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

    So I'm not entirely sure how they work or if this is even possible, but is there any chance you would make Thaumcraft into a DataPack?




    Unfortunately it will most likely not be possible. Or if it was, the scope and complexity of the mod would be greatly limited.

    For one, at the moment, data packs can't add blocks, items, or mobs--any datapacks that do, do so with an arcane combination of vanilla commands, armor stands, invisible mobs, dyed armor with a specific amount of damage (and an unbreakable tag), and a resource pack. That means all of Thaumcraft's blocks, enemies, and multiblock structures would have to rely on that system.

    I am also very skeptical that more complex mechanics such as warp, taint, vis and flux, and infusion stability would be replicatable in the current implementation of data packs. Not to mention that the outer lands would never work, there would be no added biomes, no thaumonomicon (though research could... kind of? Be done through advancements). Also, we'd have to give up our fancy focal manipulator UI.

    Datapacks differ quite greatly from mods, and in the end, they are simply not capable of all that modding and Forge allow.

    Quote from AnrDaemon»

    What "DataPack" is supposed to be?



    It is a relatively new system similar to the resource pack system. It allows players to edit or directly add structures, loot tables, recipes, advancements, block and item tags, and functions (which are a special text file that will run multiple in-game commands at one time when called upon) to their game, and then pack them up to share with others. While added in 1.12, many of what I just stated was not added until 1.13--So I suppose, who knows where the system will go in the future.

    Posted in: Minecraft Mods
  • 0

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

    Hi

    I have a problem with eldritch research - it simply unaccessible to me. Using Crimson Cult book deals same effect as preserved curiosity - book disappears and I get some observations/theories. I thought, that problem may be with low warp level, but when I increased it to max and got cracked brain image in Sanity checker nothing changed - samething with book disappearing and no Eldtritch tab in Thaumonomicon

    Also, want to mention, that I scanned some void seed from rift explosion with Thaumometer, but that didn't helped.

    Mod version TC6 BETA21

    Can someone help me, please?


    As far as I am aware the Eldritch stuff is still a work in progress and not released yet?

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




    You need to scan a crimson cultist and read crimson rites.

    Then you should get the eldrich research on the first page of the thaumonomicon.

    It was somehow like this:

    Crimson Cult --> Crimson Rites --> Eldrich <-- Auromancy

    Researching that unlocks the Eldrich tab. No idea if you have to be mad for this. I have been quite mad, but now I doubt this was necessary at all.




    I'm not sure when we'll want to stop with the spoilers.


    If you read the Crimson Rites without warp, I believe, they are dismissed as mad ramblings.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from SonioExpert46»


    Going on a creative mode world and spamming the Causality Collapser on Flux Rifts that constantly spawn one after another leaded to no results. I'm seriously wondering how I got that Primordial Pearl...oh, and other than the Void Essentia Smeltery, are there any other currently obtainable Eldritch-locked research?





    The causality collapser closes a rift, but also adds a minute amount of flux to the atmosphere; if your flux is too high, that small amount is enough to overflow and cause another rift to form. In this case, the rift appears to grow each time.


    In Beta17, Pearls can be obtained by collapsing rifts, which appears to have been changed.

    EDIT: Actually after some light testing, motes and nodes can still be dropped rarely from closing rifts, possibly larger rifts?

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

    In TC 6, enough flux in a chunk will open a rift to drain out of, right...?


    Meanwhile, in TC 4/5, a Thaumaturge struggles to clean up the tainted node this rift opens into.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Skipping 1.12.2 would also involve waiting for both the 1.13 and the Forge 1.13 release.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Personally, I got the feeling that the Barakoa were Mowzie's expy for goblins (and by extent orcs). I might be wrong though, as I am not the modder here.

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

    In 1.8 I solved it by attaching every jar to a valve and only opening one at a time.

    It worked for the small system I had, though if it upsized at all then it probably wouldn't have worked at all.

    I have no idea if it works in Beta7 though, haven't gotten around to reinstalling forge for that version yet.

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

    Also how come the beta isnt using the latest minecraft? Just curious.


    Because Azanor started work on it when the latest minecraft version was 1.10. And he wanted to have a complete release of Thaumcraft 6 before porting it forward a dozen times.
    1.8-1.10 was a big jump for large mods like Thaumcraft, and Azanor isn't chained to the computer like he used to be, so it took some time to come out.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Praise be Ro-naza for this news!


    (I certainly hope that doesn't seem demanding.)

    I, for one, am excited to get back to ruining the environment.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Not the time to write out a wall. No idea what biome this mob would go in, or if it would be in a structure of some sort, but hear me out here.


    The basic idea is to have an enemy that is two mobs. One of which is a tank and the other of which is a support, so to speak.

    The "main" enemy walks, and relies mostly on melee attacks with the occasional short-ranged attack. This enemy deals the majority of the damage.

    Meanwhile, above, I presume flying on a broomstick, is the second enemy. Whenever the first enemy is vanquished, it swoops down and uses a spell to resurrect it, at which time the flier is most vulnerable. The flying enemy would also provide aerial support in the form of the occasional falling projectile.

    However, if the healer is slain first, the main enemy would enter an enraged state where they are more dangerous.

    Thus, unsuspecting adventurers would be aiming to sufficiently damage the main enemy before killing the healer.

    Posted in: Minecraft Mods
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    posted a message on Minecraft 1.13 Update Opinion Thread

    Horses deserve the detail, such long legs just look awkward without the second joint... especially while walking. No other minecraft mob has legs like them, so it makes sense that they wouldn't have a second joint, as it wouldn't add anything to the mob.

    The face just seems odd to me. Why remove the opening mouth? It was the best part of horses! The head shape itself is poor, comes out too widely and the snout obviously is nothing like a horse's snout should be. It also is strange that the mane ends so abruptly; it seemed fine to me when it went into the body.


    It seems counter-productive, to update every texture to be more consistent and get away from Notch's pixel art style, while downgrading the most detailed mob to better fit Notch's modelling style. If you're going to change models too, why not bring them in line with the best model you have? The horse does not seem terribly out of place as is, in my opinion.


    It reminds me of the polar bear model, which I hate with a passion.

    Posted in: Recent Updates and Snapshots
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Presumably, at some point, the crimson cult used a wand on a bookshelf, and took the symbol from the book, since the cult's studies are rooted in Thaumaturgy.

    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...

    Betweenlands IDs (the important ones anyway) are in the config.

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

    I believe Vaskii has enough on their plate right now.... coders might be related to gods, but they still aren't the same.

    Posted in: Minecraft Mods
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