I personally like the idea of torn pages or page fragments. You make your "basic" thaumonomicon, but you find yourself not seeing much past low tier 2. You notice rips on the edges of the page, and wonder if perhaps there are other fragments that might be found, which could reveal more of the page. Perhaps every page has 9 fragments to further advance it to unlock the full page, but each fragment doesn't mean it will be useful on it's own, due to not owning a previous fragment which guides you too what you need for that fragment.
Assuming the current setup for the Thaumonomicon that Azanor just recently showed, perhaps we could have like 45 fragments scattered around though various sources to obtain. Some might be found in world gen chest. Others might be a medium/rare mob drop. Furthermore others could be found just when breaking natural blocks (breaking a leaf block mind dislodge an ancient piece of paper that had lodged in that tree), or shattering a rock which seemed to have landed upon one.
Note that all fragments would be obtainable though mob drops, but some of them would have much increased rarity, and not all fragments drop from all mobs. Fragments that had a chance at generating in natural world gen would have a massively reduced chance of being a mob drop, to discourage just "grinding" that mob to get the fragment over actually going out and hunting it down. The chance could be further reduced for any mobs generated by a spawner, to make them not easy sources of fragments (cave spiders being the only exception).
I think I'll drop in with a contribution to this thauminomicon discussion.
What is the thauminomicon after all? Is it a magical tome that teaches the user all about thaumaturgy or is it a repository of the knowledge the user acquires? Personally, I think it's a bit of a combination of the two. And since it's not really a book of powerful knowledge, the overexagerated methods previously suggested seem somewhat overkill.
My word on the matter, craft a book with a shard, done.
Exactly as I thought. You start your Thaumonomicon with a rudimentary knowledge of shards and the aura; it seems reasonable to draw that much from the shard you get in order to start your research. That way, you can start to eke out a knowledge of the strange crystals you've found below ground and how they got there, and what they can be used for.
I think I'll drop in with a contribution to this thauminomicon discussion.
What is the thauminomicon after all? Is it a magical tome that teaches the user all about thaumaturgy or is it a repository of the knowledge the user acquires? Personally, I think it's a bit of a combination of the two. And since it's not really a book of powerful knowledge, the overexagerated methods previously suggested seem somewhat overkill.
My word on the matter, craft a book with a shard, done.
I definitely agree with that on the lower tiers of the knowledge. I just feel that some of the highest knowledge should have a few things further locking it away and promoting exploration and fighting to obtain though.
Hey, I just downloaded the thaumcraft 4 API and i get two errors about methods not being public:
"The method containsMatch(boolean, ItemStack[], ItemStack...) from the type OreDictionary is not visible" In RecipeCrucible.java (/Minecraft/src/thaumcraft/api/crafting) on line 32
and
"The method setNoPushMobility() from the type Material is not visible" in ThaumcraftApi.java (/Minecraft/src/thaumcraft/api) on line 45
I'm using forge v 9.10.0.844
I think I'll drop in with a contribution to this thauminomicon discussion.
What is the thauminomicon after all? Is it a magical tome that teaches the user all about thaumaturgy or is it a repository of the knowledge the user acquires? Personally, I think it's a bit of a combination of the two. And since it's not really a book of powerful knowledge, the overexagerated methods previously suggested seem somewhat overkill.
My word on the matter, craft a book with a shard, done.
Yes, well... you're probably right (even though any method of crafting a magical instruction manual that only contains a blank book and a raw natural/magical resource doesn't actually help that much for immersion, I would think?), but I have an entirely different take on it. I would like the Thaumonomicon to not only have an entirely in-game method of obtaining, but to feel valuable in its own right-- instead of just a means to an end. It shouldn't be something you can get as easily as a pick.
I don't necessarily want it to be as complex as the suggestions mentioned-- they're awesome and I like them, but yes, they might be a bit overboard. However, just crafting a shard with a book doesn't have any sense of accomplishment to it; it doesn't give the book any intrinsic value. Again, if Azanor isn't interested or it just can't be done, then I'll shut up and quit my whining, so to speak, but I really would just like the ability to disable the current method of "crafting" Thaumonomicons and have them spawn as dungeon loot and/or in a librarian's chest. Anything else is just icing on the cake.
It would also leave room for a more story-based narrative (a previous aspiring thaumaturgist's journal, an archmage whose notes were torn and scattered, etc.), but honestly that seems entirely unnecessary?
I cannot seem to get the world gen to work on an existing world. Since for whatever reason, this mod's generation prevents Ars Magica generation (or at least makes the buildings very very rare), I decided to use an existing Ars magica world. I tried several times, trying to get it to generate stuff, nothing would. No ores, or nodes.
I have multiple mods installed, here is a list.
Necromancy
ArsMagica
Thaumcraft
Thaumic Tinkerer
Dimensional Doors
Gravestones
Back Tools
This is also for a small server if that helps any.
I was wondering if you'd mind giving us (me) a rough guesstimate on how many block & item id's Thaumcraft 3.1 (4?) is going to be using?
I'm completely re-doing all of the block/item/biome/etc... configs for all of the mods that I use. I know most of them are registered with Forge to try and prevent id conflicts, but it still happens all the time...so I'm just creating a personal database (I'm getting more and more anal retentive as I age) of id's that I can quickly assign to the appropriate mod in the event of a fresh install. I'd like to set aside a group of id's in reserve for Thaumcraft's new release, but I want to make sure I set aside enough id's without going over-kill and creating a huge window of unused id's in the middle of my database.
I definitely don't need a list, or even a super accurate count. I'm leaving (what I hope to be) a reasonable number of extra id's in between each mod to account for future growth.
If it's an inconvenience, no worries, I'll just guess...but I thought "why not just ask, in case he doesn't mind giving me a more accurate number than the one I will just pull out of.....thin air?".
The nodes in your newer videos remind me a lot of the fairies in games such as The Legend of Zelda, which gave me an interesting idea. Fairies that "feed" off of nodes and fly around, spreading it to other nodes in a way that resembles pollinating flowers (maybe this can lead to silverwood saplings or new nodes). These fairies could be captured to harvest their power. You could put one in a warded jar and take it to a node to recharge it, sort of like a battery, then return home and place it. Just a malleable rough draft of a potential idea. Maybe wisps could have these traits and be less common, since fairies might seem a little out of place to some people in a mod such as thaumcraft.
At any rate, great work on making my favorite mod, I wish you the best of luck!
The nodes in your newer videos remind me a lot of the fairies in games such as The Legend of Zelda, which gave me an interesting idea. Fairies that "feed" off of nodes and fly around, spreading it to other nodes in a way that resembles pollinating flowers (maybe this can lead to silverwood saplings or new nodes). These fairies could be captured to harvest their power. You could put one in a warded jar and take it to a node to recharge it, sort of like a battery, then return home and place it. Just a malleable rough draft of a potential idea. Maybe wisps could have these traits and be less common, since fairies might seem a little out of place to some people in a mod such as thaumcraft.
At any rate, great work on making my favorite mod, I wish you the best of luck!
Hey, I just downloaded the thaumcraft 4 API and i get two errors about methods not being public:
"The method containsMatch(boolean, ItemStack[], ItemStack...) from the type OreDictionary is not visible" In RecipeCrucible.java (/Minecraft/src/thaumcraft/api/crafting) on line 32
and
"The method setNoPushMobility() from the type Material is not visible" in ThaumcraftApi.java (/Minecraft/src/thaumcraft/api) on line 45
I'm using forge v 9.10.0.844
Currently Forge makes all methods and fields public at runtime. In my dev environment I just go and change the mc and forge code I use to public so it compiles.In response to the thaumonomicon discussion:
I really don't want to make it harder to obtain than it currently is. However the suggestion to add it to dungeon loot is not a bad one and I think I might do just that.
Currently Forge makes all methods and fields public at runtime. In my dev environment I just go and change the mc and forge code I use to public so it compiles.
In response to the thaumonomicon discussion:
I really don't want to make it harder to obtain than it currently is. However the suggestion to add it to dungeon loot is not a bad one and I think I might do just that.
i agree, that crafting the thaumonomicon doesnt have to be more difficult than it already is. plus, i like the effect of swinging a wand at a bookcase and magically compressing the entire thing into a single book.
but adding it specifically to the chests in thaumcraft towers in villages, or have thaumcraft villagers sell it on occation, makes more sense than adding it to general dungeon loot tbh.
i mean these villagers are basically other thaumaturges, so it makes sense that they posess, and can sell you a magical tome. while it wouldnt make a lot of sense, to find it in some chest in a mineshaft.
Are we gonna still have the Repair enchantment in TC4? If not, make a separate mod for it please, as, to be honest, it's the most useful enchantment from any mod! Thank you!
the update is basically going to be a major overhaul of some of the existing content, concerning golems, the wand system, research and aura nodes (resource system).
this is just me talking and nothing official, but im pretty shure azanor will keep thaumium armor/tools and the repair enchantment as part of the mod.
Are we gonna still have the Repair enchantment in TC4? If not, make a separate mod for it please, as, to be honest, it's the most useful enchantment from any mod! Thank you!
The Repair enchantment has proved to be a pita since there is no auras for it to draw from anymore (and checking for the new nodes would kill performance).
For now I have left it in, but made it a LOT slower since it is essentially free. I will revisit it again, when I get the chance, possibly replacing it with a repair "machine" like in TC2.
Yes, well... you're probably right (even though any method of crafting a magical instruction manual that only contains a blank book and a raw natural/magical resource doesn't actually help that much for immersion, I would think?), but I have an entirely different take on it. I would like the Thaumonomicon to not only have an entirely in-game method of obtaining, but to feel valuable in its own right-- instead of just a means to an end. It shouldn't be something you can get as easily as a pick.
The Thaumanomicon isn't a book that teaches you (your character) anything - it is your journal of your own findings. It happens to therefore contain exposition of relevance to the player. It should consequently always be easy to create. Now, a config option to make the 'first findings' more difficult to obtain might appeal to the more story than result oriented player.
The Thaumanomicon isn't a book that teaches you (your character) anything - it is your journal of your own findings. It happens to therefore contain exposition of relevance to the player. It should consequently always be easy to create. Now, a config option to make the 'first findings' more difficult to obtain might appeal to the more story than result oriented player.
That would make sense-- if there was any indication that your character was learning enough through pure observation to justify that, and I don't think there is. Still, I suppose that, at this point, I'm only arguing semantics. If I can disable the "recipe" and enable some sort of alternate way to get the book that feels like an accomplishment (which is why I'm pushing for dungeon loot and kind of meh about the thaumaturgist villager idea; villagers aren't really worth messing with right now aside from random loot and self-imposed challenges-- the biome update is sorely needed, but Mojang really needs to look into a Testificate expansion among other things), I will be the happiest person in the world.
In SMP people should craft it, if they don't know how to start they can ask other players. SMP is about working together (or against each other), not to have 10 people all playing SSP on the same map.
Good idea for the people who don't give a fig about immersion/don't want to work for it, let them just dive right into it. It's quite the opposite of what I'm looking for, but that doesn't mean it's a bad idea. Saying that people should craft it in SMP and ask others how to start if they don't know how is kind of against the point though, isn't it? I have no idea. What was the point? I lost the point.
What problem would adding the Thaumonomicon to the bonus chest resolve? It certainly wasn't my problem. Was it the problem of having to look up how to get the Thaumonomicon? That wouldn't do anything for people who don't use bonus chests, though, along with the SMP deal. What does "choose whether they want it or not" mean? If an ssp player who uses bonus chests (the only kind that would benefit) has the mod installed, they'd most likely want it, wouldn't they?
The Thaumicon, no one seems to be putting this in the correct perspective in any one post, so let us dissect it, shall we?
At the current moment, the Thaumicon requires a bookcase and a wand (powered) to make it.
At first it does contain basic and intrinsic knowledge about Thaumatic processes.
As you research, your findings go into this book.
So, in terms of cost, the fact that it does provide basic Thaumatic Knowledge makes me feel that just a bookcase is a little to cheap, but that it shouldnt be to much more expensive sense the meat of the book comes from your research. So I suggest just having 2 new items; a "Book of Essence" which is a book and a shard, and a "Bookcase of Essences" which is 3 Books of Essence with 6 planks (a bookcase with Thaumcraft books) (Names can definitely be changed, this is just to get the point across). This give more of the feeling that the bookcase is involved with the intrinsic knowledge that the Thaumicon gives at first with little extra cost.
As for the rest, It is filled with your notes from researching and should have no bars to filling the pages. Though the concept that the Thaumicons size might need to be expanded (all the pages "fill") is a way to require extra resources, though I wouldnt make it much more than more Books of Essence to expand it. But that would be the limit of it if at all.
On a secondary note, the Bookcase of Essences could be a "middle" to high addition to enchanting. Like the brain in a jar from TC2, or just a step before, should that mechanic ever come back.
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AridholGM
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So, with the Thaumcraft API being version 4.0.....
I assume we've thus decided to redub this as Thaumcraft 4?
Seems fitting enough honestly, it really is a gigantic change..
With that API released, does that mean that the beta testers have the prerelease version for testing now? This is encouraging to me, as it means we are that much closer... Nice work Azanor, keep it up!
The thaumnomicon is intended to be a guide for the mod so you are not constantly looking in a wiki for help with the mod. I really don't understand why people are trying to make it more difficult to obtain just so its more "valuable".
Early game (when you'd rather use the bookcase for an enchanting table) the price is mildly expensive. I beleve obtaining a thaumnonicon is fine how it is right now.
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.
As long as the new first wand is vanilla-craftable (a stick and a couple iron caps? easy enough), I don't have much complaint. It honestly seems easier than finding a shard in order to make one.
The Repair enchantment has proved to be a pita since there is no auras for it to draw from anymore (and checking for the new nodes would kill performance).
For now I have left it in, but made it a LOT slower since it is essentially free. I will revisit it again, when I get the chance, possibly replacing it with a repair "machine" like in TC2.
Will the new nodes still be movable? will they combine?
Assuming the current setup for the Thaumonomicon that Azanor just recently showed, perhaps we could have like 45 fragments scattered around though various sources to obtain. Some might be found in world gen chest. Others might be a medium/rare mob drop. Furthermore others could be found just when breaking natural blocks (breaking a leaf block mind dislodge an ancient piece of paper that had lodged in that tree), or shattering a rock which seemed to have landed upon one.
Note that all fragments would be obtainable though mob drops, but some of them would have much increased rarity, and not all fragments drop from all mobs. Fragments that had a chance at generating in natural world gen would have a massively reduced chance of being a mob drop, to discourage just "grinding" that mob to get the fragment over actually going out and hunting it down. The chance could be further reduced for any mobs generated by a spawner, to make them not easy sources of fragments (cave spiders being the only exception).
Exactly as I thought. You start your Thaumonomicon with a rudimentary knowledge of shards and the aura; it seems reasonable to draw that much from the shard you get in order to start your research. That way, you can start to eke out a knowledge of the strange crystals you've found below ground and how they got there, and what they can be used for.
"The method containsMatch(boolean, ItemStack[], ItemStack...) from the type OreDictionary is not visible" In RecipeCrucible.java (/Minecraft/src/thaumcraft/api/crafting) on line 32
and
"The method setNoPushMobility() from the type Material is not visible" in ThaumcraftApi.java (/Minecraft/src/thaumcraft/api) on line 45
I'm using forge v 9.10.0.844
Legend of Zelda Mod (Minecraft 1.10.2!)[Updated September 10th 2016 to 4.0-pre2]
Extra Achievements (Minecraft 1.9.4!)[Updated July 8th 2016 to 2.3.3]
Yes, well... you're probably right (even though any method of crafting a magical instruction manual that only contains a blank book and a raw natural/magical resource doesn't actually help that much for immersion, I would think?), but I have an entirely different take on it. I would like the Thaumonomicon to not only have an entirely in-game method of obtaining, but to feel valuable in its own right-- instead of just a means to an end. It shouldn't be something you can get as easily as a pick.
I don't necessarily want it to be as complex as the suggestions mentioned-- they're awesome and I like them, but yes, they might be a bit overboard. However, just crafting a shard with a book doesn't have any sense of accomplishment to it; it doesn't give the book any intrinsic value. Again, if Azanor isn't interested or it just can't be done, then I'll shut up and quit my whining, so to speak, but I really would just like the ability to disable the current method of "crafting" Thaumonomicons and have them spawn as dungeon loot and/or in a librarian's chest. Anything else is just icing on the cake.
It would also leave room for a more story-based narrative (a previous aspiring thaumaturgist's journal, an archmage whose notes were torn and scattered, etc.), but honestly that seems entirely unnecessary?
I have multiple mods installed, here is a list.
Necromancy
ArsMagica
Thaumcraft
Thaumic Tinkerer
Dimensional Doors
Gravestones
Back Tools
This is also for a small server if that helps any.
I was wondering if you'd mind giving us (me) a rough guesstimate on how many block & item id's Thaumcraft 3.1 (4?) is going to be using?
I'm completely re-doing all of the block/item/biome/etc... configs for all of the mods that I use. I know most of them are registered with Forge to try and prevent id conflicts, but it still happens all the time...so I'm just creating a personal database (I'm getting more and more anal retentive as I age) of id's that I can quickly assign to the appropriate mod in the event of a fresh install. I'd like to set aside a group of id's in reserve for Thaumcraft's new release, but I want to make sure I set aside enough id's without going over-kill and creating a huge window of unused id's in the middle of my database.
I definitely don't need a list, or even a super accurate count. I'm leaving (what I hope to be) a reasonable number of extra id's in between each mod to account for future growth.
If it's an inconvenience, no worries, I'll just guess...but I thought "why not just ask, in case he doesn't mind giving me a more accurate number than the one I will just pull out of.....thin air?".
Thanks,
At any rate, great work on making my favorite mod, I wish you the best of luck!
OR THEY'RE WISPS! OMG!
Currently Forge makes all methods and fields public at runtime. In my dev environment I just go and change the mc and forge code I use to public so it compiles.In response to the thaumonomicon discussion:
I really don't want to make it harder to obtain than it currently is. However the suggestion to add it to dungeon loot is not a bad one and I think I might do just that.
i agree, that crafting the thaumonomicon doesnt have to be more difficult than it already is. plus, i like the effect of swinging a wand at a bookcase and magically compressing the entire thing into a single book.
but adding it specifically to the chests in thaumcraft towers in villages, or have thaumcraft villagers sell it on occation, makes more sense than adding it to general dungeon loot tbh.
i mean these villagers are basically other thaumaturges, so it makes sense that they posess, and can sell you a magical tome. while it wouldnt make a lot of sense, to find it in some chest in a mineshaft.
the update is basically going to be a major overhaul of some of the existing content, concerning golems, the wand system, research and aura nodes (resource system).
this is just me talking and nothing official, but im pretty shure azanor will keep thaumium armor/tools and the repair enchantment as part of the mod.
The Repair enchantment has proved to be a pita since there is no auras for it to draw from anymore (and checking for the new nodes would kill performance).
For now I have left it in, but made it a LOT slower since it is essentially free. I will revisit it again, when I get the chance, possibly replacing it with a repair "machine" like in TC2.
The Thaumanomicon isn't a book that teaches you (your character) anything - it is your journal of your own findings. It happens to therefore contain exposition of relevance to the player. It should consequently always be easy to create. Now, a config option to make the 'first findings' more difficult to obtain might appeal to the more story than result oriented player.
While not a idea worth discarding - the bonus chest doesn't apply to multiplayer games.
That would make sense-- if there was any indication that your character was learning enough through pure observation to justify that, and I don't think there is. Still, I suppose that, at this point, I'm only arguing semantics. If I can disable the "recipe" and enable some sort of alternate way to get the book that feels like an accomplishment (which is why I'm pushing for dungeon loot and kind of meh about the thaumaturgist villager idea; villagers aren't really worth messing with right now aside from random loot and self-imposed challenges-- the biome update is sorely needed, but Mojang really needs to look into a Testificate expansion among other things), I will be the happiest person in the world.
Good idea for the people who don't give a fig about immersion/don't want to work for it, let them just dive right into it. It's quite the opposite of what I'm looking for, but that doesn't mean it's a bad idea. Saying that people should craft it in SMP and ask others how to start if they don't know how is kind of against the point though, isn't it? I have no idea. What was the point? I lost the point.
What problem would adding the Thaumonomicon to the bonus chest resolve? It certainly wasn't my problem. Was it the problem of having to look up how to get the Thaumonomicon? That wouldn't do anything for people who don't use bonus chests, though, along with the SMP deal. What does "choose whether they want it or not" mean? If an ssp player who uses bonus chests (the only kind that would benefit) has the mod installed, they'd most likely want it, wouldn't they?
I dunno. How would this help again?
At the current moment, the Thaumicon requires a bookcase and a wand (powered) to make it.
At first it does contain basic and intrinsic knowledge about Thaumatic processes.
As you research, your findings go into this book.
So, in terms of cost, the fact that it does provide basic Thaumatic Knowledge makes me feel that just a bookcase is a little to cheap, but that it shouldnt be to much more expensive sense the meat of the book comes from your research. So I suggest just having 2 new items; a "Book of Essence" which is a book and a shard, and a "Bookcase of Essences" which is 3 Books of Essence with 6 planks (a bookcase with Thaumcraft books) (Names can definitely be changed, this is just to get the point across). This give more of the feeling that the bookcase is involved with the intrinsic knowledge that the Thaumicon gives at first with little extra cost.
As for the rest, It is filled with your notes from researching and should have no bars to filling the pages. Though the concept that the Thaumicons size might need to be expanded (all the pages "fill") is a way to require extra resources, though I wouldnt make it much more than more Books of Essence to expand it. But that would be the limit of it if at all.
On a secondary note, the Bookcase of Essences could be a "middle" to high addition to enchanting. Like the brain in a jar from TC2, or just a step before, should that mechanic ever come back.
-
I assume we've thus decided to redub this as Thaumcraft 4?
Seems fitting enough honestly, it really is a gigantic change..
With that API released, does that mean that the beta testers have the prerelease version for testing now? This is encouraging to me, as it means we are that much closer... Nice work Azanor, keep it up!
Early game (when you'd rather use the bookcase for an enchanting table) the price is mildly expensive. I beleve obtaining a thaumnonicon is fine how it is right now.