Someone needs to write a replacement for Mystcraft. The mod had become rubbish. Let me rephrase that - the mod started out with a broad appeal to a wide range of players and has become more niche.
What changed?
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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!!!
Early builds of Mystcraft had a small set of symbols that could be easilly combined to create stable ages that were good mimics of the overworld. This made mystcraft useful to players (And server admins) looking to create mining ages, or a way to quickly and easily create "private" ages for players to build in, partitioned from other players and with a little effort you could achieve epic floating islands or a number of other interesting variants.
Now, the symbol set is huge, mostly filled with biome pages, the grammar is obscure and the age generator will add (loads of) extra symbols in the name of making writing an age "hard". Which is true to canon. But it means that randomly generated ages tend to look wiered as they will invariably pick a few completely unrelated biomes, slap in loads of suns and moons and horizon color specifiers making the sky an unlikley disco. Manually writing an age is an impossible task as the biome pages heavilly overload all others in the drop tables making it impossible to actually get a set of symbols sufficient to write a stable age without visiting tons of randomly generated ages in the hopes of looting their libraries - all of which adds lag to servers and unnecessarially consumes disk space with ages that cannot be deleted by any in game mechanisim and are never going to be visited again.
I completely get that that mechanic can be fun for some - but the mods status as a "utility dimension generator and multiplayer transport hub" mod has been severely kicked in the nuts.
Early builds of Mystcraft had a small set of symbols that could be easilly combined to create stable ages that were good mimics of the overworld. This made mystcraft useful to players (And server admins) looking to create mining ages, or a way to quickly and easily create "private" ages for players to build in, partitioned from other players and with a little effort you could achieve epic floating islands or a number of other interesting variants.
Now, the symbol set is huge, mostly filled with biome pages, the grammar is obscure and the age generator will add (loads of) extra symbols in the name of making writing an age "hard". Which is true to canon. But it means that randomly generated ages tend to look wiered as they will invariably pick a few completely unrelated biomes, slap in loads of suns and moons and horizon color specifiers making the sky an unlikley disco. Manually writing an age is an impossible task as the biome pages heavilly overload all others in the drop tables making it impossible to actually get a set of symbols sufficient to write a stable age without visiting tons of randomly generated ages in the hopes of looting their libraries - all of which adds lag to servers and unnecessarially consumes disk space with ages that cannot be deleted by any in game mechanisim and are never going to be visited again.
I completely get that that mechanic can be fun for some - but the mods status as a "utility dimension generator and multiplayer transport hub" mod has been severely kicked in the nuts.
to be fair, there is still the option of trading pages from mystracft villagers instead. they also tend so sell notebooks filled with pages on occation. yes, age writing is hard. though it only becomes much harder with a mod that adds a ton of biomes, like biomes o plenty.
just with vanillla mc and thaumcraft, there shouldnt be much of a problem.
oh yea. and you can actually just delete the dimensions from the minecraft folder. ive done this myself with junk dimesions in the past. i guess server admins who have direct access to the files shouldnt have a problem to get rid of unwanted dimensions.
If I had to guess on a dimension being added it would probably have something to with this new fangled concept of the Warp or Eldritch (or what ever it's spelled)
The main problem with mystcraft is that adds mod stuff without considering the rarity. It's somewhat well balanced with vanilla MC stuff, like adding diamond ore tendrils gives so much instability that the age is hardly playable (if you don't know my secret recipe) but if you add like molten diamond surface lakes it doesn't add the same instability... at this point all the mods should hook in mystcraft API to make it balanced which is unlikely to happen... imo mystcraft should only add vanilla stuff unless the mod hooks in to its API and tell the instability of its own stuff, that would be better... and for the age writing yes lately pisses me off that toomuch random stuff gets added... like even in a single biome you could end up with random generated floating islands that ruins it so I lately use myst ages just to dig or obtain stuff not so common in the overworld.
Can you alter the model for the void thaumaturges hood in such a way that the black part in the front is caved in? It needs to be caved in just far enough so the hat level of the players skin can shine through at the front. I picture stuff like goggles or beards or noses and mustaches looking through and it's awesome in my head ^^
Is there a reason this mod makes me lose more fps then any other mod ? Out of 300 mods in a mod pack I am working on I noticed a huge FPS jump removing this mod.
By guess is, it's mostly special effects. That is, Thaumcraft offers lots of animated sparkly and glowy things, starting with nodes. I've also noticed lag and startup speed get much worse when I'm in the Magical Forest biome, with its sparkly silverwood leaves and shimmerleaf flowers.
Also, I imagine big pipe systems and golem networks still cost some FPS just for processing, even after the recent fixes, and depending what you're wearing, some TC items may be searching the nearby environment on the player's tick.
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.
Early builds of Mystcraft had a small set of symbols that could be easilly combined to create stable ages that were good mimics of the overworld. This made mystcraft useful to players (And server admins) looking to create mining ages, or a way to quickly and easily create "private" ages for players to build in, partitioned from other players and with a little effort you could achieve epic floating islands or a number of other interesting variants.
Now, the symbol set is huge, mostly filled with biome pages, the grammar is obscure and the age generator will add (loads of) extra symbols in the name of making writing an age "hard". Which is true to canon. But it means that randomly generated ages tend to look wiered as they will invariably pick a few completely unrelated biomes, slap in loads of suns and moons and horizon color specifiers making the sky an unlikley disco. Manually writing an age is an impossible task as the biome pages heavilly overload all others in the drop tables making it impossible to actually get a set of symbols sufficient to write a stable age without visiting tons of randomly generated ages in the hopes of looting their libraries - all of which adds lag to servers and unnecessarially consumes disk space with ages that cannot be deleted by any in game mechanisim and are never going to be visited again.
Well, weird-looking random ages are better than massively unstable random ages, which was the last major version's fixup. (Random ages can still be rough if you've got a lot of mod-provided fluids.)
The current version's fixup is trying to properly balance exploitative ages (my example from last game was a mushroom-biome world with gold-ore "spikes"). Mod ores and especially fluids are still a problem, as witness the "spa world" above. (And yeah, it really would help if XCompWiz sorted out the Mystcraft API so that mods could easily tag their materials as "valuable" and/or "seabanned".)
Yes, the biome pages, and getting a decent suite of utility symbols, are issues, especially if you get a lot of biomes added by mods. But as noted by someone else, the Archivist villages sell both pages and books. (Also, the libraries offer more pages than show on the surface, and there's an infinite number in each age.)
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.
It's just me or golems don't correctly pathfind when fance gates are involved? I mean them can open and close them alright but let's say I have a square of cobblestone wall with a single entrance and I put a gathering golem outside a side with no entrance it tries to reach the inside of the walls without passing through the gate... which makes him look pretty stupid... btw would be nice to be able to set warding stone to let golems pass trough like players... it would be very good for animal farms so golem could go in and out fences without the possibility to make animal escape...
Yeah i noticed my butcher golem getting stuck in fences too.
putting doors instead of gates works fine but looks ugly and also golems take a lot to open/cose the door so my animals are likely to escape... I could set a 1x1 hole for the golems but it won't work with chickens that are the one that drops the most since them can pass through that hole... on a side note anyone played with liquid death yet? my question is will mobs normally try to avoid it like lava or it doesn't affect their pathfind like water?
I find it seems to help if the gates are "in their way". But... it looks to me like, at least for gather golems, the pathfinding is much more aggressive when seeking an item than when returning to their home. This means, for example, the gather golem in my manabean farm will happily go out the gate and navigate the hillside to reach a bean that dropped above the wood ceiling, but having done so, it won't occur to them to open the same gate to get back in.
Adding insult to injury, there's a stairway there now specifically for golems... which he's not always using. I suspect that he's committing early to one of several potential paths randomly, with no comparisons made between them.
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.
Golems do seem to have very optimistic path finding and I have a gather golem who keeps wandering up a flight of stairs at the back of my base to try and get an item that has landed on a nearby hills. The stairs lead up into a completely enclosed room. Once there, the path back to where he is supposed to be is so long he gives up returning to his home chest and keeps navigating up into the enclosed room to stare at the wall for a bit. (It doesnt help the enclosed room is nearly over his home chest).
Eventually I had to place paving stones of warding blocking several corridors in my base just to keep the golems out.
--
wrt mystcraft: "spikes" and tendrils don't interesting ages make - completely different terrain interpretations like ATG do. I would switch to a mystcraft competitor that did just one of these:
a) made linking books more expensive and restrictive. A few ink sacks is the cost to travel 1000's of meters in the overworld trivializes all forms of transport.
Used registered world generators as the basis for its ages (i.e. Bop, ATG, superflat, normal and large biomes plus any others that might be made (BoP and Highlands actually add several generators each).
c) could import (dimension 0 from) save games, including using the level.dat as the basis for ongoing world generation so each age continues to generate seemlessly.
wrt mystcraft: "spikes" and tendrils don't interesting ages make - completely different terrain interpretations like ATG do. I would switch to a mystcraft competitor that did just one of these:
a) made linking books more expensive and restrictive. A few ink sacks is the cost to travel 1000's of meters in the overworld trivializes all forms of transport.
Used registered world generators as the basis for its ages (i.e. Bop, ATG, superflat, normal and large biomes plus any others that might be made (BoP and Highlands actually add several generators each).
c) could import (dimension 0 from) save games, including using the level.dat as the basis for ongoing world generation so each age continues to generate seemlessly.
Have you suggested these to XCompWiz?
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!!!
A friend and I just started a new SMP game with 1.7.10 and a mod pack that contains this mod. I've played pretty heavily with previous versions of this mod but not with 4. (So I understand the concepts, but the particulars are sometimes still a mystery.) Nearish to my base, there's a floating pillar with a bunch of littler stones/protrusions around it. There's a scary looking guy in black or grey with a hood hanging out there. My friend just got walloped by him. I've kept my distance. I've tried to figure out what the heck this thing is to no avail, and I'm not far enough along in anything yet to take a chance trying to take him out. Can someone tell me what it is and if there's a way to neutralize the danger, or contain it? Thanks!
A friend and I just started a new SMP game with 1.7.10 and a mod pack that contains this mod. I've played pretty heavily with previous versions of this mod but not with 4. (So I understand the concepts, but the particulars are sometimes still a mystery.) Nearish to my base, there's a floating pillar with a bunch of littler stones/protrusions around it. There's a scary looking guy in black or grey with a hood hanging out there. My friend just got walloped by him. I've kept my distance. I've tried to figure out what the heck this thing is to no avail, and I'm not far enough along in anything yet to take a chance trying to take him out. Can someone tell me what it is and if there's a way to neutralize the danger, or contain it? Thanks!
That would be an Eldridch quardian.
Suggested response: move. They WILL keep killing you, and you can't really handle them until very late game thaumcraft.
That would be an Eldridch quardian.
Suggested response: move. They WILL keep killing you, and you can't really handle them until very late game thaumcraft.
He's far enough away that I can avoid him and still live my Minecraft-life, as long as I'm aware-ish. I'd hate to give up my giant redwood tree home, though I can. If we take him out, will he just respawn? All the stuff I'm finding on Google says they just randomly appear based on flux. I don't see anything about static ones guarding things.
He's far enough away that I can avoid him and still live my Minecraft-life, as long as I'm aware-ish. I'd hate to give up my giant redwood tree home, though I can. If we take him out, will he just respawn? All the stuff I'm finding on Google says they just randomly appear based on flux. I don't see anything about static ones guarding things.
When I was messing around with them, the stupid thing respawned three times before he finally stayed dead. I think there's something related to the small pyramid things that summons him. Try destroying those. Careful though, they explode.
Golems do seem to have very optimistic path finding and I have a gather golem who keeps wandering up a flight of stairs at the back of my base to try and get an item that has landed on a nearby hills. The stairs lead up into a completely enclosed room. Once there, the path back to where he is supposed to be is so long he gives up returning to his home chest and keeps navigating up into the enclosed room to stare at the wall for a bit. (It doesnt help the enclosed room is nearly over his home chest).
Eventually I had to place paving stones of warding blocking several corridors in my base just to keep the golems out.
--
wrt mystcraft: "spikes" and tendrils don't interesting ages make - completely different terrain interpretations like ATG do. I would switch to a mystcraft competitor that did just one of these:
a) made linking books more expensive and restrictive. A few ink sacks is the cost to travel 1000's of meters in the overworld trivializes all forms of transport.
Used registered world generators as the basis for its ages (i.e. Bop, ATG, superflat, normal and large biomes plus any others that might be made (BoP and Highlands actually add several generators each).
c) could import (dimension 0 from) save games, including using the level.dat as the basis for ongoing world generation so each age continues to generate seemlessly.
There have been discussions of similar ideas on the Mystcraft forums, feel free to join in. I think it was keybounce who suggested multiple world generators (CoG was mentioned). Also, XCompWiz is planning a tech tree for future versions, in large part to add book expense.
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.
What changed?
Early builds of Mystcraft had a small set of symbols that could be easilly combined to create stable ages that were good mimics of the overworld. This made mystcraft useful to players (And server admins) looking to create mining ages, or a way to quickly and easily create "private" ages for players to build in, partitioned from other players and with a little effort you could achieve epic floating islands or a number of other interesting variants.
Now, the symbol set is huge, mostly filled with biome pages, the grammar is obscure and the age generator will add (loads of) extra symbols in the name of making writing an age "hard". Which is true to canon. But it means that randomly generated ages tend to look wiered as they will invariably pick a few completely unrelated biomes, slap in loads of suns and moons and horizon color specifiers making the sky an unlikley disco. Manually writing an age is an impossible task as the biome pages heavilly overload all others in the drop tables making it impossible to actually get a set of symbols sufficient to write a stable age without visiting tons of randomly generated ages in the hopes of looting their libraries - all of which adds lag to servers and unnecessarially consumes disk space with ages that cannot be deleted by any in game mechanisim and are never going to be visited again.
I completely get that that mechanic can be fun for some - but the mods status as a "utility dimension generator and multiplayer transport hub" mod has been severely kicked in the nuts.
to be fair, there is still the option of trading pages from mystracft villagers instead. they also tend so sell notebooks filled with pages on occation. yes, age writing is hard. though it only becomes much harder with a mod that adds a ton of biomes, like biomes o plenty.
just with vanillla mc and thaumcraft, there shouldnt be much of a problem.
oh yea. and you can actually just delete the dimensions from the minecraft folder. ive done this myself with junk dimesions in the past. i guess server admins who have direct access to the files shouldnt have a problem to get rid of unwanted dimensions.
Can you alter the model for the void thaumaturges hood in such a way that the black part in the front is caved in? It needs to be caved in just far enough so the hat level of the players skin can shine through at the front. I picture stuff like goggles or beards or noses and mustaches looking through and it's awesome in my head ^^
By guess is, it's mostly special effects. That is, Thaumcraft offers lots of animated sparkly and glowy things, starting with nodes. I've also noticed lag and startup speed get much worse when I'm in the Magical Forest biome, with its sparkly silverwood leaves and shimmerleaf flowers.
Also, I imagine big pipe systems and golem networks still cost some FPS just for processing, even after the recent fixes, and depending what you're wearing, some TC items may be searching the nearby environment on the player's tick.
Well, weird-looking random ages are better than massively unstable random ages, which was the last major version's fixup. (Random ages can still be rough if you've got a lot of mod-provided fluids.)
The current version's fixup is trying to properly balance exploitative ages (my example from last game was a mushroom-biome world with gold-ore "spikes"). Mod ores and especially fluids are still a problem, as witness the "spa world" above. (And yeah, it really would help if XCompWiz sorted out the Mystcraft API so that mods could easily tag their materials as "valuable" and/or "seabanned".)
Yes, the biome pages, and getting a decent suite of utility symbols, are issues, especially if you get a lot of biomes added by mods. But as noted by someone else, the Archivist villages sell both pages and books. (Also, the libraries offer more pages than show on the surface, and there's an infinite number in each age.)
putting doors instead of gates works fine but looks ugly and also golems take a lot to open/cose the door so my animals are likely to escape... I could set a 1x1 hole for the golems but it won't work with chickens that are the one that drops the most since them can pass through that hole... on a side note anyone played with liquid death yet? my question is will mobs normally try to avoid it like lava or it doesn't affect their pathfind like water?
I find it seems to help if the gates are "in their way". But... it looks to me like, at least for gather golems, the pathfinding is much more aggressive when seeking an item than when returning to their home. This means, for example, the gather golem in my manabean farm will happily go out the gate and navigate the hillside to reach a bean that dropped above the wood ceiling, but having done so, it won't occur to them to open the same gate to get back in.
Adding insult to injury, there's a stairway there now specifically for golems... which he's not always using. I suspect that he's committing early to one of several potential paths randomly, with no comparisons made between them.
Eventually I had to place paving stones of warding blocking several corridors in my base just to keep the golems out.
--
wrt mystcraft: "spikes" and tendrils don't interesting ages make - completely different terrain interpretations like ATG do. I would switch to a mystcraft competitor that did just one of these:
a) made linking books more expensive and restrictive. A few ink sacks is the cost to travel 1000's of meters in the overworld trivializes all forms of transport.
Used registered world generators as the basis for its ages (i.e. Bop, ATG, superflat, normal and large biomes plus any others that might be made (BoP and Highlands actually add several generators each).
c) could import (dimension 0 from) save games, including using the level.dat as the basis for ongoing world generation so each age continues to generate seemlessly.
If your a mod maker PLZ consider these mod ideas here! LINK
The obelisks are already back (albeit incomplete) and the Crimson Cult that sometimes surround them are trying to open it...
Profile pic by Cheshirette c:
Have you suggested these to XCompWiz?
(Pic here if anyone needs a look: https://dl.dropboxusercontent.com/u/64802345/2014-10-19_10.28.29.png)
That would be an Eldridch quardian.
Suggested response: move. They WILL keep killing you, and you can't really handle them until very late game thaumcraft.
He's far enough away that I can avoid him and still live my Minecraft-life, as long as I'm aware-ish. I'd hate to give up my giant redwood tree home, though I can. If we take him out, will he just respawn? All the stuff I'm finding on Google says they just randomly appear based on flux. I don't see anything about static ones guarding things.
When I was messing around with them, the stupid thing respawned three times before he finally stayed dead. I think there's something related to the small pyramid things that summons him. Try destroying those. Careful though, they explode.
There have been discussions of similar ideas on the Mystcraft forums, feel free to join in. I think it was keybounce who suggested multiple world generators (CoG was mentioned). Also, XCompWiz is planning a tech tree for future versions, in large part to add book expense.