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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from GreenZombie76»

    Im certain that they are not. They don't share the aspects of living creatures. They are composed of auram and their own aspect.

    That doesn't mean they're not living. They could simply be a living creature made of pure energy instead of having a corporal body like what we're used to. The thaumnomicon doesn't give much info on wisps so there's lots we don't know about them. It's hard to classify them as living or not when we don't even know what exactly they are. Are they just a magic anomaly? Sentient magic formed from wild flux or vis? Or are they creatures that exist on the other side of nodes that have somehow wandered into our realm?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    True. I just tend to have issues with the bloody search engine while on mobile so searching Azanor was what I went with automatically.

    I tend to have issues with the search engine no matter what platform. It's been ages since I've last needed to find something with it so it might have been fixed, but I rather doubt it.
    Posted in: Minecraft Mods
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    posted a message on Baubles 1.4.6 / 1.5.2 (Updated 2018/1/10)
    Quote from Alexusexcel»

    1.10.2 of course:)
    Previos version (Baubles-1.9.4-1.2.1.0) works fine

    Just had to ask. You have no idea just how frequently the issue tends to be someone using the wrong version.
    Posted in: Minecraft Mods
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    posted a message on Baubles 1.4.6 / 1.5.2 (Updated 2018/1/10)
    Quote from Alexusexcel»

    New version (Baubles-1.10.2-1.3.BETA3) not working with Botania ((

    The game won't start because some modul (Baubles) is missing


    What version of MC are you using?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from melancjoy»

    Hey azanor, I have questions about 1.11 and regarding addon permissions:

    People in the orespawn forum have taken up the torch of updating orespawn in 1.10 and even though Im not speaking for them, they directed me to you, because you are the only one with an actual say. Would you be okay if there was an addon that bridges thaumcraft and orespawn in a balanced fashion? Because if you aren’t aware, orespawn is a very expansive mod that adds really over powered melee weapons to defeat really strong bosses. My initial idea ( note im not a mod creator by any mean of the definition, these are just ideas that can be polished later) is a way of breaking down the components necessary to craft the melee weapons, and imbuing thaumcraft wands with a dust, or magic powder, or some other system that takes more resources. I respect your wishes regarding balance, and I would like to know your thought over this.

    Okay so for 1.11, will any of the new revealed features have an effect on thaumcraft for 1.11?


    Currently the latest version of Thaumcraft is only available on 1.8.9. So you'll have to wait quite a while before you can do anything with Thaumcraft on 1.11. And there's an API for a reason. If you want to make an addon that bridges the two mods then go for it (when it's possible at least). There's been a few addons that have already done this before already.

    Oh, and changing the color of the text to a lighter color like that kinda made it difficult to read. Maybe next time use a darker color, or better yet: don't bother doing something so unnecessary.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Am i the only one that noticed that there is a 1.8,1 version of this mod in the ''Older versions'' spoiler?


    I guess you didn't notice the date: 11/02/11. That was way back from the beta days on Minecraft. Good luck getting that to work on the official release.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI»

    hmm, i dont know. thaumcraft 5 combination of golems and sigils was amazing imo. thaumcraft 5 was just amazing in general as a best of of every previous version.

    which makes me sad, that it wont get additional development with the relaunch of the mod.

    Yeah, it's a bit sad saying goodbye to TC5, but with each rewrite of Thaumcraft it's generally better then the previous version.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from GreenZombie76»

    I posted this already on the suggestions github.


    Proposal: Re-release the Crimson Cult content as an Open Source Thaumcraft expansion


    I personally don't see this being a good idea. Giving literally anyone the ability to create new lore or change existing lore would just make a huge mess. Especially seeing as how a lot of Thaumcraft's lore is open to speculation. There's been a lot of theory-crafting here over the years because of that. It would be better if someone just made an open source addon instead. That way you know all the content is non-cannon right from the start.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from jeffreym23»

    OT: I got a popup from Firefox asking me if I wanted to open a randomly named file with no extension. I did not click on any links on the first page; my guess is that there was a malicious ad on the first page of the topic. I've seen some posts in other topics indicating this was happening.



    Why are you posting that here? You should let Curse know. Benimatic can't do anything about that.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from ijsberg»



    not actually liking the idea of losing the essentia distilling.
    How about essentia mixing?

    Use the base aspect crystals to smelt into basic aspect slurry(essentia), and use the slurry to create other aspect essentia? (just to resemble alchemy more).
    And you are only able to smelt the crystals for their essentia.

    Just a small idea.

    I really enjoy TC even since it came out and can't wait to see what you'll do next.


    There's still the problem of making the essentia too easy to obtain that way. Instead of farming many various items you probably wouldn't use much all you'd have to do is farm only a handful of items. Rare essentia such as vitium couldn't exist in a system like this. There wouldn't be a reason to farm the taint for vitium when you could simply make it yourself. If this issue was somehow solved then I wouldn't have a problem with that kind of system. One thing I like about Thaumcraft is that it gives a lot of items you usually wouldn't use much a use because of their various types of essentia.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Evil_Dylan»

    I hope it's not too much stress on Azanor to be working on TC6 so soon after TC5.


    I doubt it. It's not like working on Thaumcraft is a job or something that he's being forced to do. It's just a hobby and something he does with his spare time. If it's causing him stress then he'd have no reason to continue working on it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MinerGuyLex»

    This makes me very sad. :(


    I have full void thaumaturge robes and I'm using a fully charged scepter. There is no greater capacity wand/scepter available, and i STILL can't make a Void Aspected Silverwood Staff.


    Yeah, I know how you feel. Long ago (and several times too) I suggested that wand crafting costs be rebalanced so that it would be possible to craft the highest tier wands without the need of addons. Although honestly, void caps really aren't that great anymore anyway. The rate that wands recharge vis is already fast enough so I prefer the higher vis discount that thaumium caps offer.

    Anyway, seeing as Azanor is likely going to be working on TC6 I don't think we'll see the vis costs of crafting wands be rebalanced in TC5.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    I would just like to emphasize that focus projectiles are not to be seen as spells by my understanding.

    Shooting fire, lightning, hellbats and chunks of ice out of a wand is pretty much the same thing as casting a spell. We call it thaumaturgy, but most outsiders are just going to see it as spellcasting. But anyway, we're getting waaaaaaay off-topic. None of this has anything to do with foci customization.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    But this isn't AM2

    I never saw anything in IStoneI's post saying that this was AM2. They were just saying that a focus crafting system similar to AM2 spell crafting would would be neat. The focal manipulator already does this to some degree and I can see it being expanded upon. At the very least I'd like to see the focal manipulator have it's own specific upgrade slot for "behavior" upgrades such as the fireball or ice scattershot upgrades. Being able to go back and change an upgrade would be nice too. That way you don't need to go and throw away a focus just because you added an upgrade you ended up not liking.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Still, I have not yet committed to "Thaumcraft II".

    I could swear there was already a Thaumcraft II. I guess it was all just a an extremely vivid dream then huh?

    But no, seriously, calling this possible rewrite "Thaumcraft II" is just as ridiculous as Microsoft with it's Xbox names. It makes no sense and it's just gonna cause confusion. When someone is talking about Thaumcraft two are they talking about the 2nd Thaumcraft, or the 6th Thaumcraft? It's just another rewrite after all. It might have much larger conceptual differences compared to the previous version, but it would still be yet another rewrite. If the next version is really that different from all previous versions of Thaumcraft, then why not just create a new name?

    And that's the end of my semi-off topic, petty and nitpicky rant about the mod's names. Sorry. Still looking forward to whatever you plan on doing with your mod. My vote goes to working on the rewrite instead of a port. If you want to let go of TC5 then do it. I mean you've already let go of TC1, TC2, TC3 and TC4. If people want to use TC5 then they can use whatever version of Minecraft it was built on. Nothing is stopping them from using an older version.
    Posted in: Minecraft Mods
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