This is always going to be affected by personal preference. I prefer the exploring the world style of aspect discovery, though I do recall the feeling of satisfaction and smugness whenever I successfully guessed a combination (Perditio + Victus = Mortuus is the one I particularly recall guessing ahead of time what it would be.)
Ultimately though the main benefit of switching to scanning only would be making the game a lot harder to... well, not dead-end, since you can recover points, but slowing down drastically. Combining to make aspects is fine if you go about in an intelligent fashion, trying combinations that seem logical, but an awful lot of people seem to just combine blindly.
That is very VERY nice. I love the UI. If, however, it is to be the one-stop cheat sheet, there are two reference sheets it is missing: For thaumaturges researching their aspects the "next" first time: The (Vanilla) items that can be scanned to discover the aspect. i.e. the items that contain only that aspect or simpler aspects. and For thaumaturges looking to toss some "cheap but effective" reagents into a crucible / arcane distillery: The vanilla items that contain the best ratio of that aspect and are renewable, or easily craftable. http://forum.feed-the-beast.com/threads/thaumcraft-4-a-quick-way-to-discover-all-aspects.33605/
I already posted the latter list a while ago here.
At the risk of sounding dismissive... no, you haven't. Trust me, there's a million and one things you haven't scanned as of yet. I say this with the certainty of a man who has completed the entire thauminomicon and can bring to mind a few dozen things not yet scanned. The ultimate key is this: Make stuff, scan stuff. And if you do start over, don't combine to make new aspects. Scan for them. Actually, there's the core of a suggestion: Could you make it so you CANNOT create a new aspect by combining? Only synthesise aspects you've already discovered. It would cut down on the number of people burning all their research points fruitlessly.
Since you pretty much have to make Victus and (I think) Mortuus at the table, banning discoveries there wouldn't work. Maybe instead have a flag that pops up the first time you use a desk in a new world, reminding you that combining is wasteful and scanning is a much better way.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
This is always going to be affected by personal preference. I prefer the exploring the world style of aspect discovery, though I do recall the feeling of satisfaction and smugness whenever I successfully guessed a combination (Perditio + Victus = Mortuus is the one I particularly recall guessing ahead of time what it would be.)
Ultimately though the main benefit of switching to scanning only would be making the game a lot harder to... well, not dead-end, since you can recover points, but slowing down drastically. Combining to make aspects is fine if you go about in an intelligent fashion, trying combinations that seem logical, but an awful lot of people seem to just combine blindly.
I understand that, and I agree that it would help those who can't or don't think logically about what they're doing. I disagree that it should be forced, though.
I think if such a change were to be made, a config option to keep the current method should also be provided.
Since you pretty much have to make Victus and (I think) Mortuus at the table, banning discoveries there wouldn't work. Maybe instead have a flag that pops up the first time you use a desk in a new world, reminding you that combining is wasteful and scanning is a much better way.
I think with the "Added some life to things" update you don't have to anymore, and since Mortuus is Victus + Periditio (And bones are exclusively Mortuus, if I recall.) that doesn't need to be made.
Even if there was a bottleneck of that nature, it would be entirely possible to change what aspects something has to allow for progression.
My opinion on how aspects should best be gained (scanning obviously) I don't for a moment think thaumcraft would be better if it lost doodle god. doodle god should instead play a more consistent part of the research process.
First, games like doodlegod / little alchemy DON'T give the player a limited amount of each element. Little Alchemy has a 'scatch' area that does NOT consume elements when combined.
Now, it seems that having a _playable_ doodle god aspect to the game is in direct contradiction to the goal of going out and exploring.
So - make doodle god a separate game. It is played with aspects, but not research points. Discovering aspects via doodle god grants a bunch (?10?) research points. This is the primary mechanisim to discover aspects, and generate initial research points.
Thereafter, supplementary research points must be discovered via the scanner, in the wild. Research points are not used for playing doodle god, but completing researches via the research game.
This does NOT detract from having to explore for points, but emphasizes combination discovery as an important part of thaumcraft discovery.
On the other side, the research game UI would have buttons to combine, AND uncombine research points.
To me, the big issue for any research system is going to be the answer to one big question:
Are you planning for a new player (of Thaumcraft) to "trash" at least one gameworld in the course of figuring it out?
For the current system, the answer to that is clearly "yes". That could easily be changed by making the Thaumonomicon say things outright instead of coy and elliptically -- and, e.g., tell how to get ghost points. But as it stands, most players simply are not going to figure research out on their own their first game. Not until they've dug themselves into what looks just like a deep hole that they have no idea how to deal with.
Access to the cheat sheets -- through the FTB forum, the new site, or whatever -- is a literal game-changer. (Of course, then the issue becomes whether players have ever heard about them, have access to them, have the patience to explore them, or even have enough English reading ability to use them.) Information is the key -- what goes into the Thaumonomicon is a major factor in game balance.
Now, the thing is... that's actually in tune with Minecraft's core attitude.
How many people here made a go of their first MC world? Even with having read the Wiki, for that matter? There's half-a-dozen mistakes and hazards that can trash a newbie's world, at least badly enough that they give up on it entirely -- and if they're lucky, start over. (For me it was pouring all my initial iron into armor up front, and losing it all to a single bad death, before I had a proper homestead or farm.) And then of course, there's the Nether (how is a player supposed to figure out a portal?) and the End.... The Wiki really is mandatory unless you enjoy painful learning. But weirdly enough, even the new Minecraft launcher has no link to the Wiki -- forums and bug tracker, news tumbler, but no Wiki. (In contrast, MagicLauncher has links to everything: Forum, wiki, blog, reddit, maybe other stuff too.)
This to me is one of the most annoying things about Minecraft in general -- it's why I work on the Wiki. I'd really rather that Thaumcraft didn't also champion the same attitude.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I had no problem with my first Thaumcraft world, but i've been thauming it up since TC2 and was able to connect the dots of what-was-what with some critical thinking. How ever! I know i'm far from a good barometer of how hard things can be for some folks, so to say, "This was easy" would be super disingenuous!
Maybe having your character make a small comment in the bottom right when a black or item is rightclicked on the first time to give a hint as to what aspects might be involved? At a certant point you gotta hit the wiki, regardless, even in Vanilla Minecraft if it's your first foray in.
When i first got the game back in the first launches of Alpha Survival i had no idea how to craft, so i punched stone blocks out of a mountain to build a house, then after finding out tried to plant seed and watered them by dumping a bucket of water straight onto the sprouts x3
To me, the big issue for any research system is going to be the answer to one big question:
Are you planning for a new player (of Thaumcraft) to "trash" at least one gameworld in the course of figuring it out?
For the current system, the answer to that is clearly "yes". That could easily be changed by making the Thaumonomicon say things outright instead of coy and elliptically -- and, e.g., tell how to get ghost points. But as it stands, most players simply are not going to figure research out on their own their first game. Not until they've dug themselves into what looks just like a deep hole that they have no idea how to deal with.
Access to the cheat sheets -- through the FTB forum, the new site, or whatever -- is a literal game-changer. (Of course, then the issue becomes whether players have ever heard about them, have access to them, have the patience to explore them, or even have enough English reading ability to use them.) Information is the key -- what goes into the Thaumonomicon is a major factor in game balance.
Now, the thing is... that's actually in tune with Minecraft's core attitude.
How many people here made a go of their first MC world? Even with having read the Wiki, for that matter? There's half-a-dozen mistakes and hazards that can trash a newbie's world, at least badly enough that they give up on it entirely -- and if they're lucky, start over. (For me it was pouring all my initial iron into armor up front, and losing it all to a single bad death, before I had a proper homestead or farm.) And then of course, there's the Nether (how is a player supposed to figure out a portal?) and the End.... The Wiki really is mandatory unless you enjoy painful learning. But weirdly enough, even the new Minecraft launcher has no link to the Wiki -- forums and bug tracker, news tumbler, but no Wiki. (In contrast, MagicLauncher has links to everything: Forum, wiki, blog, reddit, maybe other stuff too.)
This to me is one of the most annoying things about Minecraft in general -- it's why I work on the Wiki. I'd really rather that Thaumcraft didn't also champion the same attitude.
i had no problems getting all the researches at my first run oO
and the mod didnt have the deconstruction table at that point.
the only barrier i ran into initially was the discovery of victus. though how you get the aspect is even described in the thaumonomicon.
Time: 1/16/14 3:18 AM
Description: Ticking tile entity
java.lang.ClassCastException: thaumcraft.common.tiles.TileNode cannot be cast to thaumcraft.common.tiles.TileArcaneLampLight
at thaumcraft.common.tiles.TileArcaneLamp.func_70316_g(TileArcaneLamp.java:41)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at thaumcraft.common.tiles.TileArcaneLamp.func_70316_g(TileArcaneLamp.java:41)
-- Tile entity being ticked --
Details:
Name: TileArcaneLamp // thaumcraft.common.tiles.TileArcaneLamp
Block type: ID #1818 (tile.blockMetalDevice // thaumcraft.common.blocks.BlockMetalDevice)
Block data value: 7 / 0x7 / 0b0111
Block location: World: (103,65,-83), Chunk: (at 7,4,13 in 6,-6; contains blocks 96,0,-96 to 111,255,-81), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Actual block type: ID #1818 (tile.blockMetalDevice // thaumcraft.common.blocks.BlockMetalDevice)
Actual block data value: 7 / 0x7 / 0b0111
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: world
All players: 1 total; [GCCorePlayerMP['Lasergut'/626904, l='world', x=110.40, y=69.00, z=-82.40]]
Chunk stats: ServerChunkCache: 3345 Drop: 0
Level seed: -6589177788848271269
Level generator: ID 09 - ATG, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (-139,64,134), Chunk: (at 5,4,6 in -9,8; contains blocks -144,0,128 to -129,255,143), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 19385606 game time, 8105742 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 19694 (now: false), thunder time: 48508 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
As for the discussion about limited research points, I wish they were not used up unless research was successful, or need a renewable source for them. The amount of carefulness necessary just makes it less fun than it should be.
bug reports can be posted at the github referenced in the OP.
Time: 1/16/14 3:18 AM
Description: Ticking tile entity
java.lang.ClassCastException: thaumcraft.common.tiles.TileNode cannot be cast to thaumcraft.common.tiles.TileArcaneLampLight
at thaumcraft.common.tiles.TileArcaneLamp.func_70316_g(TileArcaneLamp.java:41)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at thaumcraft.common.tiles.TileArcaneLamp.func_70316_g(TileArcaneLamp.java:41)
-- Tile entity being ticked --
Details:
Name: TileArcaneLamp // thaumcraft.common.tiles.TileArcaneLamp
Block type: ID #1818 (tile.blockMetalDevice // thaumcraft.common.blocks.BlockMetalDevice)
Block data value: 7 / 0x7 / 0b0111
Block location: World: (103,65,-83), Chunk: (at 7,4,13 in 6,-6; contains blocks 96,0,-96 to 111,255,-81), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Actual block type: ID #1818 (tile.blockMetalDevice // thaumcraft.common.blocks.BlockMetalDevice)
Actual block data value: 7 / 0x7 / 0b0111
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: world
All players: 1 total; [GCCorePlayerMP['Lasergut'/626904, l='world', x=110.40, y=69.00, z=-82.40]]
Chunk stats: ServerChunkCache: 3345 Drop: 0
Level seed: -6589177788848271269
Level generator: ID 09 - ATG, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (-139,64,134), Chunk: (at 5,4,6 in -9,8; contains blocks -144,0,128 to -129,255,143), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 19385606 game time, 8105742 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 19694 (now: false), thunder time: 48508 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
As for the discussion about limited research points, I wish they were not used up unless research was successful, or need a renewable source for them. The amount of carefulness necessary just makes it less fun than it should be.
there are multiple renewable sources for research points.
buffer points, you get from placing items near your research table. the deconstruction table, even eating manabeans. exploration and scanning nodes.
All the golems on our server keep disappearing I've done some research of others having this problem...is there anything i need to be aware of to fix this?
This just happened to me in server play as well.
When I logged out I had 3 harvest, 2 gather, an empty, and a decant golem spread across 3 separate chunks, as well as a tame Pech Mage who had been named with a name tag. When I came back the next day, all had vanished. I have previously had all my golems disappear from my base two times during the month's run of this server. The Pech, as well as about half the golems, was in a chunk containing a ChickenChunks Spot Loader, which are configured to only keep chunks loaded while the player is logged in.
Given the comments elsewhere in this thread, I asked the server admin to check the logs for golem killed messages. He grepped the past two days' logs for 'was killed by' and the last month's log for 'EntityGolemBase' and sent me the results: the latter shows golems being killed, but clearly nothing relating to my disappearances, just a couple of times golems were killed. The former showed some deaths on the server, but nothing related to my golems.
The server is running Magic Farm 2 version 1.1.4 with MCPC+. I hope this information will help isolate something common to all the golem disappearances, even if that is that it's a problem with MCPC+ and we're on our own.
My opinion on how aspects should best be gained (scanning obviously) I don't for a moment think thaumcraft would be better if it lost doodle god. doodle god should instead play a more consistent part of the research process.
...
This does NOT detract from having to explore for points, but emphasizes combination discovery as an important part of thaumcraft discovery.
Interesting. I'd combine your idea with Azanor's concept of unlocking research with scanning and do the following:
Remove Research Points entirely.
Doodle God is the only way to discover a new aspect, understanding all the aspects is a prerequisite to scanning an item. [Might relax this to how it currently works, or make that a config option]
Modify the current research minigame:
Each rune in the minigame is activated by having scanned an item in the world appropriate to the research.
Puzzles are guaranteed to be solvable eventually, but you might have to go out and scan more things to light enough runes. (Not strictly necessary, but I think the impossible puzzles cause more problems than advantages)
For most research, as currently, there should be more runes available than are needed, to avoid potential impossible-to-get items.
Research Notes are gained in the same way as currently (but don't spend research points, since they no longer exist), either by spending ink and paper and trying to learn something related to an aspect, or when scanning something while holding paper and scribing tools.
Scanning items for other mods would still be desirable to learn their aspects for potential use, even though it's no longer directly useful for research.
The stages are: Doodle God to figure out the different sorts of magic, exploration and scanning to learn about the stuff that actually exists out there in the world, and research minigame to turn an idea for something you can do with all that into a working blueprint.
When I logged out I had 3 harvest, 2 gather, an empty, and a decant golem spread across 3 separate chunks, as well as a tame Pech Mage who had been named with a name tag. When I came back the next day, all had vanished. I have previously had all my golems disappear from my base two times during the month's run of this server. The Pech, as well as about half the golems, was in a chunk containing a ChickenChunks Spot Loader, which are configured to only keep chunks loaded while the player is logged in.
Given the comments elsewhere in this thread, I asked the server admin to check the logs for golem killed messages. He grepped the past two days' logs for 'was killed by' and the last month's log for 'EntityGolemBase' and sent me the results: the latter shows golems being killed, but clearly nothing relating to my disappearances, just a couple of times golems were killed. The former showed some deaths on the server, but nothing related to my golems.
The server is running Magic Farm 2 version 1.1.4 with MCPC+. I hope this information will help isolate something common to all the golem disappearances, even if that is that it's a problem with MCPC+ and we're on our own.
ars magica hekates kill golems. they started vanishing in my world, as soon as i installed the mod.
those things are nasty. try warding your golems off as good as you can, and see if theyre still vanishing, in case you have the mod.
Interesting. I'd combine your idea with Azanor's concept of unlocking research with scanning and do the following:
Remove Research Points entirely.
Doodle God is the only way to discover a new aspect, understanding all the aspects is a prerequisite to scanning an item. [Might relax this to how it currently works, or make that a config option]
Modify the current research minigame:
Each rune in the minigame is activated by having scanned an item in the world appropriate to the research.
Puzzles are guaranteed to be solvable eventually, but you might have to go out and scan more things to light enough runes. (Not strictly necessary, but I think the impossible puzzles cause more problems than advantages)
For most research, as currently, there should be more runes available than are needed, to avoid potential impossible-to-get items.
Research Notes are gained in the same way as currently (but don't spend research points, since they no longer exist), either by spending ink and paper and trying to learn something related to an aspect, or when scanning something while holding paper and scribing tools.
Scanning items for other mods would still be desirable to learn their aspects for potential use, even though it's no longer directly useful for research.
The stages are: Doodle God to figure out the different sorts of magic, exploration and scanning to learn about the stuff that actually exists out there in the world, and research minigame to turn an idea for something you can do with all that into a working blueprint.
I find that a scan X to unlock research Y would either be a nightmare to play, or be ridiculously easy,. You would only have to scan the right items in the right order to get all the research, or needing to scan a 3-5 items per one research, needing to go into the world just to find them, and then repeating it all.
I personally hate the idea that research would be gated by the requirement to scan a certain item for one research.
So I was researching Gold Wand Caps, and I found all the right aspects and activated their runes. Problem: there are only three active runes, but forming a chain here clearly requires four.
Is there something I'm missing, or is this somehow a bug? I'm playing the Magic Farm 2 modpack, which is on version 4.0.5b of Thaumcraft.
I like the idea of only Doodle God to find aspects and scanning to collect research points. I do think the Deconstruction Table should be moved to always available, like the Arcane Workbench. Realistically, some people are going to goof up with such a complicated system and it's good for them to have an way out. Theoretically people can go out and scan nodes but a lot of people seem to be allergic to even moderate exploration.
So I was researching Gold Wand Caps, and I found all the right aspects and activated their runes. Problem: there are only three active runes, but forming a chain here clearly requires four.
Is there something I'm missing, or is this somehow a bug?
Nothing's missing. Some research sheets are impossible; you have to throw them away and start another. There's been a long ongoing discussion here on whether that needs to be changed because that question gets asked every couple of pages.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Nothing's missing. Some research sheets are impossible; you have to throw them away and start another. There's been a long ongoing discussion here on whether that needs to be changed because that question gets asked every couple of pages.
Ahh, I see. Sounds like that fact needs to be mentioned somewhere in the Thaumonomicon.
I think with the "Added some life to things" update you don't have to anymore, and since Mortuus is Victus + Periditio (And bones are exclusively Mortuus, if I recall.) that doesn't need to be made. Even if there was a bottleneck of that nature, it would be entirely possible to change what aspects something has to allow for progression.
I haven't found anything with Victus that doesn't also have either Herba or Bestia, except for Fibrous Taint, which may not be accessible at first. And bones have Corpus as well as Mortuus, although now that I think about it, every single Sinister node I've seen has it, and some of them don't have Exanimis.
To me, the big issue for any research system is going to be the answer to one big question:
Are you planning for a new player (of Thaumcraft) to "trash" at least one gameworld in the course of figuring it out?
For the current system, the answer to that is clearly "yes". That could easily be changed by making the Thaumonomicon say things outright instead of coy and elliptically -- and, e.g., tell how to get ghost points. But as it stands, most players simply are not going to figure research out on their own their first game. Not until they've dug themselves into what looks just like a deep hole that they have no idea how to deal with.
I never had a problem with my first world. Of course, I might have if I hadn't gone out node-scanning before I even knew what I was doing and found a Victus node, but still. Although I agree that the thaumonomicon should tell you more stuff.
Ahh, I see. Sounds like that fact needs to be mentioned somewhere in the Thaumonomicon.
That's what I keep saying.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
To me, the big issue for any research system is going to be the answer to one big question:
Are you planning for a new player (of Thaumcraft) to "trash" at least one gameworld in the course of figuring it out?
Personally, I did fine. I did feel extremely exasperated at the system until I got rolling with it though, fearing unsolvable research and running out of research points.
What would be interesting is finding out the correlation between people who had no problems with it, and people who've played a prior version of thaumcraft. I played TC3, and so had a rough idea of what aspects existed and what was likely to contain them. It's a lot easier to combine for aspects when you know what you're looking for.
Ultimately though the main benefit of switching to scanning only would be making the game a lot harder to... well, not dead-end, since you can recover points, but slowing down drastically. Combining to make aspects is fine if you go about in an intelligent fashion, trying combinations that seem logical, but an awful lot of people seem to just combine blindly.
I already posted the latter list a while ago here.
Since you pretty much have to make Victus and (I think) Mortuus at the table, banning discoveries there wouldn't work. Maybe instead have a flag that pops up the first time you use a desk in a new world, reminding you that combining is wasteful and scanning is a much better way.
I understand that, and I agree that it would help those who can't or don't think logically about what they're doing. I disagree that it should be forced, though.
I think if such a change were to be made, a config option to keep the current method should also be provided.
I think with the "Added some life to things" update you don't have to anymore, and since Mortuus is Victus + Periditio (And bones are exclusively Mortuus, if I recall.) that doesn't need to be made.
Even if there was a bottleneck of that nature, it would be entirely possible to change what aspects something has to allow for progression.
First, games like doodlegod / little alchemy DON'T give the player a limited amount of each element. Little Alchemy has a 'scatch' area that does NOT consume elements when combined.
Now, it seems that having a _playable_ doodle god aspect to the game is in direct contradiction to the goal of going out and exploring.
So - make doodle god a separate game. It is played with aspects, but not research points. Discovering aspects via doodle god grants a bunch (?10?) research points. This is the primary mechanisim to discover aspects, and generate initial research points.
Thereafter, supplementary research points must be discovered via the scanner, in the wild. Research points are not used for playing doodle god, but completing researches via the research game.
This does NOT detract from having to explore for points, but emphasizes combination discovery as an important part of thaumcraft discovery.
On the other side, the research game UI would have buttons to combine, AND uncombine research points.
For the current system, the answer to that is clearly "yes". That could easily be changed by making the Thaumonomicon say things outright instead of coy and elliptically -- and, e.g., tell how to get ghost points. But as it stands, most players simply are not going to figure research out on their own their first game. Not until they've dug themselves into what looks just like a deep hole that they have no idea how to deal with.
Access to the cheat sheets -- through the FTB forum, the new site, or whatever -- is a literal game-changer. (Of course, then the issue becomes whether players have ever heard about them, have access to them, have the patience to explore them, or even have enough English reading ability to use them.) Information is the key -- what goes into the Thaumonomicon is a major factor in game balance.
Now, the thing is... that's actually in tune with Minecraft's core attitude.
How many people here made a go of their first MC world? Even with having read the Wiki, for that matter? There's half-a-dozen mistakes and hazards that can trash a newbie's world, at least badly enough that they give up on it entirely -- and if they're lucky, start over. (For me it was pouring all my initial iron into armor up front, and losing it all to a single bad death, before I had a proper homestead or farm.) And then of course, there's the Nether (how is a player supposed to figure out a portal?) and the End.... The Wiki really is mandatory unless you enjoy painful learning. But weirdly enough, even the new Minecraft launcher has no link to the Wiki -- forums and bug tracker, news tumbler, but no Wiki. (In contrast, MagicLauncher has links to everything: Forum, wiki, blog, reddit, maybe other stuff too.)
This to me is one of the most annoying things about Minecraft in general -- it's why I work on the Wiki. I'd really rather that Thaumcraft didn't also champion the same attitude.
I had no problem with my first Thaumcraft world, but i've been thauming it up since TC2 and was able to connect the dots of what-was-what with some critical thinking. How ever! I know i'm far from a good barometer of how hard things can be for some folks, so to say, "This was easy" would be super disingenuous!
Maybe having your character make a small comment in the bottom right when a black or item is rightclicked on the first time to give a hint as to what aspects might be involved? At a certant point you gotta hit the wiki, regardless, even in Vanilla Minecraft if it's your first foray in.
When i first got the game back in the first launches of Alpha Survival i had no idea how to craft, so i punched stone blocks out of a mountain to build a house, then after finding out tried to plant seed and watered them by dumping a bucket of water straight onto the sprouts x3
i had no problems getting all the researches at my first run oO
and the mod didnt have the deconstruction table at that point.
the only barrier i ran into initially was the discovery of victus. though how you get the aspect is even described in the thaumonomicon.
bug reports can be posted at the github referenced in the OP.
there are multiple renewable sources for research points.
buffer points, you get from placing items near your research table. the deconstruction table, even eating manabeans. exploration and scanning nodes.
This just happened to me in server play as well.
When I logged out I had 3 harvest, 2 gather, an empty, and a decant golem spread across 3 separate chunks, as well as a tame Pech Mage who had been named with a name tag. When I came back the next day, all had vanished. I have previously had all my golems disappear from my base two times during the month's run of this server. The Pech, as well as about half the golems, was in a chunk containing a ChickenChunks Spot Loader, which are configured to only keep chunks loaded while the player is logged in.
Given the comments elsewhere in this thread, I asked the server admin to check the logs for golem killed messages. He grepped the past two days' logs for 'was killed by' and the last month's log for 'EntityGolemBase' and sent me the results: the latter shows golems being killed, but clearly nothing relating to my disappearances, just a couple of times golems were killed. The former showed some deaths on the server, but nothing related to my golems.
The server is running Magic Farm 2 version 1.1.4 with MCPC+. I hope this information will help isolate something common to all the golem disappearances, even if that is that it's a problem with MCPC+ and we're on our own.
Interesting. I'd combine your idea with Azanor's concept of unlocking research with scanning and do the following:
Remove Research Points entirely.
Doodle God is the only way to discover a new aspect, understanding all the aspects is a prerequisite to scanning an item. [Might relax this to how it currently works, or make that a config option]
Modify the current research minigame:
Scanning items for other mods would still be desirable to learn their aspects for potential use, even though it's no longer directly useful for research.
The stages are: Doodle God to figure out the different sorts of magic, exploration and scanning to learn about the stuff that actually exists out there in the world, and research minigame to turn an idea for something you can do with all that into a working blueprint.
ars magica hekates kill golems. they started vanishing in my world, as soon as i installed the mod.
those things are nasty. try warding your golems off as good as you can, and see if theyre still vanishing, in case you have the mod.
I find that a scan X to unlock research Y would either be a nightmare to play, or be ridiculously easy,. You would only have to scan the right items in the right order to get all the research, or needing to scan a 3-5 items per one research, needing to go into the world just to find them, and then repeating it all.
I personally hate the idea that research would be gated by the requirement to scan a certain item for one research.
Is there something I'm missing, or is this somehow a bug? I'm playing the Magic Farm 2 modpack, which is on version 4.0.5b of Thaumcraft.
Nothing's missing. Some research sheets are impossible; you have to throw them away and start another. There's been a long ongoing discussion here on whether that needs to be changed because that question gets asked every couple of pages.
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Ahh, I see. Sounds like that fact needs to be mentioned somewhere in the Thaumonomicon.
I haven't found anything with Victus that doesn't also have either Herba or Bestia, except for Fibrous Taint, which may not be accessible at first. And bones have Corpus as well as Mortuus, although now that I think about it, every single Sinister node I've seen has it, and some of them don't have Exanimis.
I never had a problem with my first world. Of course, I might have if I hadn't gone out node-scanning before I even knew what I was doing and found a Victus node, but still. Although I agree that the thaumonomicon should tell you more stuff.
That's what I keep saying.
Personally, I did fine. I did feel extremely exasperated at the system until I got rolling with it though, fearing unsolvable research and running out of research points.
What would be interesting is finding out the correlation between people who had no problems with it, and people who've played a prior version of thaumcraft. I played TC3, and so had a rough idea of what aspects existed and what was likely to contain them. It's a lot easier to combine for aspects when you know what you're looking for.
No Ars Magica in Magic Farm 2, no golem killed message in the logs, as I explicitly stated. Thanks for the advice.