Version 1.1.9 is live. I didn't have nearly as much time as I'd hoped this weekend, but I did manage to add a bare-bones config file, remove the problematic dummy biome, and add a workaround for some Golemancer's Bell issues (an alternate crafting recipe).
There is a config option to enable pocket plane generation, but bear in mind that planes are heavily WIP and most of the nifty stuff won't generate yet. If you're only interested in a blank slate for building/transport, it should be enough.
Please let me know if you run into any issues with the new version, or if there are any config settings you'd like to see.
Thaumic Horizons is a Thaumcraft 4 addon aimed at creating new uses for familiar mechanics. You may attach arcane lenses to enhance your Goggles of Revealing, mix essentia with your own blood to create potion-like effects, or even discover a method of applying infusions to living creatures...
Content
If the screenshots below don't whet your appetite, expand this spoiler for a full list of features.
Arcane Lenses: Choose between night vision, the ability to see through one layer of blocks, viewing creatures through walls, or automatically scanning blocks under your crosshairs! They can easily be swapped onto your Goggles of Revealing or similar items.
Wand Focus: Containment: Shrink creatures and store them in warded jars!
Biological Alchemy: Grow crops in the blink of an eye, duplicate a slab of meat, or even transform chunks of defeated zombies into useful leather.
Blood Alchemy: Mix essentia with your own blood to create potion-like injections. If splash potions are more your style, you can also create blast phials to shower foes in your enchanted blood. Or perhaps you'd like to deliver syringes from long range with the Injector, a thaumium crossbow.
Curative Vat: A glass tank which uses small doses of essentia to rapidly heal you or your creatures. With further research it can also be used as a cloning device, or as the basis of the infusion vat...
Creature Infusion: Transform common livestock into all-new beings like the Endersteed, Ore Boar, and Guardian Panther, or simply augment the abilities of (almost) any living thing with Quicksilver Limbs, Runic Hide, and more!
Soul Sieve: Extract soul fragments from soulsand and feed them to a jarred brain for experience, or toss them into the Inspiratron for knowledge fragments. Once you discover the Soulforge, you'll even be able to reconstruct human souls and clone villagers.
Self-Reincarnation: Stick a soul beacon atop your curative vat and you'll be whisked into a clone body upon your death - with no loss of experience or permadeath! You should also consider building a mirrored amulet to ensure that your inventory is spat out of a magic mirror in friendly territory.
Wand Focus: Animation: Create temporary golems out of (almost) any block! They'll fight for you during their brief existence, or you can convert them to permanent golems by adding an animation core.
Wand Focus: Illumination: As long as you've got the vis, you'll never need a torch again! Plus, dyeable orbs of light look a good deal more magical.
Wand Focus: Liquefaction: Smelt blocks and items in the world, or even slowly transmute stone to lava.
Alchemite: A magical explosive which shatters blocks into crystallized essentia. Don't let the blast hit a node!
Wand Focus: Disintegration: Convert blocks and creatures into crystallized essentia.
Node Monitor: Emits a redstone signal when any aspect in a node falls to 1 or below.
Shard Transmutation: Convert a balanced shard to an ordinary shard of any aspect.
Ethereal Shard: Capable of binding ethereal essence to itself, this floating crystal acts as a synthetic aura node when charged with centivis. But you'll need a lot of essence if you want high capacity!
Vis Dynamo: Portable power for your vis network! This nifty device streams centivis out from your wand. With further research, you can also make it operate on essentia...
Self-Infusion: Design the perfect body, then reincarnate into it for superhuman abilities like the Silverwood Heart, Spider Climb, and Warped Tumor!
This young ocelot is about to become a man through the power of thaumaturgy. (And by man, I mean freakish mage-beast)
Cactus and cake - not exactly traditional golemancy materials.
A collection of jarred specimens!
What is this infernal device, and what is doing to the souls of the dead?
I can't possibly see how mixing essentia with your own blood could go badly...
Downloads
Changelog
1.1.9:
Added Sheeder
Fixed an item dupe bug with Morphic Fingers
Added configuration file
Added workaround for issues with Golemancer's Bell
Added an option to enable WIP pocket-plane content
1.1.6:
Fixed vortex attenuator crashing servers
Fixed teleological recombinator trying to fuse a node with itself
Removed accidental client-side wisp spawns
Golem animation powder must be thrown into the void one at a time; this is the only way Minecraft will associate it with the player
Planar vortex can no longer be destroyed by explosions
Removed incomplete pocket plane content
1.1.5:
Added a new research tree starting with "Planar Theory" and unlocked after researching voidmetal and node transduction
Added golem animation powder
Mirrored amulet now drops its component pearl when the wearer dies
Warped Tumor can now contain permanent warp
Spider Climb and Chameleon Skin can be toggled
Fixed alchemite crashing servers
Fixed milk and potions dispelling self-infusions (you will not need to re-infuse yourself; they will be applied automatically)
Fixed soul sieve not inserting sand into inventories
Fixed issues involving logging out inside a curative vat
Curative vat now has actual durability
Fixed crashes caused by placing evanescent blocks in Creative (you will need to delete the offending block manually in MCEdit)
Fixed third-party aspects crashing the Seroconverter GUI
Fixed Runic Hide infusion
1.1.1:
Instilled Loyalty AI should work on third-party mobs which don't extend EntityCreature
Armored nightmare textures use the proper resource path
Illumine and Echo lenses do not flicker
Clones of a vanilla tameable mob no longer remember their owners, allowing you to give pets to other players. The Instilled Loyalty infusion still preserves ownership, however.
Fixed several crashes related to the nightmare
Fixed an issue where the vat would endlessly drain essentia
1.1:
Added self-infusions
Added horse infusions
Added Portability and Instilled Loyalty general infusions
Added greatwood and thaumium boats
Bugfixes:
Fixed an issue where the Animation wand focus could sometimes not be researched
Evanescent lens now operates completely differently. It should no longer flicker.
Fixed server crashes related to alchemite, ethereal shards, and Taintfeeders
Cloning vat no longer consumes entire stacks of samples or nutrients. It can also have items fed into it properly.
Fixed essentia costs for cloning infused creatures
Injections have been reminded that they are not potions, and do not drop glass bottles.
1.0.4:
Fixed client-server sync issue with widened disintegration focus
Fixed an issue where the containment focus could not be researched
Added oredict support for crafting warded syringes
Fixed self-reincarnation not working over extreme distances
Added compatibility with third-party night vision mods
1.0.3:
Injector no longer uses placeholder texture
Fixed NullPointerException when disintegrating blocks with no corresponding item
Fixed disintegration focus's behavior when disintegrating multiple items at once
1.0.2: Fixed incompatibility with Technomancy
1.0.1
Fixed intermittent issue with infused wolf textures
Fixed Seroconverter GUI crash caused by third-party aspects
1.0: Initial release
Legal Mumbo-Jumbo
Thaumic Horizons was wholly created by TheKentington. Of course, it wouldn't exist without Azanor and his delightful Thaumcraft mod, so please direct at least 60% of any praise and/or glory in his direction.
Thaumic Horizons' conditions of use in modpacks are based on Thaumcraft's own:
1. Your mod pack must link to this forum post. 2. You cannot directly profit off of the mod pack - although streaming videos are fine and even encouraged. 3. You cannot claim ownership of the mod or any of its elements. 4. Please let me know when you add Thaumic Horizons to any publicly-available mod pack. 5. I reserve the right to alter, remove, or add any conditions for good reasons or on a random whim.
Config is definitely coming this weekend. On a related note, the dummy pocket plane biome has been removed entirely, as I've figured out how to disable vanilla and third-party worldgen even without it. Sorry about all the grief it's caused!
Here's a nice, cooperative planar vortex. (Two imaginary internet points for noticing the lack of stabilizers; it's a Creative-only cheat version. There will also be a cheat item which instantly transforms a node into a vortex)
Pocket plane generation is now threaded so that it won't cause server lag. You'll know your plane is ready when the vortex stops emitting small explosions.
To visit your pocket plane, just jump through the vortex! It's perfectly safe. Probably. You can return through the other side of the vortex as long as it remains open.
A better view of this (relatively boring) pocket plane. Limiting the plane to primal aspects tends to produce a blank slate suitable for large-scale building, while more complex aspects can produce life or more exotic phenomena. Also note that the presence of primal aspects spawns shards and crystal clusters. The Iter aspect of this plane provides speed buffs to every entity on it, as well as generating subterranean tunnels with minecart tracks. If you dig past the stone layer, you'll also find a layer of netherrack due to the plane's fire aspect.
We need a more reliable way to access our pocket plane. Constructing a "planar keystone" and imprinting it on the plane will let us build a special structure...
...which, when energized with a wand, opens a permanent portal to the pocket plane. These gateways persist even once the original vortex is closed.
The other end of the portal, spawned as a hole in the planar boundary. Each pocket plane can support up to four open gateways at a time, allowing a clever thaumaturge to use it as a waystation between distant locations. It's even possible to connect different dimensions this way, although gateways cannot be opened on other pocket planes or in the Outer Lands.
At this point I can't promise a release date, although I'm doing everything in my power to get something out this weekend, before Fallout 4 renders the concept of "free time" meaningless.
Perfect. Can you give any comment on if minetweaker integration is in the realm of possibility? If it's not I don't want to keep bringing it up.
Third-party mod integration is very low on the priority list at the moment. I can start looking into specific requests once the pocket planes are complete.
Will we be able to have nodes inside of pocket planes? Odd if we can, but I'd hate to not have them!
Nodes won't form naturally inside a pocket plane, but you will be able to import jarred nodes. (This is for convenience reasons, primarily, but it can easily be handwaved away within the lore. Once the pocket plane has formed it's just another physical dimension, which can support small breaches like aura nodes, etc.)
So does this mean that you won't update to 1.8? Personally I don't have an issue if you stay at 1.7.10, I'm just curious.
To be perfectly clear, I'm not ruling out the possibility of updating past 1.7 sometime in the future - it just doesn't seem worthwhile at the moment. If future versions of Minecraft or Thaumcraft include something spectacularly compelling (off the top of my head, maybe modular/programmable golems) I may re-evaluate this stance.
Regarding TC5, I don't want to sound like I'm dismissing Azanor's hard work, but my impression of the new version is "one step forward and two steps back." Perhaps more importantly, Minecraft 1.8 changed a lot of the game's innards and updating a mod from 1.7 is decidedly nontrivial - for example, I would have to redo all of the custom renderers. Unless there is overwhelming demand from the community, I'd prefer to focus on finishing and polishing the current edition of Thaumic Horizons.
On a more positive note, expect to see some pocket plane teasers later this week. With the new Planar Gateway system, you can turn your pocket plane into a handy interdimensional waystation that connects locations miles apart.
Many apologies for my protracted absence. I suffered a medical incident this past summer, and when all was said and done I had ended up so far in debt that Thaumic Horizons was the last thing on my mind. Now that the situation is largely stabilized I do plan to finish the pocket plane update. No promises yet on development beyond that, but stay tuned.
Hey folks, sorry about being incommunicado so long - real life has a way of popping up at the worst times. I should have the first "real" pocket plane teasers - multiple aspects, structures, transport portals, and such - up sometime next week.
By the way, will clouds follow a cycle of time between rains? I assume so, but maybe not.
(EDIT: I see a Mooshroom in the backround... Spore cloud testing? XD)
Clouds will only rain when overworld precipitation is active - but the ones in the image were hacked to rain constantly. Their rain will also look like snowfall in appropriate biomes.
(Yup, any cow unlucky enough to pass under a spore cloud may find itself infested)
4
Version 1.1.9 is live. I didn't have nearly as much time as I'd hoped this weekend, but I did manage to add a bare-bones config file, remove the problematic dummy biome, and add a workaround for some Golemancer's Bell issues (an alternate crafting recipe).
There is a config option to enable pocket plane generation, but bear in mind that planes are heavily WIP and most of the nifty stuff won't generate yet. If you're only interested in a blank slate for building/transport, it should be enough.
Please let me know if you run into any issues with the new version, or if there are any config settings you'd like to see.
48
The Basics
Thaumic Horizons is a Thaumcraft 4 addon aimed at creating new uses for familiar mechanics. You may attach arcane lenses to enhance your Goggles of Revealing, mix essentia with your own blood to create potion-like effects, or even discover a method of applying infusions to living creatures...
Content
If the screenshots below don't whet your appetite, expand this spoiler for a full list of features.
This young ocelot is about to become a man through the power of thaumaturgy. (And by man, I mean freakish mage-beast)
Downloads
Changelog
1.1.6:
1.1.5:
1.1.1:
1.1:
1.0.1
Legal Mumbo-Jumbo
Thaumic Horizons was wholly created by TheKentington. Of course, it wouldn't exist without Azanor and his delightful Thaumcraft mod, so please direct at least 60% of any praise and/or glory in his direction.
Thaumic Horizons' conditions of use in modpacks are based on Thaumcraft's own:
1. Your mod pack must link to this forum post. 2. You cannot directly profit off of the mod pack - although streaming videos are fine and even encouraged. 3. You cannot claim ownership of the mod or any of its elements. 4. Please let me know when you add Thaumic Horizons to any publicly-available mod pack. 5. I reserve the right to alter, remove, or add any conditions for good reasons or on a random whim.
2
Config is definitely coming this weekend. On a related note, the dummy pocket plane biome has been removed entirely, as I've figured out how to disable vanilla and third-party worldgen even without it. Sorry about all the grief it's caused!
8
Pocket plane teaser time!
Here's a nice, cooperative planar vortex. (Two imaginary internet points for noticing the lack of stabilizers; it's a Creative-only cheat version. There will also be a cheat item which instantly transforms a node into a vortex)
Pocket plane generation is now threaded so that it won't cause server lag. You'll know your plane is ready when the vortex stops emitting small explosions.
To visit your pocket plane, just jump through the vortex! It's perfectly safe. Probably. You can return through the other side of the vortex as long as it remains open.
A better view of this (relatively boring) pocket plane. Limiting the plane to primal aspects tends to produce a blank slate suitable for large-scale building, while more complex aspects can produce life or more exotic phenomena. Also note that the presence of primal aspects spawns shards and crystal clusters. The Iter aspect of this plane provides speed buffs to every entity on it, as well as generating subterranean tunnels with minecart tracks. If you dig past the stone layer, you'll also find a layer of netherrack due to the plane's fire aspect.
We need a more reliable way to access our pocket plane. Constructing a "planar keystone" and imprinting it on the plane will let us build a special structure...
...which, when energized with a wand, opens a permanent portal to the pocket plane. These gateways persist even once the original vortex is closed.
The other end of the portal, spawned as a hole in the planar boundary. Each pocket plane can support up to four open gateways at a time, allowing a clever thaumaturge to use it as a waystation between distant locations. It's even possible to connect different dimensions this way, although gateways cannot be opened on other pocket planes or in the Outer Lands.
At this point I can't promise a release date, although I'm doing everything in my power to get something out this weekend, before Fallout 4 renders the concept of "free time" meaningless.
Third-party mod integration is very low on the priority list at the moment. I can start looking into specific requests once the pocket planes are complete.
Probably not, but that could change with sufficient interest.
4
Nodes won't form naturally inside a pocket plane, but you will be able to import jarred nodes. (This is for convenience reasons, primarily, but it can easily be handwaved away within the lore. Once the pocket plane has formed it's just another physical dimension, which can support small breaches like aura nodes, etc.)
5
To be perfectly clear, I'm not ruling out the possibility of updating past 1.7 sometime in the future - it just doesn't seem worthwhile at the moment. If future versions of Minecraft or Thaumcraft include something spectacularly compelling (off the top of my head, maybe modular/programmable golems) I may re-evaluate this stance.
7
Regarding TC5, I don't want to sound like I'm dismissing Azanor's hard work, but my impression of the new version is "one step forward and two steps back." Perhaps more importantly, Minecraft 1.8 changed a lot of the game's innards and updating a mod from 1.7 is decidedly nontrivial - for example, I would have to redo all of the custom renderers. Unless there is overwhelming demand from the community, I'd prefer to focus on finishing and polishing the current edition of Thaumic Horizons.
On a more positive note, expect to see some pocket plane teasers later this week. With the new Planar Gateway system, you can turn your pocket plane into a handy interdimensional waystation that connects locations miles apart.
11
Many apologies for my protracted absence. I suffered a medical incident this past summer, and when all was said and done I had ended up so far in debt that Thaumic Horizons was the last thing on my mind. Now that the situation is largely stabilized I do plan to finish the pocket plane update. No promises yet on development beyond that, but stay tuned.
8
Hey folks, sorry about being incommunicado so long - real life has a way of popping up at the worst times. I should have the first "real" pocket plane teasers - multiple aspects, structures, transport portals, and such - up sometime next week.
3
Clouds will only rain when overworld precipitation is active - but the ones in the image were hacked to rain constantly.
Their rain will also look like snowfall in appropriate biomes.
(Yup, any cow unlucky enough to pass under a spore cloud may find itself infested)