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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Really excited about TC6! We've been running SMP with just Thaumcraft and Baubles for a couple of weeks, using BETA6.


    Do you plan on making the mod available on Github so we can use that for reporting bugs, or should we do that in the thread? Here's just a few things the other players and myself noticed:


    • Scanning water and lava blocks doesn't work, it has to be done with the liquid in a bucket
    • Alchemical Metallurgy research doesn't display the requirements, has an error-type message instead like it's missing a file. Screenshot here.
    • Thaumatorium does not recognize a magma block as a heat source. The crucible works fine w/ a magma block below it.

    Really enjoying it so far! It's exciting to go in and not know anything, figuring it all out along the way. I do like how the new research system depends on the player actually making all of the items. It makes the progression seem more real, like you are making mistakes, trial by error, and improving designs along the way. The flavor text is great, too.


    It does have the (unintended or intentional?) side effect of making the early and mid game a lot more resource-intensive on SMP than on single player. We're having to gather 3x the resources and ding the aura that much more to meet research requirements. A lot of duplicate crafted items are piling up as a result, and it's slowed down our progression a lot. I'm not sure how to reconcile this with the current research system that demands the player gain knowledge through actual effort and not just scanning items that someone else makes. TC5 was great on SMP - we were able to specialize in knowledge early on. Each person focused in a different area. It encouraged cooperative play as we covered for each others weaknesses and shared items. I'm not saying that the system currently in TC6 is bad, just that it's not quite as cooperative as TC5 and prior in SMP.

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

    I hope it gets open sourced or something, but whatever decision Azanor makes is cool. Creative Commons licenses are pretty flexible in giving content creators control over their IP while still allowing collaboration and sharing. I'm grateful for all of his hard work over such a long period of time, and I'm still going to keep playing TC5 because it's a great game. It would be super cool to get the current version compatible with 1.1x, but whatever happens, it happens. We still have an awesome mod to play no matter what his decision ends up being.


    (I'd buy the crap out of standalone Thaumcraft game, just saying~)

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

    Azanor, thanks so much for all of your hard work into making Thaumcraft such an incredible mod. It's sad to see it go on hiatus, but it's also important that you take care of yourself, your family, and the things you need to do. We can still play the existing versions and have a lot of great memories of playing Thaumcraft waaaay past our bedtimes. :P Good luck with all of your future endeavors!


    A Creative Commons license may be the way to go if you decide to open up development to other modders. They have a lot of different options available for content creators to manage permissions and sharing of content.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    I've been playing this mod on SMP with some friends and it's so good, oh man. So good. I love the structures and the dungeon exploring and crazy bosses - this is the kind of stuff that should have been in vanilla. I hope Benimatic comes back to update it to a newer version sometime.

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

    Which means you will regenerate much faster more efficiently, but you will be magically polluting the world around you...probably I didn't get the chance to play the newest build. :(

    It's actually not too bad. Roll some terra and aer nodes around the areas where you play the most and you should be OK. The only time it's been rough is when we've had multiple players in the same area engage in a lot of combat, pinging the aura from repair and runic shielding.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    So, uh, this is what happens when you dump over 30k of essentia into a crucible and dump the whole thing at once. Anyone care to find where the gold tick marks on the thaumometer display are? B)


    It was so bad at one point that the peaks of the dioptera were solid at the top from being completely maxed out. Not gonna lie it's kinda awesome.

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

    I thought I posted about this but perhaps the warp is finally eating away at my mind.


    Snow blocks don't taint. It's been kinda cool for building an obs/snow block black and white base. :P We've done quite a bit of testing on our server and they don't seem to ever catch the taint like other soft blocks.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    Hmmmm... I was about to write a snarky comment about rapidly clicking the mouse not being difficult, but then I realized that the majority of Minecraft's playerbase are likely a heck of a lot younger then me. I often forget about that. I can imagine things like this being a little more difficult for them.

    I was going to say something similar, but also decided against it. :P You can take down crimson cult and knights etc. in the early game (naked with a stone sword) if you are careful, manage aggro, and use the environment to your advantage. The void seeds they drop are REALLY HELPFUL with early access to void metal. Powerful tools/weapons + self repair is a huge boon and is totally worth the early risk. Yeah, you may die, but it's not impossible at all. Just tricky.

    Using foci like Pech's Curse can soften up bosses or tough mobs from a distance before you're within melee range. Yeah OK this isn't a focus you can make, but pech aren't hard to kill, either. Also, triple meat treats give you a few seconds of regen and are cheap cheap cheap to manufacture en masse.

    TC bosses can be pretty nasty, but that means it's important to be prepared. I play only TC and don't have the benefit of health tanks or whatever else from other mods, but the bosses seem to be well-balanced with the rest of the TC content in terms of what you need to protect yourself and your damage output as a player. Not sure how they compare to bosses from other mods. It is possible to beat them and collect tons of forbidden wizard loot.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Minecharls»

    I don't thinks that's the problem. I've literally been hours with the warp bar filled to the top (when the brain icon changes to a broken brain) suffered a lot of warp events but nothing happens. (I also DIDN'T wear my mask of the devil helmet just in case)The other day I researched an eldrich guardian spawned from an obelisk and the "this could lead to new research" message apeared but the thaumonomicon didn't changed at all.

    In some games I've rolled the revelation really early - in others it was a struggle to unlock. You're at the mercy of the RNG for getting the revelation event or some other warp event. In the current SMP game, I was the first player to unlock it. But, it took a really long time in this instance. Best bet is to chow brains and just play the game normally. There's a ton of content to play through while you're munchin' on brains and waiting to go mad.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    The player who made the golem wasn't sure how it would work, so it was basically a test. Which is fine, really :lol: It did chop a couple of trees without trouble, but it can't run unattended without getting stuck. Myself and the other person on the server can't really do anything about it, either, since its not our golem.

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

    That's nice to hear. Golems where basically the first thing I researched, and I still don't have enough stuff to make one. Well, I do, but it would take about all the stuff I have, and much alchemy that'll dump loads of flux into the aura.
    Currently looking to make a essentia smelter and crystalizer to make my life easier in that aspect.

    The crystalizer is (maybe) broken right now. It tanks the terra aura super hard, as in dropping it to zero from maxed out within one to two seconds of operation. Not sure if this is functioning as intended or not, but it's not currently usable. Might be better to hold off on making it until it gets fixed. Arcane Levitators had a similar problem when they were first introduced, too.

    Being able to change existing golems would be very nice, especially considering how expenisve they are. There's a golem assigned to chop trees on our server with the climbing accessory; sounds reasonable that it may need to climb to cut down things like greatwoods? It climbs to the top of a tree and gets stuck there, looking all sad and lost. It's a parts combination that just doesn't work well, but there's really no way currently to change the golem to be more useful.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from griffin224»

    First off, just let me say. I LOVE Thaumcraft, I will probably never play without it again if I can help it. That being said, am I the only one finding it damn near impossible to get a repair enchant? The server I am on I have not seen it once and I have enchanted about 15 swords, so I loaded up a single player map on creative, surrounded an enchanting table with bookshelves and out of 100 Sword of the Zephyr I got TWO to actually have repair.... what gives!?!?!?


    You can get it, it's just a rare chance. It will roll on the table. If you don't see it available, roll a lvl1 book to reset your enchant pool and try again. You could also try to find a village - we have a villager who trades 25 emeralds + a book for a Repair II book. Alternatively, you can trade with Pech and get enchant books that way. Fishing also rarely produced Repair books in TC4, but without a fishing golem I wouldn't really recommend using this method.


    EDIT: If you are near a village, you can 'reroll' villagers by disposing of ones you don't want with liquid death. ;) It counts as environmental damage so other villagers and iron golems won't get mad. It's a way to semi-customize your trades to have a village full of good ones and not a bunch of hot garbage.

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

    Hey all, was wondering if Void Thaumaturge armor was better vs. Thaumium Fortress for straight battle...though I noticed the "armor meter" was higher with the Void Thaumaturge robes, and I became confused because usually the mod does not render obsolete it's equipment...


    So if anyone knows, I'd appreciate it :)


    The big bonus the thaumium fortress armor has over the void thaumaturge robes is that you're nearly fire-proof with the whole set on, and you also can customize the helmet with face plates. It's an apples and oranges kind of comparison. The void thaumaturge robes give you a huge vis discount which is great if you're bombing with foci a lot. They also don't need a repair enchant on them if you plan on keeping them for a long time.

    If you're up in monsters' faces a lot beating on them with a sword, the thaumium fortress armor with a sipping fiend face plate might be a better bet. Void thaumaturge robes are better if you're casting. It depends on how you play, really.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    [Feature request]
    For use in creative mode for test purposes only: "Instant aura."
    An item that can be 7 (or 2 with the recently proposed system) different types, that you can right click in a certain chunk and that will increase the aura of that type in that chunk.
    An item that can do the opposite would also be handy of course.


    Quote from MentalMouse42»

    Suggestion: With the new vis mechanics, can we haz "Aura Comparator"? Research dependent on Magical Redstone. Creates a sensory device that outputs a value proportionate to the chunk's aura strength. Also, "Flux Comparator". Allows for general shutdowns of industry if the aura gets bottomed out.


    Both of these things would be super cool and very useful! It would be great to be able to turn off machinery if the aura gets too low so you don't do accidentally AFK and then come back to taintrain because you left your thaumic coffee pot on.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    The thing to realize is that in TC5, Azanor did with flux what he did with warp back in TC4: The initial implementation was over-balanced hostile, then he nerfed it to reasonable levels. The thing is, in both cases, the "early adopters" (those who played fast enough to get the full impact early) were somewhat traumatized, and were left rather skittish, but they also worked out countermeasures, even as the severity was dialed back.


    You know, I wanted to like that stuff. I liked the part about creativity and experimentation, but it was just too cranky, and I'd end up just not being able to get both of two objectives working at once -- notably, I never did get the bugs out of sharing a stream between regular+void jars and a centrifuge. It was frustrating enough that in this game, the first thing I did was to figure out the transfusers, and never looked back.


    We rolled an SMP survival hard mode game the day the 5.0 version hit and suffered bad because of the increased punishment from taint/warp/flux. And loved it? Yeah hungry nodes were totally broken in the initial release but the increased difficulty was AWESOME. We re-rolled for 5.0.3 since so many mechanical changes were made. I feel like taint/warp management is relatively easy now with node farming, and you have to get vitium levels fairly high in the aura for it to really do anything terrible. We found a tainted node about ~2km away and 'helped' it out by repeatedly dumping a crucible to make a taintland. With an obsidian bunker and path through the nether, it's easy to farm for tainted goo/wood/whatever and have it be safe and far away.

    The current essentia lab setup now uses filters and valves to siphon off unwanted essentia to send it through a centrifuge, which then recirculates through buffers until it finds a jar (either normal or voided) to go into. The player on the server who puts together the lab equipment did a great job setting it up (and I'm still trying to get them to make an account here so they can give feedback).

    Making a frost wand really helped out with vis cost for making tubes and jars. The aqua ends up being basically free.
    Posted in: Minecraft Mods
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