Because its free I don't consider my time important....wut? You high or something?
Anyways, how exactly is it fixed in TC2, I must have missed that post.
Anything that produces "free" vis harms the local aura either directly or indirectly. Even using things like farms to produce limitless vis will have consequences since the symbols that will automate those farms also harm the aura - yup, I'm changing symbols that they don't require vis to operate anymore. Instead they stress the local aura which can have several effects, though mostly it slows aura regeneration or can even cause taint.
I did this to get rid of nodes for the most part - nodes are a big contributer to the lag people experience with the current version of my mod.
However, once you start dipping into other mods free vis can be attained with less or no consequences - nothing much I can do about that.
Its the same problem that I have with EE in that transmuting 4 gold bars into diamond isn't bad, having an energy collector pull a diamond out of air every once in a while isn't exactly overpowering, but having the energy collector make more energy to make another collector is just crazy. Everything loses its value.
The problem is that you're thinking too vanilla... With Diamond being the end-all of everything. What mods like EE and Thaumcraft do is add an extra level to the game, blending elements of survival with the eventual capabilities of Creative, and beyond. You aren't wrong though, diamonds still have a value in both cases, just usually they are in a value which is less than many of the specially added bits. If Diamond was still the end-all of materials, there would be no added progression, and the abilities that come with these special items would seem more overpowered since they would have to be made from things that are more common. If you're looking for a super-hardcore experience, neither of these mods will give you one, no matter how they are made. That's kinda the point, of not just this mod, but most mods out there. And what sets these mods apart from the run-of-the-mill ore/tool mods is that they add that extra level and group of tools in a way that doesn't distract from the core element of the game, but which also doesn't rely entirely on the same exact motions... just harder to find related content (for the sake of balance). They also add more depth to the world by adding their own tech trees, crafting components, and in the case of this one, a silly amount of new content which simply could not be possible from the old "diamond is best", or even the "diamond is rare and special" mentality.
Things don't lose their value. They just aren't at the top any more and become secondary to most of those components or special items.
How the heck have you guys gotten to know so much about TC2 aura / taint details and its' corresponding interactions?
I have read every line of every page on this thread. I've extensively analyzed TC1 and was privileged enough to test the Alpha of TC2. Yet, I cannot say I know what taint and aura's are; or how they will interact. Most all the information about taint and aura have been posted by you guys vs. Azanor. I just don't have a clue how you can figure it out.
I know Azanor has talked about taint, tainted crystals, and auras. E.g - I recall a mention of 15K avg. aura in a forest biome. I also know from alpha that, in a given crucible; the more vis value an item had, the more taint it contained. I know Azanor has mentioned that taint will need to be watched / build up (or something). I've seen from the video's, what looks like, a condenser using a vis crystal vs. producing now.
Otherwise, did I miss some big discussion somewhere or another forum? Are you guys great at guessing? Are you helping with design? Am I just exceptionally slow here?
The problem is that you're thinking too vanilla... With Diamond being the end-all of everything. What mods like EE and Thaumcraft do is add an extra level to the game, blending elements of survival with the eventual capabilities of Creative, and beyond. You aren't wrong though, diamonds still have a value in both cases, just usually they are in a value which is less than many of the specially added bits. If Diamond was still the end-all of materials, there would be no added progression, and the abilities that come with these special items would seem more overpowered since they would have to be made from things that are more common. If you're looking for a super-hardcore experience, neither of these mods will give you one, no matter how they are made. That's kinda the point, of not just this mod, but most mods out there. And what sets these mods apart from the run-of-the-mill ore/tool mods is that they add that extra level and group of tools in a way that doesn't distract from the core element of the game, but which also doesn't rely entirely on the same exact motions... just harder to find related content (for the sake of balance). They also add more depth to the world by adding their own tech trees, crafting components, and in the case of this one, a silly amount of new content which simply could not be possible from the old "diamond is best", or even the "diamond is rare and special" mentality.
Things don't lose their value. They just aren't at the top any more and become secondary to most of those components or special items.
I was merely using diamonds as an example. They obviously aren't the end all because many of the components of those mods use things that are er..."more expensive" than diamonds. And neither was I looking for a super hardcore experience. If I want hardcore, I'll play Dwarf Fortress. What I was talking about is how the mods' system of generating currency from thin air (EMC I think its called for EE, Vis for TC) could be used to create MORE currency generators in a cycle which would give you no reason to step out of your base for resources. You could literally make stuff faster than you could use it.
But I see that TC2 is going to use a risk/reward system and that seems to be the best way to handle something like this.
I'm just really good at guessing and collecting the information from the scraps azanor's given us :tongue.gif:
he mentioned his plans for taint and aura quite a few pages back in his "grand plan" post (he also mentioned the beginnings of the effect taint would have on the world, specifically, plants and crystals being corrupted in hight taint areas, and in high aura areas, vegetation beginning to grow)
the (stuff about the seals and condensers running off aura)* have been known from almost as soon as TC2 was announced
azanor's previously mentioned that (condenser's have replaced crucibles as the main vis source)** (and that the infuser is going to be very exciting)
the taint being the purple corrupty stuff from the video was a guess (it could be an excess of aura, but considering that aura is basically the "good" side, it just doesn't seem to fit thematically)
the bleeding effect was one of the first things we ever found out about TC2
I'm just joining the dots, and filling in any missing dots with what looks appropriate to the rest of the picture :tongue.gif:
Ty for the reply and GJ with deduction!
* and ** Both of those points I had failed to recall or did not input properly, so ty for those extra tid's.
I still just can't get my head totally wrapped around a visualization of how it will all work. I believe I have a basic concept; but I tend to like to know all aspects. Though, I suppose that will just make me more anxious to try it when released!
-snip-
What I was talking about is how the mods' system of generating currency from thin air (EMC I think its called for EE, Vis for TC) could be used to create MORE currency generators in a cycle which would give you no reason to step out of your base for resources. You could literally make stuff faster than you could use it.
-snip-
I don't want to jump in totally to this conversation, but maybe input something.
So for me; from one point of view:
With buildcraft - I don't like to mine as much
with Thaumcraft - I don't have to chase enemies and spend hours for super rares
with Redpower - I don't have to waste time and space wiring redstone circuits
with IC2& cross - I don't have to hunt for fuel and other powering resources
with all mods - I don't HAVE to use most any vanilla resources
I'm not bored as I spend most of the time building more advanced devices and maintaining (which is required) all the mods' upkeep.
To me, from this perspective, what has been created is the same as our own evolution; is it not?
It seems very similar that we also generated currency and utilize crossing of technologies (mods) which give us no reason to step out of our house (base). I believe also that we currently can make things faster than necessary.
So I've related these mods, more to a modernization of technology in minecraft. Now there are somethings I don't use / prefer e.g. scavenging oil, sucking lakes dry; basically exhaustible resources. Much like they do in real life. I suppose this does make me shy away from some mods, like EE and the Magical forest (terribly sorry I can't remember exact name :wink.gif: ).
I dunno. I'm not trying to add fuel to the fire here; I guess it's just how I've looked at it so far.
Just a thought for the graphic on the duplicator. Maybe you could split the design in half. On one half you half glyphs or symbols or whatever and on the other you have an exact duplicate of the same. For example the glyph on top of the infuser, make it small enough to only take up half a block and then have another one on the other side of the block with some sort of transition connection between the two identical glyphs. Nice job with the infuser btw. :smile.gif:
so vis/vis/none seal is a power booster for the infuser?
yes, the vis and vis/vis/X seals will act as boosters for some machines. What they boost varies according to the machine and/or the final rune. They don't boost much however since they work in an area and are relatively "cheap".
you also appear to have a bracelet that isn't the void one (the void one was red :tongue.gif:), and an unknown block between the iron bars and the wood blocks in your hotbar.
Its the void bracelet. It just set to the default/blank network instead of red.
MOAR EDITZ!: by the way, would you be willing to reveal the names of the seal components and the removal tool? :tongue.gif:
By removal tool you mean the wand I used to remove the Runic Essences (which also answers your other question)? Its a Wand of Reversal. It will have other functions and it might might not have a 100% success rate like it had in the video - I'm using it as a testing tool atm so havent placed limits on it yet. Runic essences are supposed to be expensive consumables to limit the use of seals. The Wand will be a higher tier item to eleviate their cost a bit.
i will give seed, so you can go to coordinates, as soon as possible
now assume i havent started anything to do with this mod yet... is this an epic find? (im using Technic Pack)
... ok wisp are back (ya i was just being real umluky with the spawns) but now im unable to craft the woodsmen axe
2 verdet crystals 1 thaumium axe and 2 eldrich timber right?
using the 1.2.5 bc2x version
its so wierd this is the first time that iv run into a problem like this with an item (that i cant fix myself)
What we have here, other than the best GUI I ever seen. Symbols speeding up the infuser? Infuser being awesome? Awesome?
EDIT: for the duplicator, except if you're going to add new function, the normal desing is enough, however give it the same "model style" as the infuser or the condenser (if you get what I mean)
Looks like with the runes, it also generated fewer depleted crystals. May have been my imagination.
Rollback Post to RevisionRollBack
Sigma_Phi - home of the long-winded answers to questions nobody asked.
Those Crystal Wisps are WAY TOO overpowered. They appear to spawn quite often and attack at all time of the day. If you suddenly run in one of them, you CAN NOT get away, dosen't matter what gear you using.
I created a few worlds and just can't get past first or second day of Minecraft, because I get terrorized by those things.
Please, decrease their power. They are way too op.
Try investing in a bow and some arrows. You can shoot them that way without them retaliating.
... ok wisp are back (ya i was just being real umluky with the spawns) but now im unable to craft the woodsmen axe
2 verdet crystals 1 thaumium axe and 2 eldrich timber right?
using the 1.2.5 bc2x version
its so wierd this is the first time that iv run into a problem like this with an item (that i cant fix myself)
I've crafted one successfully using craftguide for the recipe. It shows slightly different. 3 Verdant crystals, 1 Thaumium Axe and 1 Timber
V- Verdant
A - Axe
T - Timber
VV
VA
_T
Hope that helps.
@Azanor, Very nice to see some more teasers!! Love the GUI design!
The Boots of the Meteor will sometimes launch you in random directions at extremely high speed while in the Nether. Obviously, the consequences are catastrophic. I got flung about 500 blocks into lava while just calmly collecting glowstone. I hope it's not like this in the End too, though I haven't tested it.
Okay so I finally got Thaumcraft up and running :biggrin.gif:
I've had loads of fun experimenting thus far (and getting rid of soooo many blocks and items).
Did have a question though, currently I can't seem to craft conduits, nodes, valves, and portable nodes, any suggestions as to why this might be and fixes for it?
EDIT: My bad, misread the recipe, everything is working now~
Anything that produces "free" vis harms the local aura either directly or indirectly. Even using things like farms to produce limitless vis will have consequences since the symbols that will automate those farms also harm the aura - yup, I'm changing symbols that they don't require vis to operate anymore. Instead they stress the local aura which can have several effects, though mostly it slows aura regeneration or can even cause taint.
I did this to get rid of nodes for the most part - nodes are a big contributer to the lag people experience with the current version of my mod.
However, once you start dipping into other mods free vis can be attained with less or no consequences - nothing much I can do about that.
The problem is that you're thinking too vanilla... With Diamond being the end-all of everything. What mods like EE and Thaumcraft do is add an extra level to the game, blending elements of survival with the eventual capabilities of Creative, and beyond. You aren't wrong though, diamonds still have a value in both cases, just usually they are in a value which is less than many of the specially added bits. If Diamond was still the end-all of materials, there would be no added progression, and the abilities that come with these special items would seem more overpowered since they would have to be made from things that are more common. If you're looking for a super-hardcore experience, neither of these mods will give you one, no matter how they are made. That's kinda the point, of not just this mod, but most mods out there. And what sets these mods apart from the run-of-the-mill ore/tool mods is that they add that extra level and group of tools in a way that doesn't distract from the core element of the game, but which also doesn't rely entirely on the same exact motions... just harder to find related content (for the sake of balance). They also add more depth to the world by adding their own tech trees, crafting components, and in the case of this one, a silly amount of new content which simply could not be possible from the old "diamond is best", or even the "diamond is rare and special" mentality.
Things don't lose their value. They just aren't at the top any more and become secondary to most of those components or special items.
@ Calcifire and Sage Harpuia.
How the heck have you guys gotten to know so much about TC2 aura / taint details and its' corresponding interactions?
I have read every line of every page on this thread. I've extensively analyzed TC1 and was privileged enough to test the Alpha of TC2. Yet, I cannot say I know what taint and aura's are; or how they will interact. Most all the information about taint and aura have been posted by you guys vs. Azanor. I just don't have a clue how you can figure it out.
I know Azanor has talked about taint, tainted crystals, and auras. E.g - I recall a mention of 15K avg. aura in a forest biome. I also know from alpha that, in a given crucible; the more vis value an item had, the more taint it contained. I know Azanor has mentioned that taint will need to be watched / build up (or something). I've seen from the video's, what looks like, a condenser using a vis crystal vs. producing now.
Otherwise, did I miss some big discussion somewhere or another forum? Are you guys great at guessing? Are you helping with design? Am I just exceptionally slow here?
I'm just curious.
Thx
PB
I was merely using diamonds as an example. They obviously aren't the end all because many of the components of those mods use things that are er..."more expensive" than diamonds. And neither was I looking for a super hardcore experience. If I want hardcore, I'll play Dwarf Fortress. What I was talking about is how the mods' system of generating currency from thin air (EMC I think its called for EE, Vis for TC) could be used to create MORE currency generators in a cycle which would give you no reason to step out of your base for resources. You could literally make stuff faster than you could use it.
But I see that TC2 is going to use a risk/reward system and that seems to be the best way to handle something like this.
Ty for the reply and GJ with deduction!
* and ** Both of those points I had failed to recall or did not input properly, so ty for those extra tid's.
I still just can't get my head totally wrapped around a visualization of how it will all work. I believe I have a basic concept; but I tend to like to know all aspects. Though, I suppose that will just make me more anxious to try it when released!
Thanks again
PB
I don't want to jump in totally to this conversation, but maybe input something.
So for me; from one point of view:
With buildcraft - I don't like to mine as much
with Thaumcraft - I don't have to chase enemies and spend hours for super rares
with Redpower - I don't have to waste time and space wiring redstone circuits
with IC2& cross - I don't have to hunt for fuel and other powering resources
with all mods - I don't HAVE to use most any vanilla resources
I'm not bored as I spend most of the time building more advanced devices and maintaining (which is required) all the mods' upkeep.
To me, from this perspective, what has been created is the same as our own evolution; is it not?
It seems very similar that we also generated currency and utilize crossing of technologies (mods) which give us no reason to step out of our house (base). I believe also that we currently can make things faster than necessary.
So I've related these mods, more to a modernization of technology in minecraft. Now there are somethings I don't use / prefer e.g. scavenging oil, sucking lakes dry; basically exhaustible resources. Much like they do in real life. I suppose this does make me shy away from some mods, like EE and the Magical forest (terribly sorry I can't remember exact name :wink.gif: ).
I dunno. I'm not trying to add fuel to the fire here; I guess it's just how I've looked at it so far.
Thanks
PB
PS - sorry to butt in
The duplicator currently has placeholder graphics. Mee soo lazy.
I'm currently working on the duplicator so it is still basically just the TC1 version. It will have a bit more to it once it's done.
Herbalism? Not really. There might be new mobs, though maybe not at release.
yes, the vis and vis/vis/X seals will act as boosters for some machines. What they boost varies according to the machine and/or the final rune. They don't boost much however since they work in an area and are relatively "cheap".
Its the void bracelet. It just set to the default/blank network instead of red.
Any crystal - I just happened to use a water one.
Actually, up to 6 ingredients - that is what the other 3 slots were you saw.
By removal tool you mean the wand I used to remove the Runic Essences (which also answers your other question)? Its a Wand of Reversal. It will have other functions and it might might not have a 100% success rate like it had in the video - I'm using it as a testing tool atm so havent placed limits on it yet. Runic essences are supposed to be expensive consumables to limit the use of seals. The Wand will be a higher tier item to eleviate their cost a bit.
i will give seed, so you can go to coordinates, as soon as possible
now assume i havent started anything to do with this mod yet... is this an epic find? (im using Technic Pack)
2 verdet crystals 1 thaumium axe and 2 eldrich timber right?
using the 1.2.5 bc2x version
its so wierd this is the first time that iv run into a problem like this with an item (that i cant fix myself)
Looks like with the runes, it also generated fewer depleted crystals. May have been my imagination.
Sigma_Phi - home of the long-winded answers to questions nobody asked.
Try investing in a bow and some arrows. You can shoot them that way without them retaliating.
-Nicolas Negroponte
I've crafted one successfully using craftguide for the recipe. It shows slightly different. 3 Verdant crystals, 1 Thaumium Axe and 1 Timber
V- Verdant
A - Axe
T - Timber
VV
VA
_T
Hope that helps.
@Azanor, Very nice to see some more teasers!! Love the GUI design!
Thx
PB
I've had loads of fun experimenting thus far (and getting rid of soooo many blocks and items).
Did have a question though, currently I can't seem to craft conduits, nodes, valves, and portable nodes, any suggestions as to why this might be and fixes for it?
EDIT: My bad, misread the recipe, everything is working now~
Project at:
http://www.eclipse-project.de/forum/viewtopic.php?f=13&t=46&start=20