Hello there! I was wondering Azanor if now I can use your mod in my modpack. I have removed the former post on the technic website (so looking up Ultimate End Game on there would lead to nothing.) and it is now here
Hello there! I was wondering Azanor if now I can use your mod in my modpack. I have removed the former post on the technic website (so looking up Ultimate End Game on there would lead to nothing.) and it is now here
Is this so called 'golem jar crash bug' the bug where using glass phials or tallow/decanting golems to move essentia into a warded jar causes the screen to just freeze? Because up to now iv'e been trying to fix that glitch because i thought that it was just another problem that resulted after my (entire) minecraft broke and me fixing the bugs.
Rollback Post to RevisionRollBack
"BEWARE the man who has nothing to lose, for he has only to gain."
There is at minimum one more person than vazkii( @vazkii: yes i learned how to write your name ) working on an add-on. It isn't realesed yet but i hope it will be done soon.
And no i am not this person
judging by the way, youre talking about it, its not the magical bees mod, which could be considered a thaumcraft/forestry addon?
3.1 introduces completely new aura mechanics, and a "taint" biome - so a conversion of an old world is going to be missing worldgen. The changes to aura mean/imply that a variety of thaumcraft blocks are probably not going to be persisted at all from 3.0 to 3.1
In the "best case" I am "expecting" all my existing wands to dissapear, likewise my stockpiles of warded jars of essentia, 'infused' shards, cystal clusters and other node / aura management devices. Maybe marker blocks will be retained for decorative uses, maybe they go to. The new golems might be different enough that the current ones will go.
In the worst case, Azanor wont keep dummy reservations around for the 3.0 item and block ids that no longer exist and might reuse those ids for 3.1 items - in which case a whole bunch if items in existing worlds will "transform" into entirely the wrong things with 3.1 - and probably have the wrong entity data and crash the game. Moving the 3.1 ids manually to a non conflicting range, or simply uninstalling 3.0, starting the world (to delete all 3.0 items and worldgen) and then installing 3.1 might be the best/only way to purge an existing game of 3.0 taint before installing 3.1 (with retroactive worldgen enabled).
judging by the way, youre talking about it, its not the magical bees mod, which could be considered a thaumcraft/forestry addon?
an entirely new addon mod for thaumcraft?
nope it isn`t the magic bees mod. it`s a completely new mod
I recall seeing some in the background in one of the teaser vids. I think it was one of the golem ones.
I hope there are more tainted variants of mobs this time such as ocelots, endermen, spiders, skeletons and zombies. While skeletons and zombies are undead, their bodies are still made of organic material and as such should be vulnerable to the taint effects as well.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
3.1 introduces completely new aura mechanics, and a "taint" biome - so a conversion of an old world is going to be missing worldgen. The changes to aura mean/imply that a variety of thaumcraft blocks are probably not going to be persisted at all from 3.0 to 3.1
In the "best case" I am "expecting" all my existing wands to dissapear, likewise my stockpiles of warded jars of essentia, 'infused' shards, cystal clusters and other node / aura management devices. Maybe marker blocks will be retained for decorative uses, maybe they go to. The new golems might be different enough that the current ones will go.
In the worst case, Azanor wont keep dummy reservations around for the 3.0 item and block ids that no longer exist and might reuse those ids for 3.1 items - in which case a whole bunch if items in existing worlds will "transform" into entirely the wrong things with 3.1 - and probably have the wrong entity data and crash the game. Moving the 3.1 ids manually to a non conflicting range, or simply uninstalling 3.0, starting the world (to delete all 3.0 items and worldgen) and then installing 3.1 might be the best/only way to purge an existing game of 3.0 taint before installing 3.1 (with retroactive worldgen enabled).
Marker blocks are going. Wands are getting an overhaul so that one wand can use all the abilities of the old wands. Golems are staying the same.
At least, if I interpreted those videos right. Marker blocks are definitely going, though.
I recall seeing some in the background in one of the teaser vids. I think it was one of the golem ones.
I hope there are more tainted variants of mobs this time such as ocelots, endermen, spiders, skeletons and zombies. While skeletons and zombies are undead, their bodies are still made of organic material and as such should be vulnerable to the taint effects as well.
Yeah, I definitely saw a tainted Creeper in the "RIP Marker Blocks" video.
Tainted Endermen would be insanely awesome.
If I use a wand of equal trade, will that create flux? or any other "wand of xxx"
Not directly, unless it is one of the base wands used for crafting (want of apprentice, adept, thaumaturge). They can cause flux though if you have the Recharging enchant upon them, as a wand recharging consumes vis in the local area, which automatically produces a small amount of flux as well.
Note that the wands DO have a vis cost to create, so the creation of the wand does produces a very small amount of flux, not counting any excess aspects you might release into the air.
3.1 introduces completely new aura mechanics, and a "taint" biome - so a conversion of an old world is going to be missing worldgen. The changes to aura mean/imply that a variety of thaumcraft blocks are probably not going to be persisted at all from 3.0 to 3.1
In the "best case" I am "expecting" all my existing wands to dissapear, likewise my stockpiles of warded jars of essentia, 'infused' shards, cystal clusters and other node / aura management devices. Maybe marker blocks will be retained for decorative uses, maybe they go to. The new golems might be different enough that the current ones will go.
In the worst case, Azanor wont keep dummy reservations around for the 3.0 item and block ids that no longer exist and might reuse those ids for 3.1 items - in which case a whole bunch if items in existing worlds will "transform" into entirely the wrong things with 3.1 - and probably have the wrong entity data and crash the game. Moving the 3.1 ids manually to a non conflicting range, or simply uninstalling 3.0, starting the world (to delete all 3.0 items and worldgen) and then installing 3.1 might be the best/only way to purge an existing game of 3.0 taint before installing 3.1 (with retroactive worldgen enabled).
What he said - unfortunately trying to upgrade an old save to 3.1 will more than likely cause huge hilarity. I even changed the block and item id ranges to make things neater and a bit more future-proof.
I'm seriously considering just calling it TC4 - while there are technically less changes between 3.0 and 3.1 than there was between TC 2 and TC 3, the changes are gamebreaking enough that a major version change could be in order.
I just hope most of the existing things remain. I see no need to remove for example the arcane stuff, or the infusion table, crucible, etc
I'm not removing anything if I can help it. The only things I'm removing are things like the marker blocks that have been replaced with a better mechanic, or things that simple aren't needed anymore.
One thing that is going away though is the infusion altar - at least the 3.0 version of the altar. Currently the Arcane Workbench sort of takes it's place since it has a somewhat similar mechanic. Something new will replace it however as a third form of crafting (the crucible and arcane workbench being the other two).
I might as well mention that crucible crafting will change slightly. Firstly it will be slightly more 'active'- you can't just dump stuff in and let them sit. Once you start crafting you better plan on finishing it. However it will become easier to create multiple things without wasting too much essentia. I'm still hammering out the details so I don't want to go into it too much.
As for how far I'm along: I've hit a bit of a speed-bump. I'm doing really tedious copy-pasting and editing atm of all the old research text. Its taking a lot longer than I expected, but since I've added quite a bit of functionality to the thaumonomicon it has to be done. I'm no writer and English is not my first language so its way more painful than I expected it would be *sigh*
The research system itself is basically done so expect a teaser video soon :). It just needs a lot of playtesting before I can call it complete.
What he said - unfortunately trying to upgrade an old save to 3.1 will more than likely cause huge hilarity. I even changed the block and item id ranges to make things neater and a bit more future-proof.
I'm seriously considering just calling it TC4 - while there are technically less changes between 3.0 and 3.1 than there was between TC 2 and TC 3, the changes are gamebreaking enough that a major version change could be in order.
From the sound of things, probably wouldnt be a bad idea just to call it Thaumcraft 4. Seems like its going to be an almost completely different experience...
Just call it Thaumcraft 4 by this point, because while the changes are not major compared to past full version changes, odds are, for the most part, it will be incompatible with the older worlds. Also, is this third crafting system going to further delay the release? I mean, I would sort of prefer that you didn't work back up to 100% of what you had before, if it will further delay the release. While I would love to be able to have everything back from the beginning, I would much prefer to play the mod a month earlier on the update, and just get back the things we lost over time as you make updates and patch them back in. We don't need to start anew right at the T3 research, we can work back up to it.
Marker blocks are going. Wands are getting an overhaul so that one wand can use all the abilities of the old wands. Golems are staying the same.
At least, if I interpreted those videos right. Marker blocks are definitely going, though.
Yeah, I definitely saw a tainted Creeper in the "RIP Marker Blocks" video.
Tainted Endermen would be insanely awesome.
the current wands will still vanish as items. marker blocks might still stay as decorative blocks without functionality though. golems are being changed to be modular. that means as items and entities theyre going to change.
they have to change anyways, because of the mob update.
I'm a huge fan of Thaumcraft 3.0, but honestly didn't know about it back in the days of yore (2.0 and such). What exactly is the Taint? It looks cool, but I'm fuzzy on what it actually does, beyond make a nasty biome. Is it extremely dangerous?
Also Azanor you're probably going to regret that 'playtesting' comment, because your inbox is now probably absolutely filled with pleading to beta test. Because allllllllll of us want in on new Thaumcrafty goodness.
I figure, with the aura changes, you'll probably be getting rid of the crystal core... could you find a way to keep that around in some form? Even as a purely decorative thing, a fancy light source in it's extended form maybe? I love the way that thing looks. If it weren't for the fact that it would probably be insanely traumatic to my server, I'd set two of them up to pull at one node and keep them both active all the time.
http://www.minecraftforum.net/topic/1932979-152-forge-ultimate-end-game-modpack/#entry23824496
Please if you see this reply as soon as you can and have a very nice day!
Did you even read the mod packs section on the OP?
Profile pic by Cheshirette c:
People reading the OP.
What a joke. Should tell it more.
Is this so called 'golem jar crash bug' the bug where using glass phials or tallow/decanting golems to move essentia into a warded jar causes the screen to just freeze? Because up to now iv'e been trying to fix that glitch because i thought that it was just another problem that resulted after my (entire) minecraft broke and me fixing the bugs.
"BEWARE the man who has nothing to lose, for he has only to gain."
judging by the way, youre talking about it, its not the magical bees mod, which could be considered a thaumcraft/forestry addon?
an entirely new addon mod for thaumcraft?
No I am not.
In the "best case" I am "expecting" all my existing wands to dissapear, likewise my stockpiles of warded jars of essentia, 'infused' shards, cystal clusters and other node / aura management devices. Maybe marker blocks will be retained for decorative uses, maybe they go to. The new golems might be different enough that the current ones will go.
In the worst case, Azanor wont keep dummy reservations around for the 3.0 item and block ids that no longer exist and might reuse those ids for 3.1 items - in which case a whole bunch if items in existing worlds will "transform" into entirely the wrong things with 3.1 - and probably have the wrong entity data and crash the game. Moving the 3.1 ids manually to a non conflicting range, or simply uninstalling 3.0, starting the world (to delete all 3.0 items and worldgen) and then installing 3.1 might be the best/only way to purge an existing game of 3.0 taint before installing 3.1 (with retroactive worldgen enabled).
nope it isn`t the magic bees mod. it`s a completely new mod
I recall seeing some in the background in one of the teaser vids. I think it was one of the golem ones.
I hope there are more tainted variants of mobs this time such as ocelots, endermen, spiders, skeletons and zombies. While skeletons and zombies are undead, their bodies are still made of organic material and as such should be vulnerable to the taint effects as well.
Marker blocks are going. Wands are getting an overhaul so that one wand can use all the abilities of the old wands. Golems are staying the same.
At least, if I interpreted those videos right. Marker blocks are definitely going, though.
Yeah, I definitely saw a tainted Creeper in the "RIP Marker Blocks" video.
Tainted Endermen would be insanely awesome.
Not directly, unless it is one of the base wands used for crafting (want of apprentice, adept, thaumaturge). They can cause flux though if you have the Recharging enchant upon them, as a wand recharging consumes vis in the local area, which automatically produces a small amount of flux as well.
Note that the wands DO have a vis cost to create, so the creation of the wand does produces a very small amount of flux, not counting any excess aspects you might release into the air.
What he said - unfortunately trying to upgrade an old save to 3.1 will more than likely cause huge hilarity. I even changed the block and item id ranges to make things neater and a bit more future-proof.
I'm seriously considering just calling it TC4 - while there are technically less changes between 3.0 and 3.1 than there was between TC 2 and TC 3, the changes are gamebreaking enough that a major version change could be in order.
I'm not removing anything if I can help it. The only things I'm removing are things like the marker blocks that have been replaced with a better mechanic, or things that simple aren't needed anymore.
One thing that is going away though is the infusion altar - at least the 3.0 version of the altar. Currently the Arcane Workbench sort of takes it's place since it has a somewhat similar mechanic. Something new will replace it however as a third form of crafting (the crucible and arcane workbench being the other two).
I might as well mention that crucible crafting will change slightly. Firstly it will be slightly more 'active'- you can't just dump stuff in and let them sit. Once you start crafting you better plan on finishing it. However it will become easier to create multiple things without wasting too much essentia. I'm still hammering out the details so I don't want to go into it too much.
As for how far I'm along: I've hit a bit of a speed-bump. I'm doing really tedious copy-pasting and editing atm of all the old research text. Its taking a lot longer than I expected, but since I've added quite a bit of functionality to the thaumonomicon it has to be done. I'm no writer and English is not my first language so its way more painful than I expected it would be *sigh*
The research system itself is basically done so expect a teaser video soon :). It just needs a lot of playtesting before I can call it complete.
From the sound of things, probably wouldnt be a bad idea just to call it Thaumcraft 4. Seems like its going to be an almost completely different experience...
the current wands will still vanish as items. marker blocks might still stay as decorative blocks without functionality though. golems are being changed to be modular. that means as items and entities theyre going to change.
they have to change anyways, because of the mob update.
where can i sign up?
Also Azanor you're probably going to regret that 'playtesting' comment, because your inbox is now probably absolutely filled with pleading to beta test. Because allllllllll of us want in on new Thaumcrafty goodness.
I figure, with the aura changes, you'll probably be getting rid of the crystal core... could you find a way to keep that around in some form? Even as a purely decorative thing, a fancy light source in it's extended form maybe? I love the way that thing looks. If it weren't for the fact that it would probably be insanely traumatic to my server, I'd set two of them up to pull at one node and keep them both active all the time.