except, well, everything that branches off from here. I have no idea what research I'm missing for that, and I'm rapidly closing in on researching everything (in vanilla TC, anyway) with the except of getting Eldritch research. Is what I need Eldritch research? Or is it something else I need?
Given how world-destroying the imbued fire types are, I'd like to request that a config option be added to disable them entirely. That's a really good way to screw over an entire server, and I'd like to head that off.
I'm going to be using Factorization in a pack we're calling EranthePack, which is for a private server. Probably less than twenty people using it. Can be found here although it will remain an unlisted, mostly-private pack.
The Artifice mod adds ores in other types of stone, just like this mod does, but when they're mined up (without Silk Touch) they drop the vanilla version, making it very convenient for inventory management. Would it be possible to implement that for the ores-in-other-stone blocks for this mod, as well? So far I've only found iron but I assume other types exist, and the iron ore does not behave 100% properly - it didn't want to go into an AE2 grindstone, for example. But having them drop as the vanilla versions would also seriously help inventory problems.
For the life of me, i didn't see that anywhere in the changelog, was also driving me nuts. Went as far as to create a whole new instance in MultiMC with only forge and XU 1.1.0k... nothing of course.
For anyone else looking for this solution, the World Interaction Upgrade was formally known as the "Mining Upgrade". This actually makes sense that it is needed, one cobble generated per "World Interaction Upgrade"
That was changed quite some time ago - the update from MC1.6.4 to MC1.7.2 brought that change on. That was quite a few versions ago, at this point.
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Awesome. This is easily my favorite Thaumcraft addon and I'm missing it terribly in 1.8.9. So, this image suggests that Azanor has now made it more possible to interact directly with golems and add things to them?
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For some reason, Minecraft is failing to save the world/player data, unless I do a backup (using the mod) before exiting a world. I am... very, very confused. This is with the most recent version of the mod on Curse Forge.
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I'm glad to see this mod lives! It was always my favorite of the "extra kinds of crops" mods.
Is there any chance this can be released on CurseForge, too?
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Bug report: Cranberry jelly and cranberry sauce share identical recipes.
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I would greatly approve of reducing the number of aspects, but not down to a base 4 or 6. Right now, there's a number of aspects that are basically worthless, or are just slightly-more-focused versions of other aspects. (Fabrico and Perfodio in particular spring to mind instantly). And more, does every research aspect have to be an essentia as well?
Perhaps a compromise - reduce the number of research aspects down a bit (get rid of the unnecessary ones, maybe do a bit more rebalancing), and cut down the actual essentia aspects down by a LOT - maybe down to just a handful, even (not quite the base 6... but perhaps 20 or less, or even just a dozen if you can make 6 that are "category" aspects made from the base ones?) Anything that's broken down for essentia has their research aspects broken down into whatever components necessary to match the actual essentia aspects.
As for the research system, please don't make it luck based or simple consume-per-click, and please keep the current easy/normal/hard system. I think what you have right now is a good balance, but I'd honestly prefer less research overall - it makes Thaumcraft much slower and more "grindy" compared to most other mods (not bad if you're doing single-player, but on servers it makes being a pure Thaumaturge a slower path than others unless the server's pack is heavily tweaked).
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Ah-hah! Thank you. This also clued me in on my other missing researches (the Crystalline Brain ones.) Now I've got everything!
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I don't think ullLucrum is a valid aspect on a focus...
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That was changed quite some time ago - the update from MC1.6.4 to MC1.7.2 brought that change on. That was quite a few versions ago, at this point.