What if you don't want it to use up your field notes, because you are saving them for some other research, or if it's a forbiden knowledge?
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codebracker0 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
What if you don't want it to use up your field notes, because you are saving them for some other research, or if it's a forbiden knowledge? -
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Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsQuote from Sweet_Brew»
So is the Thaumeter confirmed to be the 1.8+ version without the model and stuff?
Though I don't care too much because it's only really used early on in the game, so don't think I'll complain a ton about it. lol
(Though I do hope staffs can be animated again.)
The new research system seems to be a lot more sleek than the last one, I'm really exited for it. lol
Also, just as a suggestion, the stuff like "Nothing can be learned from this" should pop up in the same place as the new 1.11s "You can not sleep now blah blah blah" stuff instead of in the chat, at least in my opinion.
The new Thauminomomomomocon's UI looks 6 trillion times better! Yay!
I do hope for a lectern though, because Ars Magica 2 isn't going to be updating any time soon. (If ever)
Lovely work, though make sure to take a Christmas(Or whatever Holiday you celebrate) break and stuff.
Time allowing I'm going to try and revive the old model or at least a version of it.
Also a good suggestion on that notification thing. -
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Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsQuote from Sweet_Brew»
Oh, Question.
If Nodes might be leaving does that mean those note stabilizer machines will too?
Because I loved those. ;~;
I mainly loved Thaumcraft because the awesome looking machines.
Of course I'd still play and love it if they were gone though.
Nodes aren't going away, they will just be a lot rarer. For the most part the aura slowly replenishes on its own, but nodes help this along significantly. More than likely the existing node mechanics will stay as is - including any machines related to them. -
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codebracker0 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
Here, let me just strap this unstable vis storage device filled with vitium to the wisp, send to... Steve? Yeah, it'll be fine there, he won't even notice. -
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MinerGuyLex posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
"MUSH, WISP, MUSH!"
That would be pretty great though, in all seriousness. Magic autopilot!
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BigHatMagnus posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsQuote from Robijnvogel»
I don't know if Azanor actually looks at this, but these three responses to the original "question" about Wisps and Golems seem to have gotten the most 1-ups so far:
- Me, proposing about the same thing you just did.
- MokahTGS: "Leave Golems. Wisp slaves are for druids. Thaumaturgists need animated puppets." (paraphrased)
- Your message that I just quoted.
Already suggest the same thing a few posts up, seems Azanor is happy with the Golems and their coding. Simple and compact. I think the idea of making wisps more fun or useful is the main topic of discussion. I like the idea of placing totems that allow wisps to roam an area and defend/provide pretty lights, help stabilize infusion altars by absorbing negative lightning effects(bad effects in general, I'd like to get rid of having 200 skulls all over the place and move to a prettier way of stabilizing). I actually think it would be cool to have wisps floating around my infusion altar.
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CaerMaster posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
Progress update -
Good news: Been doing a lot of modding lately
Bad news: Most of it was related to Baubles
I felt the need to switch Baubles to the new forge capabilities system and then Vazkii gently suggested / bullied me into adding more slots, then bugs needed fixing, then etc, etc. To make a long story short the past couple of weeks have been mostly Baubles focused, though I have made some progress in TC. I'm mostly done reworking arcane crafting and have begun changing the research system to also use forge capabilities.
Arcane crafting needed reworking because of the switch to the single vis type system. Arcane crafting recipes will now require various types and amounts of primal vis crystals to be placed in the 6 slots around the crafting grid. Furthermore I've removed the wand slot as the table will draw the vis it requires directly from the aura. This places a hard limit on what you can craft since if the current aura chunk does not have enough vis then you won't be able to craft the item - there will be upgrades to the table that will allow it to draw from more chunks (and thus give you a bigger pool of vis to work with), but I am still deciding what form the upgrades will take. Some form of multiblock structure maybe? Suggestions are welcome.
EDIT: (Random musing) What if golems were wisps?
I strongly encourage the multi-block-structure route. TC4's arcane infusion altar was one of the most awesome features of the mod. It was just so much sheer FUN to use, as well as looking awesome.
Could there even be more than one tier? A single-block starting crafter that draws from only the chunk it's in, a multi-block mid-level crafter built around it that draws from (say) the five nearest chunks, and a larger and more elaborate late-game multi-block built upon THAT which draws from all of the nearest nine? I have two different mental images of the tier 3 structure, one looking like a huge crystalline crown with the thaumaturge standing at the center underneath the arches, the other looking like a circle of black stone talons frozen about to rend the thaumaturge limb from limb. Light and dark path versions....?
(Brain mutters, "Tier 4 would draw from 13 chunks, tier 5 from 21... Probably shouldn't try to build a tier 5. Bad idea. BAD idea. But I wonder...")
So what does Baubles encompass now? And is there a beta we can download and test?
(Yeah, I admit, I mostly skipped TC5 because I mostly skipped 1.8.9. Fiddled around a bit, never got motivated to do much more than build a house. Too much life intervened.)
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ancients5 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
That makes sensebut you have to be careful in how you phrase it. The reasons why us non elemental creatures get damaged by too much/little is because our bodies have adapted to maintain a certain level of heat, water, air, etc. Elementals on the other hand would be much more difficult to defeat using their same element, because the subsist solely on that element for survival. So while yes, you could damage a fire elemental with fire, it would be much harder since it is able to absorb the heat and sustain itself. That is why you use the opposite elements to defeat them, as it tips the balance much more effectively than by giving them more of the essence they need to survive.
Also why the Ordo could damage the environment is because it would halt the progression of all reactions, as they are inherently chaotic. Life wouldn't be able to survive in such an environment, so it would quickly perish. It isn't because it's simply "too much", but because it would halt the continued chains of reactions that let life continue.
That was accurate.
When I stated "too much", I meant the exact thing you said at the end. It isn't inherently due to "number"; it's because too much ordo would interfere with the entropy (laws of thermodynamics xD); in other words, too much of any element interferes with the balance of the other elements. So yes, I 100% agree with what you said.
You've opened my eyes at the elemental part. I guess I didn't pay attention to what "elementals" are. They're a lot more specific to an element than we are (we've got earth, water, etc). -
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Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsAstral nodes do indeed work based on light levels
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Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsOh great, this drama again. Yay.
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I'm certain TheKentington is getting stuff done- he's got work, too, which occasionally gets overwhelming. Besides, he shows up as Online from time to time, he just isn't posting- but if you have bug reports, he'll note and fix them as he lurks.
o:
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Magia Naturalis. A bit depreciated, but still has a few useful functions.
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There's a running theme of 'forbidden knowledge' throughout history, be it that of Lovecraft or not. I recall more of a theme of 'oh gosh what is that aah AHHH AHHH MY MIND IS MELTING' in his stuff, which you do get sort of a feel for from the Taint. We need more things so forsaken and repugnant that we go blind just looking at them too long, clearly. The Taint is all well and good, as are the Eldritch Lands, but we must go deeper.
so much deeper
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By the way, if you're in search of alternative textures/models, d95 has lent his hand to several projects, Thaumcraft itself included, and may or may not be able to contribute. I'd especially like to see what he might do with, say, the Injector.
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In a different world, where we opted for a more. . traditional method of potion brewing (as compared to stuffing syringes of blood with Essentia). .
One of those concepts floating out in the world that sorely needs to be taken advantage of. Convert the essentia to its corresponding effects, put in some spare bottles (and maybe some labels to boot), add some procedural color generation. . heck, maybe the secret ingredient is still blood.
(damien_hazard makes so much cool stuff that goes unused!)
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Which clearly ought to be fixed, so we can make an army of enhanced spider minions.
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Creating a whole new plane of existence from scratch can have some. . very odd side effects, to be sure. Such as having to scrape meat off the top of your hut. I wonder if it's possible to have regular-ish terrain, but odd weather, without accidental gently sloping fields of meat?
The answer: golly gee I hope we can cause some of this weather, because a wing of your house dedicated to THE GREAT AND TERRIBLE MEAT CLOUD would just be amazing.
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I dunno if the Foci are supposed to be used, given they lack 'Nomicon entries; the perpetual sparkly bubble can be gotten rid of by exiting and re-entering a world.
EDIT: Idea! What if passing Arcane Stone and Arcane Stone Bricks into a rift could create Ancient Stone and Ancient Rock, respectively (lored as exposure to the void having curious effects on their structure/temporal flow, aging/breaking them up)?
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I'm enjoying the new update- my main grump, however, is how volatile the rifts are. I suppose it's to be expected, but you absolutely have to have Attenuators pointed at your node setup BEFORE the rift is made, far enough that they won't be destroyed, and if any of the beams are even momentarily interrupted it starts to destroy again, meaning you can never get the beams closer and make the whole setup less space-hogging. A rift should have a 'lag period' where you can fix your mistake before it starts consuming again, I think.
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Thaumcraft's lore is a bit malleable, besides, given how little we 'officially' know about such matters as the Eldritch and the Crimson Cult. An addon is what its creator wants it to be.
(also the mod just came out jeesh)