Actually, he just sent his Patrons an e-mail today.
I'm not going to spoil what it said, though.
Melon and Pumpkin seeds?
I never played vanilla TC4 thoroughly I think, I only played Blightfall and I think melons and pumpkins were not easily available there. And I mena you can centrifuge that stuff from Arbor(Herba), too and Arbor is everywhere. It still wasn't as super-easy to get as it is now.
Btw. did you know arbor is actually a female word? Like when romans were talking about a tree they would effectively have called it "she".
putting gauntlets on golems to let them use thaumaturgy!
*Sigh* the thing about gauntlets is that they are going to take much content from add on devs. Since wands had lots of modularity.
Modularity can come from lots of different sources, Such as focii.
Want to change a focus in a way it cant usually?
Place it inside a harness that limits it input or output.
Grow extra crystalline parts on its exterior, Increasing its power/flexibility but also instability.
Alter its composition such that it only receives its power from liquefied Vis instead of aural Vis.
Externally modify focii and you're suddenly having a lot more modularity than with wands, Which boiled down to having better vis costs or use/effectiveness.
putting gauntlets on golems to let them use thaumaturgy!
*Sigh* the thing about gauntlets is that they are going to take much content from add on devs. Since wands had lots of modularity.
But using a gauntlet isn't really thaumaturgy...
It's like saying using a sword is smithing.
Also the only modularity they had was that various mods added different materials for you to make it out of, changing it's efficiency and capacity. And since it now has 0 capacity, you will only have gauntlets of different efficiency, which modmakers can still add.
Azanor mentioned on the podcast interview that he was going to take a look at 1.11.2 and see if it would be a huge lift to update straight to that version. I wonder....
Azanor mentioned on the podcast interview that he was going to take a look at 1.11.2 and see if it would be a huge lift to update straight to that version. I wonder....
The email to Patreon subscribers was about Patreon, not the mod.
Since the 1.12 will feature advancements, do you think that the taumonomicon will be streamlined to use them?
Because it allows you to lock recepies behind achievements very similarly to how the thaumonomicon does it, so you could have an achievement tree that checked a flag for completing a research to be semi-vanilla, though having the book itself will still be nice for details.
Since the 1.12 will feature advancements, do you think that the taumonomicon will be streamlined to use them?
Because it allows you to lock recepies behind achievements very similarly to how the thaumonomicon does it, so you could have an achievement tree that checked a flag for completing a research to be semi-vanilla, though having the book itself will still be nice for details.
I believe the recipes are tied to materials, not the new advancements. That's what the wiki claims, and that's what my quick test indicates. You can make a beacon without getting the wither advancement, and you get the diamond advancement even if you don't mine stone first. All with limited crafting (which is a gamerule option) set to true.
In which case, I have no idea why advancements exist to replace achievements. Granted, the system is unfinished, but still.
Furthermore the vanilla advancements are entirely unhelpful in their description, unlike the Thaumonomicon, which has a nice and neat explanation of each item and what it does. As an example: One of the advancements is "summon the wither". That's it. That's all it tells you.
The Thaumonomicon would tell you how to summon the wither,were the wither from Thaumcraft.
My argument here is that it would be backwards for Thaumcraft to begin using an inferior system when the one it has works perfectly well.
I believe the recipes are tied to materials, not the new advancements. That's what the wiki claims, and that's what my quick test indicates. You can make a beacon without getting the wither advancement, and you get the diamond advancement even if you don't mine stone first. All with limited crafting (which is a gamerule option) set to true.
In which case, I have no idea why advancements exist to replace achievements. Granted, the system is unfinished, but still.
Furthermore the vanilla advancements are entirely unhelpful in their description, unlike the Thaumonomicon, which has a nice and neat explanation of each item and what it does. As an example: One of the advancements is "summon the wither". That's it. That's all it tells you.
The Thaumonomicon would tell you how to summon the wither,were the wither from Thaumcraft.
My argument here is that it would be backwards for Thaumcraft to begin using an inferior system when the one it has works perfectly well.
While that is true, you are talking about the "achievement-like" type of advancements, but there are also "story" type advancements that check for other type of flags such as "visit the nether" so it should be preatty easy to tie them to a flag that checks if you've completed the research along with previous required research, allowing you to lock vanilla crafting table recepies behind research, and considerin it's vanilla I assume it will be future-proof to some extent.
Of course we would still have the thaumonomicon to know how to unlock them and for details how to use them (maybe even scetches and stuff, I love a good book), but I'm sure it would be easier to update later on or something.
I never played vanilla TC4 thoroughly I think, I only played Blightfall and I think melons and pumpkins were not easily available there. And I mena you can centrifuge that stuff from Arbor(Herba), too and Arbor is everywhere. It still wasn't as super-easy to get as it is now.
Btw. did you know arbor is actually a female word? Like when romans were talking about a tree they would effectively have called it "she".
I made a D flip-flop!
Not everybody trusting foreign launchers. Not to mention using specific ones.
This is a fantastic mod!! Can't wait for the 1.10.2 update, keep up the great work!
You can just download it, though.
https://www.technicpack.net/modpack/blightfall.592618/about
I made a D flip-flop!
Aznor, any new gauntlet pics? This is a super cool idea BTW. Also, are the rumors true that the next version is in testing now?
i have a suggestion...
putting gauntlets on golems to let them use thaumaturgy!
*Sigh* the thing about gauntlets is that they are going to take much content from add on devs. Since wands had lots of modularity.
I mean, it seems like you can still add custom gauntlets
", palatino, serif">RUSTIC
Modularity can come from lots of different sources, Such as focii.
Want to change a focus in a way it cant usually?
Place it inside a harness that limits it input or output.
Grow extra crystalline parts on its exterior, Increasing its power/flexibility but also instability.
Alter its composition such that it only receives its power from liquefied Vis instead of aural Vis.
Externally modify focii and you're suddenly having a lot more modularity than with wands, Which boiled down to having better vis costs or use/effectiveness.
But using a gauntlet isn't really thaumaturgy...
It's like saying using a sword is smithing.
Also the only modularity they had was that various mods added different materials for you to make it out of, changing it's efficiency and capacity. And since it now has 0 capacity, you will only have gauntlets of different efficiency, which modmakers can still add.
Using a gauntlet is Thaumaturgy in the same way using a hammer is Smithing.
I admit, I like gauntlets. They just feel more primal. Doin' it with your hands.
Plus I've been going over The Aeronaut's Windlass and gauntlets are just fun.
Potential idea for a void upgrade late in the tree: Let you use focii directly at high power without a gauntlet, at a direct cost to sanity.
Yes, and one should always avoid getting caught between the gauntlet and arcane worktable.
Praise be Ro-naza, greatest among the thaumaturges!
Clever analogy, but gauntlets won't be used in arcane worktables
", palatino, serif">RUSTIC
Azanor, do you post anywhere else besides here and Patreon?
Edit: Disregard that, I didn't notice all the information on the OP post of the thread. :V
A guess re: Pateron email -
Azanor mentioned on the podcast interview that he was going to take a look at 1.11.2 and see if it would be a huge lift to update straight to that version. I wonder....
Not nodes, but rips in space-time, which could be strenghtened but become more dangerous?
Multiblock altars slowly giving magical fuels?
The long awaited joining of Thaumcraft + Ars Magica?
Map-generated magical academy, haunted towers and hedge wizards?
Pararlel dimensions like in Witchery?
Different schools of magic, like mental/ritual/priestly/inner/madscience/chance etc? (look up magical schools in White Wolf's MAGE rpg)
The email to Patreon subscribers was about Patreon, not the mod.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Since the 1.12 will feature advancements, do you think that the taumonomicon will be streamlined to use them?
Because it allows you to lock recepies behind achievements very similarly to how the thaumonomicon does it, so you could have an achievement tree that checked a flag for completing a research to be semi-vanilla, though having the book itself will still be nice for details.
I believe the recipes are tied to materials, not the new advancements. That's what the wiki claims, and that's what my quick test indicates. You can make a beacon without getting the wither advancement, and you get the diamond advancement even if you don't mine stone first. All with limited crafting (which is a gamerule option) set to true.
In which case, I have no idea why advancements exist to replace achievements. Granted, the system is unfinished, but still.
Furthermore the vanilla advancements are entirely unhelpful in their description, unlike the Thaumonomicon, which has a nice and neat explanation of each item and what it does. As an example: One of the advancements is "summon the wither". That's it. That's all it tells you.
The Thaumonomicon would tell you how to summon the wither,were the wither from Thaumcraft.
My argument here is that it would be backwards for Thaumcraft to begin using an inferior system when the one it has works perfectly well.
Praise be Ro-naza, greatest among the thaumaturges!
While that is true, you are talking about the "achievement-like" type of advancements, but there are also "story" type advancements that check for other type of flags such as "visit the nether" so it should be preatty easy to tie them to a flag that checks if you've completed the research along with previous required research, allowing you to lock vanilla crafting table recepies behind research, and considerin it's vanilla I assume it will be future-proof to some extent.
Of course we would still have the thaumonomicon to know how to unlock them and for details how to use them (maybe even scetches and stuff, I love a good book), but I'm sure it would be easier to update later on or something.