I actually don't find TC3 and TC4 nodes to be very different, except that you can bottle and haul around nodes in TC4, while TC3 nodes can only be influenced to move. I way prefer the TC3 system as I think hauling around nodes and especially setting them up in regular arrays to be a very un-magical kind of thing. If you look at reference literature, nobody is hauling around places of power like self-recharging batteries. If you want a new place of power, you open it or build it - you don't move an existing one. I'd prefer something like the Primal Staff method for making new nodes, and the ability to transfer power from one node to another on a point-by-point basis, with a lot of work and some losses.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Looks like the wand is trying to use the Lord of Hellfire ability from Forbidden Magic. It's trying to simultaeneously light the netherrack or obsidian, and make the furnace. Post in that thread so SF knows to fix it. In the mean time, try making the furnace by using a wand that has a non-block-altering focus, such as a basic fire or shock focus. Or perhaps right-clicking on the side of the furnace instead of the top, or on the iron bars.
Clicking on the bars worked but when i removed Automagy it fixed the crash. It could be Automagy was out of date (need to remember to update my mods more). I don't know how Automagy would have affected Forbidden Magic, but I guess it did? I am currently updating Automagy to the current version and will test if it still causes the crash or if it was fixed.
EDIT : @Nukularpower I will do that also
EDIT2 :- Bugfix: No more crash when clicking on obsidian or netherrack with a wand in the new TC focus system.
and this is what i get for not paying attention and updating my mods. Thank you everyone that helped <3
i liked the essentia as a power mechanic (and the essentia blobs) for thaumic devices a lot more than the vis network. it felt more unique compared to what other mods already do. it also felt more thematically consistent to use essentia blobs everywhere.
the network is a cool idea in principle, but creates a situation where we have basically 2 independent power systems.
I feel similarly, except it's not so much that I mind there being two separate power systems, but rather that I don't like that one of them has been stepping on the other's territory, making it useless. Centi-vis seems like your standard power network and while I can respect that, I don't think it should take over the mod entirely, or it'll start feeling like a tech mod again, which wasn't that why Azanor stepped away from TC2 in the first place? Care has to be taken with this.
I think there should be some kind of distinction between machines that run on fuel, and machines that run on direct energy, and I think that advanced stuff should run on both. If not this, then at least provide different bonuses for different power types, like one provides the machine with a greater area of influence and the other offers greater potency or speed. Maybe machines that don't run on both initially could eventually be upgraded to run on both via an extra part, similar to the wand pedestal upgrade.
I'm using FM and Automagy both, no problems with furnaces here.. though it may have been that wand focus, as said above.
@Stone: I definitely could get behind something like that - Assuming you mean that instead of power machines directly from the "net" you used some device to convert that power to "blobs". I much prefer the blob/essentia system, myself, but the relays are too cool not to use. There would have to be some reason you couldnt just use essentia jars/mirrors though.
I'm using FM and Automagy both, no problems with furnaces here.. though it may have been that wand focus, as said above.
@Stone: I definitely could get behind something like that - Assuming you mean that instead of power machines directly from the "net" you used some device to convert that power to "blobs". I much prefer the blob/essentia system, myself, but the relays are too cool not to use. There would have to be some reason you couldnt just use essentia jars/mirrors though.
yes, i meant exactly that. though i dont see a problem with the essentia mirrors. why would it be bad to transport essentia like that?
An arua node that is more an entity with similar mechanics to the in-place node except the whole "in-place" thing. Something that you can manually draw from, yet move with ease using ether a jar or that crystal core drag thing. Jar costs more vis to create, but is where it is to compensate. The Crystal Node Dragger Device costs less vis of every type to form and run, though it needs a constant supply of Auram and requires the infusion and the jar research to even access.
Reply, azanor, if you wanna help refine this idea.
yes, i meant exactly that. though i dont see a problem with the essentia mirrors. why would it be bad to transport essentia like that?
Well, because if not, it would leave the relay system possibly useless - you could just use the blobs to begin with. Unless the relay-powered machines just used so much of it, that wasn't feasible - that would be a good way to do it.
Regarding essentia versus relays: TC4 always has had two different power systems. Formerly vis was by far the weaker system, which basically could only power stuff on your person (or crafting table), and recharging was a major issue. Centi-vis is the upgrade to vis, that powers machines and provides rapid recharge.
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.
Ooh, just had another idea. How about a voidmetal golem that has all the animation cores installed at once. Like, you could infuse a block of voidmetal with one of every animation core (12, i counted) and when you activate the golem, you get a circular gui with an icon of each core around the outside. Clicking an icon would set the golem to do that task until a different core is clicked. The center of the gui can be used to specify instructions for the golem, like targets to attack if a guard core is selected.
I even have an idea of how the thaumomomicon entry would go:
"You've grown tired of having a small army of golems crowding up the place and with having to make a new animation core for each one. By combining the shifting properties of voidmetal with one of every animation core, you discover that you can craft a golem that can easily shift it's purpose.
[INSERT USAGE EXPLANATION HERE]
Being made of voidmetal seems to affect the golem's movement. It's speed tends to shift randomly and it's movements seem unnatural in general. It's almost unsettling."
Did you remove the Cheat Sheet Thauminomicon? Because (as of v4.2.2.0) I cannot find it, even with NEI installed.
Rollback Post to RevisionRollBack
Gen: 1. If you see this, please paste this into your signature and add 1 to the Gen number.
""""Criticism is not hate. Criticism isn't trolling. Please, please do not make the mistake of confusing the two." -megabyte12345" -Klockkid12Jr" -Broccoli_Monkey" -Derwan This link seems soulless...
Regarding essentia versus relays: TC4 always has had two different power systems. Formerly vis was by far the weaker system, which basically could only power stuff on your person (or crafting table), and recharging was a major issue. Centi-vis is the upgrade to vis, that powers machines and provides rapid recharge.
I think there's room for both. I think they should remain seperate. The thaumostatic harness ran on essentia. Yet your repair stuff runs on vis. Some machines run on essentia, others, on vis. I think in the new thaumcraft, as someone has already said, this duality should remain, and expand both sides equally. Vis is energy. Essentia is matter. Both areas should be seperate, and explored individually. It's quite beautiful from a lore standpoint, and would be lots of fun to play with. There's no problem in mixing the two in machines, like, for example having a machine that needs ordo essentia (or vis) to run, and creates some kind of advanced magical state of matter (or more mundane recipies) by drawing from an essentia pool, and infusing it with vis. For example, you could have it draw on terra essentia which it infuses with ignis vis, and this would create lava. Such a machine would be late game. First, you should explore matter and energy seperate, and once your understanding is sufficient, you can start to play with mixing the two.
Well, because if not, it would leave the relay system possibly useless - you could just use the blobs to begin with. Unless the relay-powered machines just used so much of it, that wasn't feasible - that would be a good way to do it.
in principle, yes. but relays are a lot cheaper than mirrors. so while you could put these condensers next to your node and teleport the blobs with mirrors, it would probably be a lot more resource and time intensitive. so its worth more to route the vis over relais anyways.
I did like the TC3 flux system where unbalanced nodes could create effects like wisp creation, witch spawns and whatnot. The thing I didn't like about tc3 was you could deplete an area of aura completely, and have no way to fix it. It was very easy to do early on, and the only way to address it was to move. The infinite mana battery thing was rather cool once you could get to that stage. I always though it would have been cool to set up shop inside a dimensional doors pocket dimension, but since it was impossible to grow a silverwood tree without any vis in an area, it couldn't be done.
With tc4 and the ability to easily jar and move nodes, you can set up shop pretty much anywhere. I would kinda like to see effects where draining vis from a node "damages" the local area and can cause local effects, while letting a node sit idle slowly negates the effects. Destroying a node would cause instantaneous damage to the nearby area. Maybe spawn lighting bolts, generate some mobs, generate a patch of taint, something to indicate the damage you did to the local area by destroying the node. You would still get the wispy essences based on the aspects in the node, but would also have to deal with the consequences of destroying the node. Growing a node by bullying would be a bit... interesting. I can see it being built into a mob trap.
Tainted lands
Naturally spawning tainted animals.. Current tainted lands can convert the local wildlife, but doesn't spawn any naturally. It would be interesting to the the tainted lands truly be dangerous by already having tainted varieties of animals in the land in addition to the tainticles and taint swarms.
Warp
I would like to warp have a way to be negated without always having to maintain a warp ward. Maybe have a mechanic where being around or using forbidden knowledge slowly brings you up to your "permanent" warp level cap, while refraining from using or being around forbidden knowledge slowly lowers your "permanent" warp level. Being around forbidden knowledge and artifacts would only ever raise your warp to the maximum as set by the permanent level cap. Thus someone who only research a little bit of forbidden research would never have their warp raised above that threshold, while someone who went all the way, would experience much more severe effects. Wearing void armor/robes (warping effect) or using a wand with voidmetal caps or a forbidden focus would slowly raise their warp level. This would let someone who has become too warped for their liking and play style have a way to become "un" warped if they refrain from using said discoveries. Temporary and regular warp would still have to be negated in the same fashion as now, so some effort would have to put in to cleanse one's self, but it could be done.
Since wisps are born from magical essence itself, their attacks could raise the "permanent" warp similar to how guardians raise temporary warp now. Thus wisps would be much more damaging to those who have dabbled in the forbidden arts than those who remain blissfully unaware.
I have a question for somebody who knows the Thaumcraft source code better than I, perhaps (but not necessarily) Aazinor.
I am making a challenge map in which the world is 100% tainted. That wasn't a problem in 1.6.4 because I could set the taint to 100%, but in 1.7.10's new taint generation system, that no longer works because naturally generated taint is a biome instead of being "overlaid" on top of a different biome. So I made a mod that scans through the world tainting one chunk at a time. Looked good at first, purple grass was everywhere. All that was left was to wait for it to be covered in taint fibres. But now, I'm having issues getting fibrous taint to "naturally" spawn in tainted areas.
Taint fibers will stay placed and replicate if I place them there, but none seem to be spawning naturally like they used to in 1.6.4. I assume there was previously some sort of tick handler or something to "spawn" taint in newly tainted areas. It seems like that's not the case anymore. In fact, I've noticed even throwing bottles of taint inside one of these artificially created taint biomes fails to spawn taint fibres.
When it comes to nodes, I feel like we entered the sweet spot with where we are at now... Having nodes with unique characteristics. And then resurrecting the node breeding mechanics of old with a much more in depth system.... It really has put the community into a buzz trying to discover their secrets and benefits and capabilities. Hell just look at ftb reddit, just swarmed with posts involving hungry nodes.
Nodes in thaumcraft three were fun.... building nodes larger then most of the landscape was fun... But I've been burned by them to many times... I could grow one out and then it just vanishes... And then I had go out, find a node to hook off of and spam silverwood trees. It was a great concept at the time. But they were simpler back then aswell.
Nodes today have many parts and mechanics to them... Aspects, size, modifying aspect for a node... It makes it a pseudo science of sorts. Being amazed by these orbs of lights, learning all you can, then you learn to harvest their power and manipulate it. Growing and nurturing larger nodes. With each iteration of thaumcraft we have seen these changes, introductions, and additions in mechanics. But Thaumcraft 4 feels like the iteration that really hit home with most of these parts.
It brought back so many old features and did them right. The only thing I feel like it kinda got gimped was taint. It has so much going for it and crazyness but it holds so little weight... Seeing a mechanic similar to TC 2 possibly dealing with nodes might be a good place to start. Imagine if as you gained warp your node would slowly become corrupt aswell? It would spread the taint and force the warped and twisted thoughts in your head into a reality. That warp and taint were somewhat more directly related. If a node can feed off the aspects of nature, why wouldn't it draw from a creature living so close by it?
All that was left was to wait for it to be covered in taint fibres. But now, I'm having issues getting fibrous taint to "naturally" spawn in tainted areas.
Taint fibers will stay placed and replicate if I place them there, but none seem to be spawning naturally like they used to in 1.6.4. I assume there was previously some sort of tick handler or something to "spawn" taint in newly tainted areas. It seems like that's not the case anymore.
Fibrous taint never spawned naturally. If I remember correctly, I think there was a bug that would sometimes cause fibrous taint to be left in mid air. When this happened it wouldn't render except for the hitbox and you'd have to be close enough and directly looking at it to see that. This would cause it to look like fibrous taint would spawn naturally when it doesn't.
Rollback Post to RevisionRollBack
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.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Clicking on the bars worked but when i removed Automagy it fixed the crash. It could be Automagy was out of date (need to remember to update my mods more). I don't know how Automagy would have affected Forbidden Magic, but I guess it did? I am currently updating Automagy to the current version and will test if it still causes the crash or if it was fixed.
EDIT : @Nukularpower I will do that also
EDIT2 :- Bugfix: No more crash when clicking on obsidian or netherrack with a wand in the new TC focus system.
and this is what i get for not paying attention and updating my mods. Thank you everyone that helped <3
I feel similarly, except it's not so much that I mind there being two separate power systems, but rather that I don't like that one of them has been stepping on the other's territory, making it useless. Centi-vis seems like your standard power network and while I can respect that, I don't think it should take over the mod entirely, or it'll start feeling like a tech mod again, which wasn't that why Azanor stepped away from TC2 in the first place? Care has to be taken with this.
I think there should be some kind of distinction between machines that run on fuel, and machines that run on direct energy, and I think that advanced stuff should run on both. If not this, then at least provide different bonuses for different power types, like one provides the machine with a greater area of influence and the other offers greater potency or speed. Maybe machines that don't run on both initially could eventually be upgraded to run on both via an extra part, similar to the wand pedestal upgrade.
Mod by Tuhljin
@Stone: I definitely could get behind something like that - Assuming you mean that instead of power machines directly from the "net" you used some device to convert that power to "blobs". I much prefer the blob/essentia system, myself, but the relays are too cool not to use. There would have to be some reason you couldnt just use essentia jars/mirrors though.
yes, i meant exactly that. though i dont see a problem with the essentia mirrors. why would it be bad to transport essentia like that?
An arua node that is more an entity with similar mechanics to the in-place node except the whole "in-place" thing. Something that you can manually draw from, yet move with ease using ether a jar or that crystal core drag thing. Jar costs more vis to create, but is where it is to compensate. The Crystal Node Dragger Device costs less vis of every type to form and run, though it needs a constant supply of Auram and requires the infusion and the jar research to even access.
Reply, azanor, if you wanna help refine this idea.
Well, because if not, it would leave the relay system possibly useless - you could just use the blobs to begin with. Unless the relay-powered machines just used so much of it, that wasn't feasible - that would be a good way to do it.
I even have an idea of how the thaumomomicon entry would go:
"You've grown tired of having a small army of golems crowding up the place and with having to make a new animation core for each one. By combining the shifting properties of voidmetal with one of every animation core, you discover that you can craft a golem that can easily shift it's purpose.
[INSERT USAGE EXPLANATION HERE]
Being made of voidmetal seems to affect the golem's movement. It's speed tends to shift randomly and it's movements seem unnatural in general. It's almost unsettling."
Gen: 1. If you see this, please paste this into your signature and add 1 to the Gen number.
""""Criticism is not hate. Criticism isn't trolling. Please, please do not make the mistake of confusing the two." -megabyte12345" -Klockkid12Jr" -Broccoli_Monkey" -Derwan This link seems soulless...
I think there's room for both. I think they should remain seperate. The thaumostatic harness ran on essentia. Yet your repair stuff runs on vis. Some machines run on essentia, others, on vis. I think in the new thaumcraft, as someone has already said, this duality should remain, and expand both sides equally. Vis is energy. Essentia is matter. Both areas should be seperate, and explored individually. It's quite beautiful from a lore standpoint, and would be lots of fun to play with. There's no problem in mixing the two in machines, like, for example having a machine that needs ordo essentia (or vis) to run, and creates some kind of advanced magical state of matter (or more mundane recipies) by drawing from an essentia pool, and infusing it with vis. For example, you could have it draw on terra essentia which it infuses with ignis vis, and this would create lava. Such a machine would be late game. First, you should explore matter and energy seperate, and once your understanding is sufficient, you can start to play with mixing the two.
in principle, yes. but relays are a lot cheaper than mirrors. so while you could put these condensers next to your node and teleport the blobs with mirrors, it would probably be a lot more resource and time intensitive. so its worth more to route the vis over relais anyways.
Flux and nodes
I did like the TC3 flux system where unbalanced nodes could create effects like wisp creation, witch spawns and whatnot. The thing I didn't like about tc3 was you could deplete an area of aura completely, and have no way to fix it. It was very easy to do early on, and the only way to address it was to move. The infinite mana battery thing was rather cool once you could get to that stage. I always though it would have been cool to set up shop inside a dimensional doors pocket dimension, but since it was impossible to grow a silverwood tree without any vis in an area, it couldn't be done.
With tc4 and the ability to easily jar and move nodes, you can set up shop pretty much anywhere. I would kinda like to see effects where draining vis from a node "damages" the local area and can cause local effects, while letting a node sit idle slowly negates the effects. Destroying a node would cause instantaneous damage to the nearby area. Maybe spawn lighting bolts, generate some mobs, generate a patch of taint, something to indicate the damage you did to the local area by destroying the node. You would still get the wispy essences based on the aspects in the node, but would also have to deal with the consequences of destroying the node. Growing a node by bullying would be a bit... interesting. I can see it being built into a mob trap.
Tainted lands
Naturally spawning tainted animals.. Current tainted lands can convert the local wildlife, but doesn't spawn any naturally. It would be interesting to the the tainted lands truly be dangerous by already having tainted varieties of animals in the land in addition to the tainticles and taint swarms.
Warp
I would like to warp have a way to be negated without always having to maintain a warp ward. Maybe have a mechanic where being around or using forbidden knowledge slowly brings you up to your "permanent" warp level cap, while refraining from using or being around forbidden knowledge slowly lowers your "permanent" warp level. Being around forbidden knowledge and artifacts would only ever raise your warp to the maximum as set by the permanent level cap. Thus someone who only research a little bit of forbidden research would never have their warp raised above that threshold, while someone who went all the way, would experience much more severe effects. Wearing void armor/robes (warping effect) or using a wand with voidmetal caps or a forbidden focus would slowly raise their warp level. This would let someone who has become too warped for their liking and play style have a way to become "un" warped if they refrain from using said discoveries. Temporary and regular warp would still have to be negated in the same fashion as now, so some effort would have to put in to cleanse one's self, but it could be done.
Since wisps are born from magical essence itself, their attacks could raise the "permanent" warp similar to how guardians raise temporary warp now. Thus wisps would be much more damaging to those who have dabbled in the forbidden arts than those who remain blissfully unaware.
I am making a challenge map in which the world is 100% tainted. That wasn't a problem in 1.6.4 because I could set the taint to 100%, but in 1.7.10's new taint generation system, that no longer works because naturally generated taint is a biome instead of being "overlaid" on top of a different biome. So I made a mod that scans through the world tainting one chunk at a time. Looked good at first, purple grass was everywhere. All that was left was to wait for it to be covered in taint fibres. But now, I'm having issues getting fibrous taint to "naturally" spawn in tainted areas.
Taint fibers will stay placed and replicate if I place them there, but none seem to be spawning naturally like they used to in 1.6.4. I assume there was previously some sort of tick handler or something to "spawn" taint in newly tainted areas. It seems like that's not the case anymore. In fact, I've noticed even throwing bottles of taint inside one of these artificially created taint biomes fails to spawn taint fibres.
Any ideas?
Nodes in thaumcraft three were fun.... building nodes larger then most of the landscape was fun... But I've been burned by them to many times... I could grow one out and then it just vanishes... And then I had go out, find a node to hook off of and spam silverwood trees. It was a great concept at the time. But they were simpler back then aswell.
Nodes today have many parts and mechanics to them... Aspects, size, modifying aspect for a node... It makes it a pseudo science of sorts. Being amazed by these orbs of lights, learning all you can, then you learn to harvest their power and manipulate it. Growing and nurturing larger nodes. With each iteration of thaumcraft we have seen these changes, introductions, and additions in mechanics. But Thaumcraft 4 feels like the iteration that really hit home with most of these parts.
It brought back so many old features and did them right. The only thing I feel like it kinda got gimped was taint. It has so much going for it and crazyness but it holds so little weight... Seeing a mechanic similar to TC 2 possibly dealing with nodes might be a good place to start. Imagine if as you gained warp your node would slowly become corrupt aswell? It would spread the taint and force the warped and twisted thoughts in your head into a reality. That warp and taint were somewhat more directly related. If a node can feed off the aspects of nature, why wouldn't it draw from a creature living so close by it?
Fibrous taint never spawned naturally. If I remember correctly, I think there was a bug that would sometimes cause fibrous taint to be left in mid air. When this happened it wouldn't render except for the hitbox and you'd have to be close enough and directly looking at it to see that. This would cause it to look like fibrous taint would spawn naturally when it doesn't.