• 23

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon


    Born from a desire to carry around just a little bit more vis for node jarring, Advanced Thaumaturgy has been in development for a few months now, and has become a sort of "Extra Utilities" for Thaumcraft.

    The main points of Advanced Thaumaturgy are the Mercurial Wand rod and it's upgrade crystals. It is a rod whose capacity ranges from 500-1000, depending on which Thaumcraft addons you have installed. It, like any other wand rod, can accept essentially any cap, but it's interesting feature is that it is upgradable with several different types of upgrade crystals, ranging from vis recharge to infusion stabilization (without requiring 200 candles littering your altar). This can result in a seriously powerful wand that incorporates the capabilities of several standard wands.

    Blocks
    Fertilizer: Functioning much like a lamp of growth, the fertilizer keeps a very large area of farmland watered without requiring a water source nearby, and also randomly fertilizes most plants in it's area. It also causes plants that don't normally self spread to do so (mushrooms, flowers, lily pads).

    Node Modifer: Allows you to manipulate a jarred aura node in a variety of ways, from rescuing a fading or pale mode, to cultivating a hungry node for sinister and devious purposes.

    Essentia Engine: Accepts some types of essentia via pipes and converts it into Buildcraft Energy at an output rate of 10eu/t. Future support for RF, possibly other forms of energy.

    Ethereal Jar: With the advent of many mods (AT being the first) that require large amounts of essentia for infusions, the Ethereal Jar provides a more compact storage option for essentia without quite crossing the 'ridiculously stupid' capacity of other mods.

    Microlith: Derived from the massive obellisks seen in some worlds, and to a lesser extent, in the Overworld, the Microlith is a base that, when affixed with a special crystal, performs a myriad of functions, akin to the Seals previously available in Thaumcraft 2/3.

    Altar Deployer (Creative Only) - A block that, when placed in the world and activated with a wand, sets up an infusion altar, complete with 12 pedestals and a 8x8 layer of candles buried under the altar for stability.

    Items
    Mercurial Rod: Provides a wand rod with a capacity of 500-1000 vis.

    Mercurial Wand: Any wand which uses the Mercurial Core as it's base; upgradable with many types of crystals.

    Arcane Crystal: The basis for the Mercurial Wand upgrades as well as the crystals for the Microlith.

    Oculus Solis (no texture): A bauble that provides ambient lighting around the player.

    Sash of Altivolus (no texture): A bauble that replaces the functionality of the Thaumostatic Harness, providing the ability to fly without requiring constant jar swapping. Quite expensive to make, but pays for itself in the long run by reducing fall deaths from not paying attention to potentia levels, as well as reducing aggravation inherent in the unequip, open, remove, replace, and re-equip process involved with the Harness.

    Endstone Chunk: A basic, unfired glob of endstone, shard, and emerald essence. Used to directly produce Arcane Crystals.

    Focus: Void Cage (WIP, no recipe): Allows you to cage a mob in a pocket void for transport.

    Aerosphere (WIP, no recipe): An item that, while held, creates a slightly lit bubble of air around you, allowing you to safely walk along the ocean floor (or under any other liquid).

    Downloads
    Advanced Thaumaturgy 0.1.1 for 1.7.2 - http://ixios.net/dl/?AdvancedThaumaturgy-1.7.2-0.1.1.jar
    Minecraft Forge 10.12.1.1060 or higher - http://files.minecraftforge.net/
    Thaumcraft 4.1.x - http://www.minecraftforum.net/topic/2011841-thaumcraft-41114-updated-2052014/
    Baubles - Linked on the Thaumcraft page and is automatically downloaded by Forge when running Thaumcraft

    Previous Version
    Advanced Thaumaturgy 0.28 for 1.6.4 - http://ixios.net/dl/?AdvancedThaumaturgy-1.6.4-0.0.28.jar
    I still have the source for 1.6.4 and I'll try to back-fix bugs that are reported, but no promises!

    Credits
    Mojang: Despite not having any respect for the modding community, I still have to mention them purely for Minecraft.
    Azanor: For Thaumcraft, obviously
    Vazkii: Inspiring me to begin modding
    digitalseriphim: All of the models used in AT.
    theFlaxBeard, Dylan4Lyfe: Various textures
    Nnystyxx: Valuable bug testing reports which encompassed more than "IT DUN WERK"
    Succubism: The plethora of Thaumcraft data she aggregated and put up on the FTM Forums.
    HaighYorkie: Being one of the first people on Youtube to get concise videos posted about Thaumcraft 4 when there was not really any other data available.
    Posted in: Minecraft Mods
  • 10

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon

    Hey guys. Thanks to a couple of generous patrons (as well as my rent complex obtaining a new subsidy thus dropping my rent by $160) I was able to get internet back this month. I'm currently going over all of the stuff Azanor has added to Thaumcraft (like the flux scrubber, gee, where did that idea come from ;p) and cleaning out some features of AT that duplicate them. I'm still not doing great with my dialysis, but I'm feeling very guilty about not being able to update AT for so long, so I feel compelled to get something stable out ASAP. No ETA on a release but be assured it's actively being worked on now, and I'll have something out shortly. :)

    Posted in: Minecraft Mods
  • 2

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    NOT DEAD!

    Hey guys... Although technically I *did* abandon AT, I assure you it was definitely not by choice. My utility bill literally doubled this winter and I had to choose between heat or internet. Obviously, internet lost out.

    I don't have any open wifi networks near my house, and have no transportation ti leech off of some random fast food wifi. I got lucky today with a doctor's appointment and aside from several hundred emails, I am also saving a copy of bug reports from github, reading the last 15 pages of this forum post, and grabbing an updated copy of Forge and Thaumcraft so that I can work on AT at home.

    I am over $500 behind on my utilities so I will not be back permanently for the foreseeable future, looks like it will be abour June before I can get internet back. I know I don't deserve it, but if you can help out, my Patreon is still functional.

    Luckily, I do have a followup appoint scheduled in two weeks. I'm hoping to have a bugfix update to upload by then.

    Hope to post again soon, and thanks for sticking around :)

    edit: going to be stuck here for 2 more hours :\
    Posted in: Minecraft Mods
  • 5

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    I see part of the problem, as far as Solar_Tiger is concerned. My TE for the jar extends Azanor's jar TE, and if his later versions got rid of the wobblex and wobbley fields, then my jar, which is coded against 4.2.0.1, would also be missing the wobblex and wobblez fields, and so my renderer would crash out.

    I'll definitely update TC tomorrow and give it another go. The issue with only some things rendering in NEI would also stem from the rendering error that's spamming the console. The 5th (or 6th, whatever) item would be the jar, and if it's erroring out on every frame, it would fail to render the rest of the AT items, which is why only 5-6 show up even though they still act as if they're there.

    Getting real close, guys. Thank you all for the pastebinned bug reports. Those help a LOT.
    Posted in: Minecraft Mods
  • 1

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    Quote from Boo112»
    In the last 2 builds I believe azanor has gotten rid of the wobble feature for the jars. That is most likely why it crashed.

    Keep in mind, I'm coding against 4.2.0.1 and not anything later. I'll update tonight and see if that changes anything, but I'm not seeing the problem in my dev environment :\ Will look over the pastebin'smore closely.
    Posted in: Minecraft Mods
  • 1

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    Quote from Boelion»
    I've been mucking around with the creative nodes and i thought you should know, the node transducer does'nt seem to work on creative nodes, neither do node stabilizers (including advanced stabilizers.)

    That's likely due to hard coding by Azanor. I'll check it out to be sure, but there's probably not a lot I can do about that. :(
    Quote from Eruantien»
    Obligatory grammar hounding: "AdvancedThaumarturgy-1.7.10.1-TEST.jar"

    Stress applied for noticeability. :P

    I'll let you know if I find anything serious, though...

    I like me arrrrrrs, didn't you know I'm a pirate?
    Quote from LycaonX»
    I found the bug with the void caps, which actually revealed another underlying bug. /bugmashing

    Think I fixed this. Yes, I quoted myself.
    Quote from ancients5»
    Very strange, the creative node issue still persists. I am using the TEST 1.7.10.1 version, and the creative nodes dont seem to give me all the aspects. Im getting different aspects from different nodes, even if the nodes seem to show ALL aspects, as mentioned earlier.

    Believe this is now fixed.
    Quote from dualinfinities»
    The recipes that use ethereal essence appear to require the "default" essences obtained from villagers. It's possible Thaumcraft 4.2 broke whatever means addons use to allow wildcard NBT since other addons like TT had the same trouble.

    This is a problem on Azanor's part. He's got several areItemStacksEqual functions in his code, and he uses one in his infusion recipe class (which is why the infusion starts fine) but uses a different one when checking the ingredients during an actual infusion (which is why it won't actually eat the essences during infusion). I've temporarily changed the recipe, and reported the issue on his tracker. With the introduction of the vis network, I'll likely overhaul how the modifier works entirely, which might entail a recipe change as well.
    Quote from dualinfinities»
    Also there is a new startup crash: http://pastebin.com/SgnVt9qe

    Fixed, actually tested both client and server builds in the IDE this time.

    New test build, have at it :)
    https://www.dropbox.com/s/ubiykuic4yxckw2/AdvancedThaumaturgy-1.7.10.2-TEST.jar?dl=0
    Posted in: Minecraft Mods
  • 4

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    Quote from Yowesephth»
    I know this mod is in a bit of flux due to updating to 1.7.10, but I am curious if there's any plans for their being a mercurial staff? That would be all my thaumaturgical dreams come true

    It's not out of the question
    Quote from WolfAmaril»
    Might I suggest adding a link to the 1.7.10 TEST download to the first post so people don't have to go digging through the forum to find it?

    I didn't add it to the main post because I wanted to limit the test build to people that actually somewhat follow along with the AT community, aka people that bother reading past the first post. I've found that tossing test builds on the OP tend to lead to clueless people grabbing it because it's the 'latest' and then bitching because something doesn't work, without providing any sort of constructive feedback.

    On a side note, been on a downward kick with my dialysis this weekend, which is normal but was a bit more harsh this weekend. Should feel better tomorrow though, and I'll pick back up on bug fixes (have the void cap fix to finish, then the new startup crash, and then the new bugs on page 10).
    Posted in: Minecraft Mods
  • 3

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    I found the bug with the void caps, which actually revealed another underlying bug. /bugmashing
    Posted in: Minecraft Mods
  • 1

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    Fixed the creative node

    Fixed server crash on startup

    Rod capacity scaling fixed.

    No idea what a 'void aspected wand' is -- need more details before I can test that.

    https://www.dropbox.com/s/74f140e790d89ni/AdvancedThaumarturgy-1.7.10.1-TEST.jar?dl=0
    Posted in: Minecraft Mods
  • 1

    posted a message on Advanced Thaumaturgy - Thaumcraft Addon
    Quote from ancients5»
    Ran the "TEST" version with 100 mods so far, including the known ones, and no crashes whatsoever. Still playing around with it, and I'll report if I see anything strange.

    EDIT: Found a strange issue. Every wand seems to only draw certain aspects from certain creative auras, no other aspects can be recharged, despite the creative aura showing them. I dont know how to explain this easily, but here's how I discovered this. I placed a creative aura, tried to draw aspects, and I only was able to draw Ingis and Perditio. Upon placing another one and trying the same thing, I was only able to draw Terra. I placed another and tried again, and I was only able to draw Terra and Aer.

    EDIT 2: Another issue (might not be an issue, not sure) is that the Mercurial wand doesnt seem to "scale". I have KAMI active on my game. Isn't the wand supposed to scale to 1000 from just 500 Vis? Not sure if it is supposed to or not.

    Thanks for being the first volunteer :) I have also experienced the odd behavior with the creative node. I'll look at that first since it's the first reported bug :) I'll double check the scaling, it's still supposed to do that.
    Posted in: Minecraft Mods
  • To post a comment, please .