DID I HEAR SEALS XD I WOULD LOVE TO SEE THEM BACK AND THE FLYING CARPET LOL
Although the flying carpet is definitely a cool idea, it's been supplanted by the thaumiostatic harness to a large degree. So, I don't see that making a come back (although the ability to add the harness to your existing armor might be a welcome addition).
Also, as for seals - I dunno. The idea is cool, but what you really end up with is a style choice for Azanor: There is nothing a seal can't do that he can't implement in another way with a device. So, does he want to make more thaumcraft devices that have effects, or does he want to have seals instead?
Like for instance, all the old earth primary seal functions are currently handled by golems (with the exception of tilling earth, which admittedly isn't really something you're likely to do more than once, so why not use a hoe of growth or a normal hoe for that). It just seems redundant to have two different ways of doing the same thing in the same mod.
Although there are some seal functions that would be nice to see come back, I really feel the only real important one was the ability to create a portal network since TC lacks any sort of teleportation function for players.
Personally I find devices more interesting than seals because they generally come with interesting models and textures, different research paths and often different operating requirements - like requiring essentia or centevis to operate.
Anyway, I'm not saying I hate seals - I just think that things should be introduced in a deliberate way and the way seals were previously implemented they were kind of a "catch all" area of TC. If they do come back, it'd be nice if they had a specific purpose.
Although the flying carpet is definitely a cool idea, it's been supplanted by the thaumiostatic harness to a large degree. So, I don't see that making a come back (although the ability to add the harness to your existing armor might be a welcome addition).
Well... I've lately been putting away my Harness in favor of void robes, it would be nice to at least have some way to go flying across terrain. Though if it's boat-like it wouldn't be quite as useful for the Nether (on the other hand, you wouldn't be able to lolharness monster swarms either).
Also, as for seals - I dunno. The idea is cool, but what you really end up with is a style choice for Azanor: There is nothing a seal can't do that he can't implement in another way with a device. So, does he want to make more thaumcraft devices that have effects, or does he want to have seals instead?
Like for instance, all the old earth primary seal functions are currently handled by golems (with the exception of tilling earth, which admittedly isn't really something you're likely to do more than once, so why not use a hoe of growth or a normal hoe for that). It just seems redundant to have two different ways of doing the same thing in the same mod.
Although there are some seal functions that would be nice to see come back, I really feel the only real important one was the ability to create a portal network since TC lacks any sort of teleportation function for players.
Seals are cool, and they could offer different tradeoffs from golems. Frankly, I'd prefer seals over umpteen different devices, and wouldn't mind if they displaced some of the golem functions. (BTW, a Use golem can till ground too.) They could also displace the powered lamps, even offering new options. (I'd love to see a "darklamp", providing visual light but not impairing spawning, mushrooms, etc.) Since lamps started needing pipes, I frankly don't like them as much. Another vote here for portals, too.
ETA: Also, seals could offer ways to work with the local aura, which is apparently making a comeback.
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 like the new thaumcraft 4 nodes and i would like to see them moved to thaumcraft 5 where the auras are entities or whatever. like maybe an essentia sucking node or an opposite of a hungry node that shoots out blocks or crystals depending on the aspects in it but it would be rare and it would puch items and players away
I think the hungry node is one of the most interesting thaumcraft phenomena and if Azanor The Particularly Clever comes up with more dangerous, weird nodes they would be a welcome addition.
Seals are cool, and they could offer different tradeoffs from golems. Frankly, I'd prefer seals over umpteen different devices, and wouldn't mind if they displaced some of the golem functions. (BTW, a Use golem can till ground too.) They could also displace the powered lamps, even offering new options. (I'd love to see a "darklamp", providing visual light but not impairing spawning, mushrooms, etc.) Since lamps started needing pipes, I frankly don't like them as much. Another vote here for portals, too.
ETA: Also, seals could offer ways to work with the local aura, which is apparently making a comeback.
It seems like mostly this is just a stylistic choice here. I don't like the old seal implementation because it didn't feel like it had much personality to me. I prefer golems and lamps and strange blocks and interestingly named magical devices. Fair enough, everyone has their own tastes.
Anyway, I can't speak for Azanor, but if it was me, I don't think I'd be inclined to replicate effects in multiple places. It just seems like a lot of work to do, so I'd imagine it'd be unlikely that we'd see any existing items go away to be implemented as seals.
I actually don't mind the changes to the lamps, with "vanilla TC" the only thing that's changed is I have an alchemy golem running essentia to jars that sit under lamps. But I love golems and try to use them as much as possible, to me they're a signature part of this mod, in fact, probably the most definable feature.
Just happened to go through scanning pretty much all the vanilla items I could, and came across one particular oddity. Maps. Maps only give points for Metallum. What's up with that?
Just happened to go through scanning pretty much all the vanilla items I could, and came across one particular oddity. Maps. Maps only give points for Metallum. What's up with that?
It's probably because maps are crafted with a compass.
No idea what the exact formula is, but TC assigns aspects to complex items based on the components they are made up of. Paper has cognitio on it, so I would expect that to show up on a map as well, but the formula Azanor uses probably isn't calculating it as such. It could probably use some work because of use cases like this.
stuck on something really Dumb the bone bow, I scanned a bone and it unlocked new research but its not there. whats the prerequisite ? what am i missing ?
I kinda expected it to have a bit of Iter as well.
I suspect maybe, a fairly distant maybe, when crafting, aspects are translated from component to product only if there's more than a single point of that aspect. A compass is made with redstone, which also has Machina, but only a single point of it, so the compass gets no Machina. Redstone also has Potentia, more than 1 point, so it carries over. All the paper used only has 1 point of Cognito, so it all gets ignored when aspects carry over. (and I think the compass only received one point of Potentia from the redstone, so it also didn't carry over to the map, but I could be remembering wrong.)
So, is probably more likely a case of "some fraction of aspects carry up the crafting tree" except maybe where the items get special attention or new aspects or what have you.
So, is probably more likely a case of "some fraction of aspects carry up the crafting tree" except maybe where the items get special attention or new aspects or what have you.
That is pretty much it -- many vanilla and TC items get aspects assigned, but otherwise, crafted items can get aspects computed from their components. That means Azanor doesn't have to work out aspects for every possible recipe, and allows a fair number of items from other mods to get aspects from their recipes. (If they're made from vanilla items, or items for which the other mod assigns aspects.) However, there are a couple of anomalies produced.... Azanor overhauled the aspect/crafting calculations a release or two ago, generally increasing the pass-through (and reducing the effect of essentia in the recipe). The most prominent casualty of that was cake:
Since cake is made with lots of milk, it formerly had Sano, a whole 4 points per cake. That wasn't too unbalanced, because not only is cake unstackable, but the Sano came along with a massive pile of 9 other aspects, making "cake farming" a difficult distillation with lots of "garbage" essentia to separate out. The thing is, those aspects also included some Metallum, also from the milk buckets... and after the changed calculations, they included a LOT of Metallum. (Talk about your Iron Chefs!) Rather than trying to separate out the empty buckets from the results, Azanor just assigned cake its own aspects as an ordinary food. Without Sano, so, no more cake farms.
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.
Honestly, it would be cool if Azanor would write a tool that would export all the default TC research, recipes and aspects as a Modtweaker script since TC already has (pretty damn comprehensive) Modtweaker support, in fact it's probably one of the best supported mods.
i got a question. whats the best way to make a "primaliser" for braking down fabrco into the primal aspects? every time i try to make a primaliser it keeps stopping at some point.
Rollback Post to RevisionRollBack
any animal on a druids shoulder is his family, the land under his feet his home
I'm keen to see what you do with taint its probably one of my favorite mechanics of thaumcraft. I love hearing people worrying about big taint biomes near them but unfortunately I've never actually seen taint affect some ones base in anyway. I haven't ever really had to do anything about a taint biome.
I don't understand why the essentia buffers would clog? Each essentia breaks down into only 2 components, so just using filtered tubes should be enough to direct the output to another centrifuge.
Is it because people are trying to, I don't know how to say this correctly, but "re-run" essentia through a centrifuge? Basically just having less centrifuges instead of a centrifuge for each break down step?
It'd never occur to me to do something like that since it seems slower than just building more centrifuges.
Clogging isn't an issue if you build towerish structures with a centrifuge per aspect...but this is highly inefficient, while looping takes alot less resources and works with whatever you put in the alchemical furnace. Clogging occurs if there are so many compounds that they fill all the buffers, so that the primals can't take the route to the crystallizer (or individual jar) and the centrifuges stop spinning because their outputs have nowhere to go.
Oh I see, you're trying to generalize the breakdown of any item into primal aspects. I assumed, since fabrico was mentioned, it was just trying to break down crafting tables or wool or something.
I guess it seems like a pretty interesting building challenge, but isn't it really of very limited practical use? After all, the only primal essentia that you're likely to burn through quickly (no pun intended) is ignis, for the infernal furnace, and I think it's probably more reasonable to siphon that from an alumentum producing tree farm anyway since you'll have all that charcoal around.
I mean, unless I am totally missing something here
Is 1.8 update gonna be another big change like 3 -> 4 was, or do you just port v4 to 1.8 with minor changes and additions?
The latter. TC5 is a 1.8 port with some additions and tweaks such as Thaumaturgical Brass and [secrets]. And maybe golemancy changes. Not yet clear. Also something to do with nodes.
...Bottled Taint. BOTTLED TAINT. How did I not think of doing this...YOU, SIR, ARE A GENIUS. My idea to taint the node was just bring a bunch of tainted nodes nearby and hope it changed it fast enough. That, or the obsidian-glass-equal trade method.
Also why is Gelum made of Ignis and Perditio? Is that supposed to mean the opposite of fire? It would really make more sense to have it be Ordo and Aqua. It just looks weird to me when I see Ice being made of Entropy and Fire...
It's supposed to be the absence (or destruction) of heat, which would be cold. Although I just realized that it should really be Ignis+Vacuos, which would bring it in line with Tenebrae (absence of light).
i got a question. whats the best way to make a "primaliser" for braking down fabrco into the primal aspects? every time i try to make a primaliser it keeps stopping at some point.
I handled it by using a golem on the output jar, putting stuff from it into a set of primal void jars or back into the input array (originally posted here). The nice thing about that technique is it's easy to add non-primal outputs if you want some, like keeping the Spiritus when you're primalizing Machina.
If you didn't know, you can attach multiple jars to a device input by using a chain of one-way pipes pointing toward the device and attaching them to that.
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!!!
Although the flying carpet is definitely a cool idea, it's been supplanted by the thaumiostatic harness to a large degree. So, I don't see that making a come back (although the ability to add the harness to your existing armor might be a welcome addition).
Also, as for seals - I dunno. The idea is cool, but what you really end up with is a style choice for Azanor: There is nothing a seal can't do that he can't implement in another way with a device. So, does he want to make more thaumcraft devices that have effects, or does he want to have seals instead?
Like for instance, all the old earth primary seal functions are currently handled by golems (with the exception of tilling earth, which admittedly isn't really something you're likely to do more than once, so why not use a hoe of growth or a normal hoe for that). It just seems redundant to have two different ways of doing the same thing in the same mod.
Although there are some seal functions that would be nice to see come back, I really feel the only real important one was the ability to create a portal network since TC lacks any sort of teleportation function for players.
Personally I find devices more interesting than seals because they generally come with interesting models and textures, different research paths and often different operating requirements - like requiring essentia or centevis to operate.
Anyway, I'm not saying I hate seals - I just think that things should be introduced in a deliberate way and the way seals were previously implemented they were kind of a "catch all" area of TC. If they do come back, it'd be nice if they had a specific purpose.
Well... I've lately been putting away my Harness in favor of void robes, it would be nice to at least have some way to go flying across terrain. Though if it's boat-like it wouldn't be quite as useful for the Nether (on the other hand, you wouldn't be able to lolharness monster swarms either).
Seals are cool, and they could offer different tradeoffs from golems. Frankly, I'd prefer seals over umpteen different devices, and wouldn't mind if they displaced some of the golem functions. (BTW, a Use golem can till ground too.) They could also displace the powered lamps, even offering new options. (I'd love to see a "darklamp", providing visual light but not impairing spawning, mushrooms, etc.) Since lamps started needing pipes, I frankly don't like them as much. Another vote here for portals, too.
ETA: Also, seals could offer ways to work with the local aura, which is apparently making a comeback.
You know... It just occurred to me that I haven't up voted your thread... WELP! There ya go! +1
P.S: I love this mod been using it since Thaumcraft 2!
I think the hungry node is one of the most interesting thaumcraft phenomena and if Azanor The Particularly Clever comes up with more dangerous, weird nodes they would be a welcome addition.
It seems like mostly this is just a stylistic choice here. I don't like the old seal implementation because it didn't feel like it had much personality to me. I prefer golems and lamps and strange blocks and interestingly named magical devices. Fair enough, everyone has their own tastes.
Anyway, I can't speak for Azanor, but if it was me, I don't think I'd be inclined to replicate effects in multiple places. It just seems like a lot of work to do, so I'd imagine it'd be unlikely that we'd see any existing items go away to be implemented as seals.
I actually don't mind the changes to the lamps, with "vanilla TC" the only thing that's changed is I have an alchemy golem running essentia to jars that sit under lamps. But I love golems and try to use them as much as possible, to me they're a signature part of this mod, in fact, probably the most definable feature.
Just happened to go through scanning pretty much all the vanilla items I could, and came across one particular oddity. Maps. Maps only give points for Metallum. What's up with that?
It's probably because maps are crafted with a compass.
No idea what the exact formula is, but TC assigns aspects to complex items based on the components they are made up of. Paper has cognitio on it, so I would expect that to show up on a map as well, but the formula Azanor uses probably isn't calculating it as such. It could probably use some work because of use cases like this.
stuck on something really Dumb the bone bow, I scanned a bone and it unlocked new research but its not there. whats the prerequisite ? what am i missing ?
I kinda expected it to have a bit of Iter as well.
I suspect maybe, a fairly distant maybe, when crafting, aspects are translated from component to product only if there's more than a single point of that aspect. A compass is made with redstone, which also has Machina, but only a single point of it, so the compass gets no Machina. Redstone also has Potentia, more than 1 point, so it carries over. All the paper used only has 1 point of Cognito, so it all gets ignored when aspects carry over. (and I think the compass only received one point of Potentia from the redstone, so it also didn't carry over to the map, but I could be remembering wrong.)
So, is probably more likely a case of "some fraction of aspects carry up the crafting tree" except maybe where the items get special attention or new aspects or what have you.
Thank you .. _^_
Lest's do it
That is pretty much it -- many vanilla and TC items get aspects assigned, but otherwise, crafted items can get aspects computed from their components. That means Azanor doesn't have to work out aspects for every possible recipe, and allows a fair number of items from other mods to get aspects from their recipes. (If they're made from vanilla items, or items for which the other mod assigns aspects.) However, there are a couple of anomalies produced.... Azanor overhauled the aspect/crafting calculations a release or two ago, generally increasing the pass-through (and reducing the effect of essentia in the recipe). The most prominent casualty of that was cake:
Since cake is made with lots of milk, it formerly had Sano, a whole 4 points per cake. That wasn't too unbalanced, because not only is cake unstackable, but the Sano came along with a massive pile of 9 other aspects, making "cake farming" a difficult distillation with lots of "garbage" essentia to separate out. The thing is, those aspects also included some Metallum, also from the milk buckets... and after the changed calculations, they included a LOT of Metallum. (Talk about your Iron Chefs!) Rather than trying to separate out the empty buckets from the results, Azanor just assigned cake its own aspects as an ordinary food. Without Sano, so, no more cake farms.
I added Sano back in cake with Modtweaker.
Honestly, it would be cool if Azanor would write a tool that would export all the default TC research, recipes and aspects as a Modtweaker script since TC already has (pretty damn comprehensive) Modtweaker support, in fact it's probably one of the best supported mods.
i got a question. whats the best way to make a "primaliser" for braking down fabrco into the primal aspects? every time i try to make a primaliser it keeps stopping at some point.
I'm keen to see what you do with taint its probably one of my favorite mechanics of thaumcraft. I love hearing people worrying about big taint biomes near them but unfortunately I've never actually seen taint affect some ones base in anyway. I haven't ever really had to do anything about a taint biome.
I don't understand why the essentia buffers would clog? Each essentia breaks down into only 2 components, so just using filtered tubes should be enough to direct the output to another centrifuge.
Is it because people are trying to, I don't know how to say this correctly, but "re-run" essentia through a centrifuge? Basically just having less centrifuges instead of a centrifuge for each break down step?
It'd never occur to me to do something like that since it seems slower than just building more centrifuges.
Oh I see, you're trying to generalize the breakdown of any item into primal aspects. I assumed, since fabrico was mentioned, it was just trying to break down crafting tables or wool or something.
I guess it seems like a pretty interesting building challenge, but isn't it really of very limited practical use? After all, the only primal essentia that you're likely to burn through quickly (no pun intended) is ignis, for the infernal furnace, and I think it's probably more reasonable to siphon that from an alumentum producing tree farm anyway since you'll have all that charcoal around.
I mean, unless I am totally missing something here
Been 2 months since the last update, the next one's gonna be HUGE!
*Dies of excitement*
The latter. TC5 is a 1.8 port with some additions and tweaks such as Thaumaturgical Brass and [secrets]. And maybe golemancy changes. Not yet clear. Also something to do with nodes.
It's supposed to be the absence (or destruction) of heat, which would be cold. Although I just realized that it should really be Ignis+Vacuos, which would bring it in line with Tenebrae (absence of light).
I handled it by using a golem on the output jar, putting stuff from it into a set of primal void jars or back into the input array (originally posted here). The nice thing about that technique is it's easy to add non-primal outputs if you want some, like keeping the Spiritus when you're primalizing Machina.
If you didn't know, you can attach multiple jars to a device input by using a chain of one-way pipes pointing toward the device and attaching them to that.
Azanor,
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