I also don't mind telling what I'm working on at the moment. I spent this weekend finishing up the third and final part of the research system. For those that don't know, the first part involves exploring the world and "scanning" objects, entities and phenomena to gain research points for the aspects.
The second part involves combining aspects into more complex aspects in a sort of mini-game based on the various alchemy type games like Doodle God.
The last part is taking those aspects and using them in another mini-game to discover and complete research. This last mini-game is a fairly simple memory and resource management game.
I will release a video showing a sneak-peek of this once I am 100% happy with the way it works.
Interesting, very excited to see it in action. I will say however that considering the relatively massive additions and overhauls that you should just call it ThaumCraft 4. Or go the snazzy Hollywood route, with .
Also, for all the people who had watched that one video I had made about the thaumic elevator, I finally got the youtube set up so it is a little less funky to watch. Also edited out the first like 3 minutes of fumbling as I got Xsplit working again after a few months of not using it.
Finally watched it, and it looks pretty cool. Think you could put up a build using the condensed redstone mod you mentioned earlier? Also, vanilla textures? For shame...
it looks like the new wand rods will be craftable from different wood, and metals. like, from forestry wood for example, or just the different vanilla wood types, because the basic component for a wooden wand is a stick.
but will the wands look accordingly to what wood they where created of? birch would cause the wand to be a light color, and spruce wood, to make it look really dark?
this is more a question of astethics, because they would all still be simple wooden wands, but look different.
will there be wands craftable from blaze rods, and cause the wand to have a very high capacity for the fire aspect, but a low capacity for the other aspects? etc.
i mean in principle, you could really go crazy with the customization of these things, instead of just having different tiers of wands.
with the transformation in the crucible, it would be possible to craft nuggets, and wand caps of other metals like copper, silver or lead, even if there are no other mods installed, that add the ores.
Currently, I'm trying to overcharge my larger node to help with putting some infused stone back in the world, but I've been running into some weird issues.
The aura that the 120+ Mixed Crystal Clusters are literally right on top of will not overcharge at all unless no one is in the server and the chunk is loaded via World Anchor. It attempts to overcharge 2 aura nodes around 85 and 110 meters away from our base vs the node we want it to overcharge. The node stays at 1341/1341 unless all players log off and give it a little time.
Any idea why it's doing this? What can I do to fix this other than merge the 2 nodes into the larger one?
You need to research items with diffrent aspects then. Using coal is a good start. If you need more info then I recommend watching the first part of Direwolf20's TC3 mod review on youtube.
off topic: I love your avatar
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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.
My only request, if the Warded Block system is overhauled, is that the original blocks stay in even if they become cosmetic as a result of the changes. They're pretty gorgeous.
something just came to mind.
it looks like the new wand rods will be craftable from different wood, and metals. like, from forestry wood for example, or just the different vanilla wood types, because the basic component for a wooden wand is a stick.
but will the wands look accordingly to what wood they where created of? birch would cause the wand to be a light color, and spruce wood, to make it look really dark?
I'm not sure if it'll be possible to differentiate the types of vanilla wood, but the shaft color does change between vanilla sticks and Greatwood rods, so that's an encouraging start.
I made one post to make suggestions, and that was a separate one based on a discussion Azanor himself has already had. All of those have either been in teaser videos released by Azanor or acknowledged by him to exist when someone brought up loose, unused code in the newer releases of Thaumcraft 3. He hasn't just said something about the Taint coming back, he's literally shown it.
Please read the post yourself and check your facts before you get sassy.
The fact that you don't realise i wasn't speaking to YOU but the person who had quoted you is really, really sad. Work on reading comprehension please.
I think an interesting addition would be an arcane displacement device of some sort. A static in-world object that uses vis or aspects of some sort to displace things. Let's just imagine you have an arcane displacement device. It's possible the devices are structures made of multiple parts. Normally with just a single device fueled by vis or some other type of energy, it displaces entities, items, or possibly blocks placed inside within a semi-random area. It doesn't seem very useful, but you notice it could be tweaked slightly to have more inclination to displace it's contents in a specific area. It tends to work better in areas with less flux, and it's success rate increases when it's destination is an area with low flux. Let's now imagine that you were to set up another one, and you realize that it's easier to displace yourself from one device to the other. They do create flux, which needs to be managed to keep them functional, but the device is very sensitive to flux, so even the amount it creates during use causes negative effects. You just ignore it and it starts to build up before and you see it's effects more often. Maybe you teleport and realize your right arm didn't come through all the way, or you've got vertigo. Or maybe you just die on the spot because your organs are 30 meters in the air. Maybe you're swapped with a chunk of rock underground and suffocate. Maybe you land halfway to the other device, or maybe you end up somewhere completely random. You research some and discover you COULD try to lock the displacement positions with each device, but you posit it would require much more vis and generate much more flux to displace things.
I guess I just like the idea of building multiblock things that do cool things but are very unstable until you figure out how they work well enough to fix what you were wronging. Research is pretty cool, the new way it works is pretty cool. Keep being pretty cool.
The fact that you don't realise i wasn't speaking to YOU but the person who had quoted you is really, really sad. Work on reading comprehension please.
You're rather rude, you know. Especially considering you were wrong, regardless of who you were talking to.
Literally dosn't read the post, just gets excited for no reason. You do realise Azanar hasn't said anything about the taint coming back, that whole post was just someones suggestions, right?
Taint is coming back. This has been confirmed by Azanor himself, which is what Nnystyxx was saying. That's plenty reason to get excited. As Nnystyxx said: Check your facts before getting sassy with people.
By the way, your little "suggestion" about reading comprehension should be applied to yourself as well before you start telling others to do the same.
The fact that you don't realise i wasn't speaking to YOU but the person who had quoted you is really, really sad. Work on reading comprehension please.
but that's not how public forums work
You said something completely wrong, rudely and publicly. You were corrected.
Had an odd and completely evil idea for an effect of flux in the new system: Fake mobs. As in, when flux reaches a certain point, you start 'hallucinating'. Mobs that aren't really there. A creeper only you can see. Stuff that wanders in and out of the edges of your vision. That sort of thing. Imagine how amusing it would be to watch someone who just didn't care about flux levels suddenly fleeing around your server because he's convinced there's a group of charged creepers chasing him... or suddenly seeing the Ender dragon flying at him in the overworld.
Alternatively, if it was at all possible, some sort of client-side mobs that actually can hurt you but wouldn't actually show up for other players. Obviously in this case you couldn't have creepers or anything that can damage terrain, but still interesting.
You need to research items with diffrent aspects then. Using coal is a good start. If you need more info then I recommend watching the first part of Direwolf20's TC3 mod review on youtube.
off topic: I love your avatar
And how do I research the different aspects? Put them in the table? Also, thanks. I got it from the Pokemon creater where you morph two Pokemon into one. I have a magichamp.
Lol, I have used that exact same Relay design in the past when trying to figure a few things out, once after another compact one that I sadly have forgotten which is even SMALLER than what I am currently using somehow. Maybe I'll remember the design before the next video.
I put in the paper and it consumes the resources but it does not develop any theories.
In that case there probably isn't anything you can research with those aspects currently. It does sometimes take quite a few resources to come up with a theory... Isn't all this information in the Thauminomicon?
In that case there probably isn't anything you can research with those aspects currently. It does sometimes take quite a few resources to come up with a theory... Isn't all this information in the Thauminomicon?
Now I'm curious. Looking forward to your next designs.
Managed to super-condense it XD. Now it is a very compact setup to trigger the entire mechanism. Dropped it from a 7 by 3 (21 total) to a 4 by 4 (16 total). Here is the pic of the new inner working for it.
Yea, I already modified the design slightly to make it supercompact-er. Soo.... yea. The entire unit is able to be fully hidden away in a 1x2-3 wall, and supports all the needed features for like 20 floors or so.
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Hey Azanor! I'm REALLY excited for 3.1! It looks so much cooler then the current Thaumcraft, and the mechanics and just so interesting!
I have one recommendation. Are you going to name the aspects in Latin like you did with the current Thaumcraft? Personally, I just think "Tree" is a weird name, and sounds out of place than "Lignum" which is much much cooler and more interesting
This is just personal opinions, if you disagree, that's alright. Keep up the good work on 3.1!
Interesting, very excited to see it in action. I will say however that considering the relatively massive additions and overhauls that you should just call it ThaumCraft 4. Or go the snazzy Hollywood route, with .
Finally watched it, and it looks pretty cool. Think you could put up a build using the condensed redstone mod you mentioned earlier? Also, vanilla textures? For shame...
it looks like the new wand rods will be craftable from different wood, and metals. like, from forestry wood for example, or just the different vanilla wood types, because the basic component for a wooden wand is a stick.
but will the wands look accordingly to what wood they where created of? birch would cause the wand to be a light color, and spruce wood, to make it look really dark?
this is more a question of astethics, because they would all still be simple wooden wands, but look different.
will there be wands craftable from blaze rods, and cause the wand to have a very high capacity for the fire aspect, but a low capacity for the other aspects? etc.
i mean in principle, you could really go crazy with the customization of these things, instead of just having different tiers of wands.
with the transformation in the crucible, it would be possible to craft nuggets, and wand caps of other metals like copper, silver or lead, even if there are no other mods installed, that add the ores.
The aura that the 120+ Mixed Crystal Clusters are literally right on top of will not overcharge at all unless no one is in the server and the chunk is loaded via World Anchor. It attempts to overcharge 2 aura nodes around 85 and 110 meters away from our base vs the node we want it to overcharge. The node stays at 1341/1341 unless all players log off and give it a little time.
Any idea why it's doing this? What can I do to fix this other than merge the 2 nodes into the larger one?
You need to research items with diffrent aspects then. Using coal is a good start. If you need more info then I recommend watching the first part of Direwolf20's TC3 mod review on youtube.
off topic: I love your avatar
I'm not sure if it'll be possible to differentiate the types of vanilla wood, but the shaft color does change between vanilla sticks and Greatwood rods, so that's an encouraging start.
(6:50:23 AM) xander_morhaime: Briefly.
The fact that you don't realise i wasn't speaking to YOU but the person who had quoted you is really, really sad. Work on reading comprehension please.
I guess I just like the idea of building multiblock things that do cool things but are very unstable until you figure out how they work well enough to fix what you were wronging. Research is pretty cool, the new way it works is pretty cool. Keep being pretty cool.
You're rather rude, you know. Especially considering you were wrong, regardless of who you were talking to.
Taint is coming back. This has been confirmed by Azanor himself, which is what Nnystyxx was saying. That's plenty reason to get excited. As Nnystyxx said: Check your facts before getting sassy with people.
By the way, your little "suggestion" about reading comprehension should be applied to yourself as well before you start telling others to do the same.
but that's not how public forums work
You said something completely wrong, rudely and publicly. You were corrected.
No issue.
Alternatively, if it was at all possible, some sort of client-side mobs that actually can hurt you but wouldn't actually show up for other players. Obviously in this case you couldn't have creepers or anything that can damage terrain, but still interesting.
I figured it out, so don't give an answer.
Now it won't work at all.
What kind of problem are you having, exactly? Detail the trouble you're having and I'll try to explain.
Lol, I have used that exact same Relay design in the past when trying to figure a few things out, once after another compact one that I sadly have forgotten which is even SMALLER than what I am currently using somehow. Maybe I'll remember the design before the next video.
In that case there probably isn't anything you can research with those aspects currently. It does sometimes take quite a few resources to come up with a theory... Isn't all this information in the Thauminomicon?
Managed to super-condense it XD. Now it is a very compact setup to trigger the entire mechanism. Dropped it from a 7 by 3 (21 total) to a 4 by 4 (16 total). Here is the pic of the new inner working for it.
I have one recommendation. Are you going to name the aspects in Latin like you did with the current Thaumcraft? Personally, I just think "Tree" is a weird name, and sounds out of place than "Lignum" which is much much cooler and more interesting
This is just personal opinions, if you disagree, that's alright. Keep up the good work on 3.1!