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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    What methods do you guys use to deal with warp without getting rid of it? Obviously, you can make Warp Ward and stuff, but other mods add interaction. Other than Thaumcraft’s built-in methods, how do you guys deal with warp?

    The Voidseer’s Pearl increases your vis discount as your warp increases: my current discount is at 19%.

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

    Azanor, since you are so uneasy about giving somebody else access to your code (or so I’ve heard) have you thought of coming up with a legal agreement with the person you share it with? i.e. if someone shares it without your ok, they would break the contract somehow and be punished.


    I dunno how concerned you are, but that is just a suggestion.


    Anyhow, thank you for your work. You have had a huge impact with Thaumcraft, not just because people enjoy your mod, but because people have been inspired to learn to code based on what you’ve done.


    The way I see it, the fact that some random guy on the internet (you) can create something like TC is inspiring from a different angle than admiring the Minecraft team. (Ya know, Jeb, Dinnerbone, etc.) Looking up to them can be intimidating due to their time and experience.


    We know you as a guy who just does this in his free time, so some of us think, “huh, why can’t I do that?” and I think that’s what motivates people.


    Ok, yeah, maybe a bit much just because of a mod on the internet, but your impact is probably bigger than you had imagined. I want you to realize that.


    So uh. Thx.

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

    Split Trajectory is usually used when you try to do 2 things at once, like Bolt and Projectile. What are you trying to do?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from propelled35322»

    Some friends and I are considering starting up a new server with Thaumcraft 6, however we prefer to wait until it is feature complete. Are there any estimate as to how far the current beta is from being feature complete?


    Ths mod is stable enough to add, if that’s your concern. It’s difficult to talk to the mod’s author, as he doesn’t say much in the community. So, it’s hard to say wether it is near completion or not. I would add it to your server, though. This mod is a lot of fun and stable enough. I hope this helps. (:

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from vedisdragon»

    Is Thaumic Horizons open source at all? I noticed that you can't draw blood from certain mobs (iron golem) and most boss mobs. I'd like to limit this further to disable cloning of other modded mobs like Lilith from Witchery.


    Imo, I’d move to 1.12. It’s hard to let go, but there’s lots of new and different stuff to play with, like Astral Sorcery, and Thaumcraft 6 has some cool new stuff, especially with foci.


    (This is assuming you’re not playing in 1.12 yet.)

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

    • There is no longer a cap of 12, but there are diminishing returns: The more of one block you use, the less bonus it gives. So you want to mix and match different items to get the most out of it.

    So... when you say “one block,” does that mean:

    1. All skulls/heads are counted as the same? Like, is there a purpuse to using different heads? Usually I’d put a whole bunch of one type of head under my altar for the symmetry. (In earlier versions.)

    Or

    2. Putting different heads in a symmetrical pattern will not work.


    Or... is ok to use different colored candles? Or will all the candles be counted together, no matter the color?


    I haven’t looked at the new entry yet...

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

    The word you were looking for was "challenge", not "hassle".


    No... definitely a hassle.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI42»

    is there any chance we get aura nodes back in the future?


    the vis system from the new thaumcraft seems like a step backwards from thaumcraft 5. the hybrid system of aura nodes filling chunks with vis was the best aura system of any version imo.


    there is just something missing without the nodes. not only was it a really flavourful mechanic that explained where the vis inside the aura comes from, but node manipulation gave us ways to increase the amount of aura inside the chunks were doing thaumaturgy in.


    in the end, it is azanors decision, but the aura nodes were the greatest loss in the conversion from version 5 to 6 in my opinion. not just to the gameplay but also to the lore.


    I do like nodes, but on the flip side, I think they could sometimes be a hassle to set up, and they took up lots of room, and you had to find the right node, etc...

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

    Can somebody show me their setup of an efficient Infusion Altar? I’m not sure how to improve mine. I have 5 stabilizers and plenty of skulls underneath (symmetrically) , but I can’t do a “moderate” infusion.

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

    I cannot make iron caps to make the first wand. I am using baubles, forge, optifine and thaumcraft 6.1.beta19. I even deleted all of the configs and turned off my resource pack even though I'm sure that last one wouldn't help.


    There are no more wands :(

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


    Which mods are you using that are still on 1.10? Just wondering what's out there that hasn't moved on, it's been over a year since 1.12 came out... well enough time for most major mods to have updated fully or have beta-ish versions on 1.12 (like TC and Mystcraft for example.) But you're probably using a ton of stuff I'm not so: what?


    Then again a lot of packs are still on 1.7.10 so I'm not surprised...


    Blood Magic is available for 1.12, but only alpha files are being released. I did just check curseforge, though, and some of the mods I'd been thinking about were stable, but also are being updated often. Which probably = bugs, but I can figure that out by reading the changelogs (which I won't do, I'm lazy).

    I also don't want to move to 1.12 yet because my GPU can't handle it well, it seems.

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


    Wasn't 1.10 TC5? Pretty sure he's moved on. What reason is there to stay on 1.10?


    Nah, 1.8 was TC5.

    1.10 was TC6.

    1.12 is TC6.1

    Some 1.12 mods are still in the works, but are mostly finished for 1.10. (That's why I'm still in 1.10) 1.10 is just more stable, (I'm assuming) but by the time TC6.1 is finished, maybe less 1.12 mods will be unstable.

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

    @Azanor, after TC for 1.12 is finished, will you be finishing 1.10 TC?

    Although by the time 1.12 is finished, other mods might be finished too, so we'll see.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from Derwan»

    maybe I'm missing something obvious, I dunno.


    I don't think you can have solid blocks between the vat and the pedestals

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

    Here's an explanation of how I automated livingrock/wood with golems and a few other mods.

    I currently have 1800+ livingrock and 2000+ livingwood, so the golems are put away for now and aren't in the photos.


    My goal for this was that I could request livingwood/rock in my me system if I needed it.


    If you have questions on how it works, just ask me.


    In short, the blocks are placed near the pure daisy, and after being transformed, are broken by the golems, which are sucked into the vacuum hopper and into the me network. This is my way of doing it.

    Posted in: Minecraft Mods
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