I've discovered a game-breaking bug where moderate latency issues (cross-United States distance) can cause the Lunch Bag item to feed you without consuming an item within.
Simply hold down the right mouse button while the bag is closed. This opens the bag (clientside) and asks the server to send you the container object describing its contents. While you're waiting, if there's enough lag, your client then decides "I'm holding and using an open lunch bag, feed me". The server gets this while it's busy sending you the container object, and says "okay, here. I'll close your bag item and show you what's inside. okay, I'll feed you this item from inside this bag.". HERE'S where it gets interesting: you already don't have the open bag. Apparently the game treats the open bag differently from a closed bag (i.e. as a separate item) and when the server is asked to feed you an item from the open bag in this situation, it attempts to modify the now nonexistent open bag item after feeding you.
The final result: Food Journal reports that you ate the most efficient item from the Lunch Bag. The Lunch Bag still contains that item. You receive the full benefit of the food you just consumed.
Guys, I know Azanor could probably use a fresh mind on the modding field, but... maybe we can leave it to the bored dolphin? I think I can simplify things to 8 base elements, 8 subelements, and 8 special elements... just give me a few hours.
I mean, just so I can prove that dolphins are just as smart as humans. Maybe smarter, I don't know, but this isn't the battle to attempt to prove that with. ~<3
Although, I think there should be some way to 'respec' the wand's augmentation. The cost could be anything from Exp, to losing the aspects used in the augmentation. Maybe both, or maybe an even higher cost to keep players from doing it whenever they need to change the wand from, say, a mining wand to a battle wand.
This gives me a few ideas that tie into the aura crystal constructs I posted about on page 4. But to respeccing, I say it should cost a bit more than the second-level augmentation would cost. No refund.
Also, how would enchantments work in this system? Would they persist, or do you think it'd be best to do away with them?
It depends on how the wands function. I personally think that augmentations should be treated as "enchantments" in a sense, costing a small quantity of XP in addition to resources and Aspects.
I'm assuming the spells need to be researched individually as well before they can be accessed in the wands.
Would it be a good idea to have spell tiers tied to both the wand research tree and the spell research tree?
Example: To research a tier 2 fire spell, you first have to have researched both the Unified Thaumic Field Theory as well as the tier 1 version of that spell?
Yes, pretty much exactly this. You have to LEARN a spell before you can USE it.
I like how absolutely nobody actually reads the thread and just starts spouting random ideas without any coherence or consideration, basically just turning it into a "make my mod for me" thread.
What Natalie said in that log is pretty much what I was trying to get across above, though I didn't say it as well. As in, just ditch Vis and use aspects to handle the stuff all wands do now. So, +1 for that!
Hi, I'm Natalie. Discussing this live in #thaumcraft. And thanks. ~<3
<SoundLogic> Does anyone here like the spellcasting idea?
<Amos> Meh
<Amos> sorta
<Natalie> It needs some work
* flamedance58 shrugs.
<Amos> Sounds like Ars magica, Anyone else?
<Anbaric> I think it could be interesting. Charge a wand with a spell that you want, and keep it around.\
<flamedance58> Spell casting isn't quite the right word to use for it.
<Natalie> I want to see wands tailored specifically for certain classes and aspects of spells
<flamedance58> The spells are really just to replace all the wands.
<Anbaric> With additional charging required for enchantments.
<flamedance58> From what I heard that's about it.
<Natalie> I don't want to see the wands go away
<flamedance58> They aren't.
<Anbaric> Me niether.
<Natalie> The wands should be specialized conduits for the different spells
<flamedance58> You keep wands but you won't need to have a dozen wands for each spell effect
<Natalie> like, you should be allowed to cast any spell you know, selecting your primary and secondary spells to bind to a hotkey toggle
<Natalie> but they kinda suck without the right conduit
<Natalie> an apprentice wand should be pitiful at everything but basic spells
<SoundLogic> I wouldn't mind if you could store essentia in yourself, but it shouldn't be something about YOU. A machine that infuses you with essentia would be fine, but it should stay about the machines.
<Natalie> an earth wand should remove the penalties for casting earth-type spells
<Natalie> et cetera
<Anbaric> Remove? or lessen with levels?
<Natalie> neh
<Natalie> it's free for balancing
<Natalie> but the idea is that it should at some point remove that penalty
<Anbaric> Yeah, the Wand of the Thaumaturge.
<Natalie> (the penalty for casting with an unsuited conduit)
<Natalie> No, even then the max-level unaligned wand shouldn't remove the penalty
<Anbaric> And what about the possibility of a spell failing completely? Side effects?
<Natalie> We have three wand tiers currently
<Natalie> apprentice, adept, and thaumaturge
<Natalie> I want to see the wands capable of being augmented, say, twice
<Natalie> once each with two different aspects
<Natalie> twice with one aspect
<Natalie> once with an aspect and once with a miscellaneous modifier
<Natalie> etc
<Anbaric> 64 different combos
<Anbaric> Oh, modifiers too?
<Natalie> Stuff like "decreased casting time"
<Anbaric> Ah
<Natalie> or "long range"
To summarize this idea:
The ultimate summary: The three tiers of wand (Apprentice, Adept, and Thaumaturge) are the only wands. They are conduits for spells. Any spell can be cast by any wand, but certain wands or wand augmentations work better.
You may cast any spell you know at any time as long as you satisfy its requirements.
The most important requirement is any wand. You cannot cast without a Wand.
A spell has a primary element, assorted secondary elements, and a general Magic cost.
A spell's primary element is the Aspect most drained by using this spell, excluding Magic.
Casting a spell not of the Magic element with an unaugmented wand suffers a noticeable penalty, usually in effectiveness and casting time.
The three tiers of wands may be augmented:
A wand may be augmented twice.
A wand may be augmented twice with the same augmentation or once with two different augmentations.
A wand may be augmented with any Aspect other than Magic. (It automatically has the Magic Aspect until augmented with another Aspect.)
A wand may be augmented with a general effect, such as long range or decreased casting time or reduced Magic cost.
These augmentations should not be more effective than an elemental augmentation. They are intended for broad-spectrum improvement.
For example: An Adept's wand augmented twice with Life aspect would be useful for casting healing spells and combating non-resistant undead. (After all, Revive Kills Zombie.)
For example: An unaugmented Apprentice wand can cast any spell, but has an incredibly weak effectiveness. An unaugmented Thaumaturge wand can cast any spell, but is far more effective than the Apprentice wand.
For example: A wand augmented with Water and Fire is somewhat better than a wand not augmented at all at casting Water and Fire spells, but inferior compared to two wands, one double-augmented with Water and the other double-augmented with Fire.
<Natalie> nodes should be physical entities
<flamedance58> "my desire to simply scrap nodes completely as they exist currently."
<flamedance58> Oops missed the "Thus" infront lol
<Natalie> i want to see nodes as actual crystals in the world
<flamedance58> So perhaps have them as a giant crystal?
<Natalie> A fairly reasonably sized crystal, with a "core" that must be connected to a certain number of crystal blocks to function as an actual node?
<Natalie> And to destroy the crystal and move it around is difficult and lossy without the right research?
<flamedance58> I'd like to see the moving mechanic of the nodes a bit more practical and rewarding.
<flamedance58> I like the idea of nodes being a aspect farm if you will.
<Natalie> Oh god yes, encourage the player to go out into the world and then return home to where he knows he can find his crystals
<Natalie> Each crystal of course would have to be tied to a single aspect and so would the core
<Kreicus> i like current nodes actually but i understand the bugginess of them
<flamedance58> I think that's the general idea he wants.
<Natalie> one could, in theory, just destroy the crystal as a source of aspect, but this is bad as there's kind of no way to make more crystal without spending an absolute **** of aspect
<flamedance58> Cause currently ppl just found a big node and set up shop there forever.
<flamedance58> I ebleive he wants it so you have to go out and look for these new nodes because you need that specific node's resource.
To summarize this idea:
Aura nodes represent in the game world as semi-large crystals (e.g. six to ten blocks high) with a single "Crystal Core" somewhere within the crystal.
This "Crystal Core" is the center of the node, and must be connected to a certain number of Crystal blocks.
Each Aura Crystal would be tied to a single Aspect and could not be mutated to channel a different Aspect.
Moving the Aura Crystal in effect moves the node.
Moving the Aura Crystal Core itself is impossible without the right tools.
Attempting to do so will shatter the core, causing... Fun Stuff.
Crafting a new Aura Crystal Core, if possible at all, should require an absolute arseton of Aspect.
If the Aura Crystal's component blocks are smashed without the right tools, it could drop a small number of shards.
If the Aura Crystal's component blocks are smashed WITH the right tools, it will drop either itself or a full nine shards.
Nine shards can be crafted back into an Aura Crystal component block, using a relatively prohibitive amount of Aspect.
EDIT: Even with the right tools, it shouldn't be a 100% recovery rate. I'm thinking more 95%. This would still require the player to work to actively restore what he took from the world.
EDIT: If the player has an odd number of Crystal shards, he should still be allowed to generate a new Aura Crystal component block, but at an increased Aspect cost.
These Aura Crystals can occur on the surface or in cave systems or perhaps special underground dungeons. Surface Aura Crystals could be more likely to be of surface aspects e.g. Air and Light and Water and Life, while cave Aura Crystals could be more likely to be of cave aspects e.g. Earth and Darkness and Fire and Death.
EDIT:
The Aura Crystal can be drained of its contained Aspect through continued charging use.
Aspects stored in Aura Crystals can be replenished over time (very slowly) or by player intervention (requiring a decent quantity of harvested Aspect).
ANOTHER EDIT:
The Aura Crystals could also be capable of functioning under the current Node system, allowing a generic "magic" Aspect to flow between the crystals under certain circumstances.
The following is a translation of the original post.
I'm playing a mod that produces so many overpowered things that things made straight from vanilla materials become useless to me, so I want an even more overpowered thing made out of vanilla materials
Providing error logs is standard procedure for figuring out what went wrong when installing mods. Would it seriously have killed you to just give them the full report?
Except the full error log, if you would have actually read it, contained exactly as much relevant information as I had originally provided.
<Natalie> Whoops, turns out the first post in the forum thread is actually a bit confusingly designed.
<Natalie> There is no clear download link because it hides right under a big red header.
Just thought you should know. It might trip up others as well.
0
RWG claims it's compatible with Harvestcraft, but:
Where do Leafy and Herb Gardens spawn? And what about the fruit trees? I have yet to see either in my roaming.
1
I've discovered a game-breaking bug where moderate latency issues (cross-United States distance) can cause the Lunch Bag item to feed you without consuming an item within.
Simply hold down the right mouse button while the bag is closed. This opens the bag (clientside) and asks the server to send you the container object describing its contents. While you're waiting, if there's enough lag, your client then decides "I'm holding and using an open lunch bag, feed me". The server gets this while it's busy sending you the container object, and says "okay, here. I'll close your bag item and show you what's inside. okay, I'll feed you this item from inside this bag.". HERE'S where it gets interesting: you already don't have the open bag. Apparently the game treats the open bag differently from a closed bag (i.e. as a separate item) and when the server is asked to feed you an item from the open bag in this situation, it attempts to modify the now nonexistent open bag item after feeding you.
The final result: Food Journal reports that you ate the most efficient item from the Lunch Bag. The Lunch Bag still contains that item. You receive the full benefit of the food you just consumed.
0
I mean, just so I can prove that dolphins are just as smart as humans. Maybe smarter, I don't know, but this isn't the battle to attempt to prove that with. ~<3
0
Glad someone actually reads the thread. ~<3
This gives me a few ideas that tie into the aura crystal constructs I posted about on page 4. But to respeccing, I say it should cost a bit more than the second-level augmentation would cost. No refund.
It depends on how the wands function. I personally think that augmentations should be treated as "enchantments" in a sense, costing a small quantity of XP in addition to resources and Aspects.
Yes, pretty much exactly this. You have to LEARN a spell before you can USE it.
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Hi, I'm Natalie. Discussing this live in #thaumcraft. And thanks. ~<3
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To summarize this idea:
Thoughts? ~<3
2
To summarize this idea:
EDIT:
ANOTHER EDIT:
This is just my thought on it. Thoughts?
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This is a very stupid idea.
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Except the full error log, if you would have actually read it, contained exactly as much relevant information as I had originally provided.
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<Natalie> There is no clear download link because it hides right under a big red header.
Just thought you should know. It might trip up others as well.
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Wonderful community these guys have accumulated, don't you think?
Oh and um if this isn't the right forum section for complaining about the customer service... point me, kindly? ~<3
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Is this seriously what passes for legitimate mods these days?
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Doesn't even need it.
Doesn't interfere with ModLoader, though.