Why not? Maybe I'm just too dumb to see this, but if the trap symbol connects fine to perditio, why is the weapon not connecting? I put the weapon in the center now (no picture to avoid spam), connected southeast to blue tools, down to human and southeast to the end, but it still gives me nothing
That website must not have updated with Thaumcraft - the latest (4.2.3.x?) update changed some aspect recipes, so the info you are getting from it is likely to be wrong. For the research you've got, I'd try Cognitio - Spiritus - Victus - Bestia - Humanus - Fabrico
Rollback Post to RevisionRollBack
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
so as usual, i advanced upon my initial thaumium production and added ore doubling to the system, that is powered by metallum from extra iron nuggets as result of the smelting process in the infernal furnace, and ordo from centrifuged potentia out of charcoal. i dont even need to power the furnace with vis. the excess ignis from the ore doubling process itself is more than enough to fuel it.
just another example, why i simply love the alchemy system.
Hmf, nice system! But I don't get the gnemonic matrix for an automared production. It is because of fashioncraft?
Hmf, nice system! But I don't get the gnemonic matrix for an automared production. It is because of fashioncraft?
it increases the amount of item types a thaumatorium can process. without it, i could only process one ore type into native clusters. it adds 2 extra slots, which allows me to process both, gold and iron (and copper and other metals if you have mods that add them). it automatically choses the right item type depending on his input. i only need to throw my ores into that chest on the other side, and it will go through all the ores.
the one on the right side is for thaumium and magic tallow. both items need praecantatio essentia. if i wanted to, i could also feed the herba into it and it would be able to produce mossy cobble aswell.
actually, this is just a start. in a previous world i had also nitor and alumentum production hooked into it. the alchemical item factory looked crazy. im also gonna get an primalizer going at some point to produce all 6 primals from crafting tables to make balanced shards.
it increases the amount of item types a thaumatorium can process. without it, i could only process one ore type into native clusters. it adds 2 extra slots, which allows me to process both, gold and iron. it automatically choses the right item type depending on his input. i only need to throw my ores into that chest on the other side, and it will go through all the ores.
the one on the right side is for thaumium and magic tallow. both items need praecantatio essentia. if i wanted to, i could also feed the herba into it and it would be able to produce mossy cobble aswell.
Why not? Maybe I'm just too dumb to see this, but if the trap symbol connects fine to perditio, why is the weapon not connecting? I put the weapon in the center now (no picture to avoid spam), connected southeast to blue tools, down to human and southeast to the end, but it still gives me nothing
It's not an arbitrary thing you just guess at. Aspects can only connect to other aspects that either are created using the aspect you are trying to connect or aspects that are an aspect that is combined with another aspect to create the aspect you are trying to connect. Just look in your Thaumonomicon to see what each aspect is made of and see if it will connect, unless you get the upgrade that lets you just hold shift to see what each aspect is created with.
Just thought I'd share this - for the second time, since my first attempt at posting it seemed to get caught in spam or something. It's just a fanwork I'm working on, from an idea I had about the world of thaumaturgy. I'm a little nervous about posting it because I'm not certain of my writing skills yet, but its on a doc here. It's formatted as documentation by an as-of-yet unnamed protagonist and his good friend Archer of a new method of processing essentia, and it follows the events as they experiment with it. I do have real plans for it in terms of story and I'm interested to know what people think.
Thaumcraft is the first thing to come out of Minecraft that has actually inspired me to do anything like this - good work, Azanor, for creating such a rich fictional universe.
Interesting ideas. I like the theorycrafting, and the writing is pretty good.
I also seriously envy that guy. I'm studying for my herbicide applicator exam, and I'd love to be hopped up on purified lux right now.
I've tried to search for this issue without success, so I would greatly appreciate if someone can help me with my problem.
I'm trying to finish the research for deconstruction table, and I'm sure all the nodes are linked together, but the research doesn't complete. I've thrown away the note and tried 4 different notes but none of them complete. I'm running the latest version of Thaumcraft (4.2.3.2)
Here's the picture: -snip-
Telum and Cognitio both had their primals replaced with ignis in a recent update.
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!!!
So I was originally going to message Azanor privately in an effort to ensure this gets seen, but then it occurred to me that perhaps some of the folks that do work on mods that interact with Thaumcraft might have an item-based solution to my problem, I figured I'd post to the thread.
As most of these posts begin, I'm a huge fan of Thaumcraft. It's been my favourite addition to modded Minecraft since leaving vanilla (back in the days of the first or second iteration of TC), to the point where I have no interest in playing on a modded server that doesn't include it. I think Warp is a really interesting addition, and the penalties it adds for dabbling in dark magic really add another layer to gameplay, especially since it can be mitigated to some degree if you make the effort to do so. My very spartan little home has a magic hot-tub on its first basement floor for just this reason.
The problem I'm running into is that I get photo-sensitive migraines fairly easily, and I'm finding, to my chagrin, that the Sunscorned debuff has a tendency to trigger them due to the offensively bright gamma saturation. Before it started triggering migraines, I thought it was a great contribution that really drove home the point of sensitivity to the sun, but after,,, well, since we couldn't find any way to mitigate the effect within the game mechanics, we ended up turning off Warp altogether, which I think is really unfortunate. I'm writing because I'm wondering if you might consider--if it's even possible--adding some manner of toggle for ONLY the visual effects of the Warp. The flux flu, the Eldritch Guardians, the unnatural hunger, all of these things are a fun aspect of gameplay, but unfortunately, I find that the Sunscorn visual makes the game unplayable for me for the duration of the debuff.
If this isn't a workable thing, we can just continue playing without the warp entirely, but if there were to be a way to toggle off JUST the visuals, or if an item were to be introduced that could nullify the visuals, we could turn it back on and go back to enjoying ALL the aspects of the mod without making real life quality of life concessions, which would be pretty awesome.
Either way, I'm still a huge fan and will continue to eagerly await what new magics lie in store with each coming update.
Thaumcraft is the first thing to come out of Minecraft that has actually inspired me to do anything like this - good work, Azanor, for creating such a rich fictional universe.
I definitely agree. I started work on a story set in a universe inspired by Thaumcraft. It's a lot more complicated than this, but the gist is that there's two rival philosophical factions with almost equal power. The thaumaturges/thaumaturgists who think of magic as a wondrous science of the universe and who develop the magical technologies used in the world (Ie: communication stones, magical weapons for the untrained man, levitation technology, etc.), and the theurges/theurgists, who view magic as a divine element, and who use it only in its raw unrefined form, but develop technologies that exclude magic. (Ie: telephones, trains, steam power, etc.) . People are born with a mark proportional in size to their innate magical ability. Different designs/colors do different things. Each person has a unique power of their own. (The theurgists use this power only.) I won't go too much into detail, but the story's supposed to showcase inequality, the flaws of society, aristocracy, and many other elements seen in the past.
Congrats Azanor, your work is worthy of fanfic now.
EDIT: Nice job btw, well written, though you might want to think about what sensus does, considering that lux affects senses too.
I definitely agree. I started work on a story set in a universe inspired by Thaumcraft. It's a lot more complicated than this, but the gist is that there's two rival philosophical factions with almost equal power. The thaumaturges/thaumaturgists who think of magic as a wondrous science of the universe and who develop the magical technologies used in the world (Ie: communication stones, magical weapons for the untrained man, levitation technology, etc.), and the theurges/theurgists, who view magic as a divine element, and who use it only in its raw unrefined form, but develop technologies that exclude magic. (Ie: telephones, trains, steam power, etc.) . People are born with a mark proportional in size to their innate magical ability. Different designs/colors do different things. Each person has a unique power of their own. (The theurgists use this power only.) I won't go too much into detail, but the story's supposed to showcase inequality, the flaws of society, aristocracy, and many other elements seen in the past.
Congrats Azanor, your work is worthy of fanfic now.
EDIT: Nice job btw, well written, though you might want to think about what sensus does, considering that lux affects senses too.
Sounds kewl. I look forward to reading it.
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!!!
Suggestion: Make the Architect focus upgrade use shift-(wand secondary key) not only cycle between the different directions of changing the area of effect, but also cycle to a mode with no overlay that makes the focus behave as though it didn't have the upgrade.
Just thought I'd share this - for the second time, since my first attempt at posting it seemed to get caught in spam or something. It's just a fanwork I'm working on, from an idea I had about the world of thaumaturgy. I'm a little nervous about posting it because I'm not certain of my writing skills yet, but its on a doc here. It's formatted as documentation by an as-of-yet unnamed protagonist and his good friend Archer of a new method of processing essentia, and it follows the events as they experiment with it. I do have real plans for it in terms of story and I'm interested to know what people think.
Thaumcraft is the first thing to come out of Minecraft that has actually inspired me to do anything like this - good work, Azanor, for creating such a rich fictional universe.
If this isn't a workable thing, we can just continue playing without the warp entirely, but if there were to be a way to toggle off JUST the visuals, or if an item were to be introduced that could nullify the visuals, we could turn it back on and go back to enjoying ALL the aspects of the mod without making real life quality of life concessions, which would be pretty awesome.
There is an option in the config already to turn off the shaders (what you are asking for is what it does.)
plus, quintupling ores is kindof ridiculous^^ i mean thaumcraft alchemy puts quite a strain on iron reserves, so doubling it kindof needed. i could also just say, you could just go project e and pull blocks of diamonds out of a tablet.
It takes 9 ingots to make a 1m³ of iron. The typical Iron yield for magnetite or hematite ore is in the order of 60%, so it is entirely reasonable - FOR IRON ONLY - for a 1m³ of iron ore to yield ~5.4 ingots in the best case.
The Iron Caped Wand can make with a normal Shaped Recipes in the MC Workbench and with a Arcane Table too(They need Essentia). I didnt see the Arcane Recipes befor. Is this a standart Thaumcraft Recipes or some other Mod add that.
By the way I have Thaumic Nei Plugins installed to look inside the recipes.
http://ythri.github.io/tcresearch/
According to it the path is telum-instrumentum-fabrico-humanus-fabrico
I also googled pictures just in case,
http://img1.wikia.nocookie.net/__cb20140504125144/thaumcraft-4/images/thumb/1/11/2014-05-04_13.49.27.png/500px-2014-05-04_13.49.27.png
This picture shows the connection between telum and perditio, and from what I can tell from the line they're properly connected.
Could you please point me of an example set that would connect them together?
That website must not have updated with Thaumcraft - the latest (4.2.3.x?) update changed some aspect recipes, so the info you are getting from it is likely to be wrong. For the research you've got, I'd try Cognitio - Spiritus - Victus - Bestia - Humanus - Fabrico
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
Hmf, nice system! But I don't get the gnemonic matrix for an automared production. It is because of fashioncraft?
it increases the amount of item types a thaumatorium can process. without it, i could only process one ore type into native clusters. it adds 2 extra slots, which allows me to process both, gold and iron (and copper and other metals if you have mods that add them). it automatically choses the right item type depending on his input. i only need to throw my ores into that chest on the other side, and it will go through all the ores.
the one on the right side is for thaumium and magic tallow. both items need praecantatio essentia. if i wanted to, i could also feed the herba into it and it would be able to produce mossy cobble aswell.
actually, this is just a start. in a previous world i had also nitor and alumentum production hooked into it. the alchemical item factory looked crazy. im also gonna get an primalizer going at some point to produce all 6 primals from crafting tables to make balanced shards.
I see. I know understand, very useful.
It's not an arbitrary thing you just guess at. Aspects can only connect to other aspects that either are created using the aspect you are trying to connect or aspects that are an aspect that is combined with another aspect to create the aspect you are trying to connect. Just look in your Thaumonomicon to see what each aspect is made of and see if it will connect, unless you get the upgrade that lets you just hold shift to see what each aspect is created with.
Interesting ideas. I like the theorycrafting, and the writing is pretty good.
I also seriously envy that guy. I'm studying for my herbicide applicator exam, and I'd love to be hopped up on purified lux right now.
Telum and Cognitio both had their primals replaced with ignis in a recent update.
As most of these posts begin, I'm a huge fan of Thaumcraft. It's been my favourite addition to modded Minecraft since leaving vanilla (back in the days of the first or second iteration of TC), to the point where I have no interest in playing on a modded server that doesn't include it. I think Warp is a really interesting addition, and the penalties it adds for dabbling in dark magic really add another layer to gameplay, especially since it can be mitigated to some degree if you make the effort to do so. My very spartan little home has a magic hot-tub on its first basement floor for just this reason.
The problem I'm running into is that I get photo-sensitive migraines fairly easily, and I'm finding, to my chagrin, that the Sunscorned debuff has a tendency to trigger them due to the offensively bright gamma saturation. Before it started triggering migraines, I thought it was a great contribution that really drove home the point of sensitivity to the sun, but after,,, well, since we couldn't find any way to mitigate the effect within the game mechanics, we ended up turning off Warp altogether, which I think is really unfortunate. I'm writing because I'm wondering if you might consider--if it's even possible--adding some manner of toggle for ONLY the visual effects of the Warp. The flux flu, the Eldritch Guardians, the unnatural hunger, all of these things are a fun aspect of gameplay, but unfortunately, I find that the Sunscorn visual makes the game unplayable for me for the duration of the debuff.
If this isn't a workable thing, we can just continue playing without the warp entirely, but if there were to be a way to toggle off JUST the visuals, or if an item were to be introduced that could nullify the visuals, we could turn it back on and go back to enjoying ALL the aspects of the mod without making real life quality of life concessions, which would be pretty awesome.
Either way, I'm still a huge fan and will continue to eagerly await what new magics lie in store with each coming update.
I definitely agree. I started work on a story set in a universe inspired by Thaumcraft. It's a lot more complicated than this, but the gist is that there's two rival philosophical factions with almost equal power. The thaumaturges/thaumaturgists who think of magic as a wondrous science of the universe and who develop the magical technologies used in the world (Ie: communication stones, magical weapons for the untrained man, levitation technology, etc.), and the theurges/theurgists, who view magic as a divine element, and who use it only in its raw unrefined form, but develop technologies that exclude magic. (Ie: telephones, trains, steam power, etc.) . People are born with a mark proportional in size to their innate magical ability. Different designs/colors do different things. Each person has a unique power of their own. (The theurgists use this power only.) I won't go too much into detail, but the story's supposed to showcase inequality, the flaws of society, aristocracy, and many other elements seen in the past.
Congrats Azanor, your work is worthy of fanfic now.
EDIT: Nice job btw, well written, though you might want to think about what sensus does, considering that lux affects senses too.
Sounds kewl. I look forward to reading it.
Might be a while, but I'll try and get it done as soon as I can lol.
Awesome
There is an option in the config already to turn off the shaders (what you are asking for is what it does.)
It takes 9 ingots to make a 1m³ of iron. The typical Iron yield for magnetite or hematite ore is in the order of 60%, so it is entirely reasonable - FOR IRON ONLY - for a 1m³ of iron ore to yield ~5.4 ingots in the best case.
Read the thaumonomicon, you have it for something.
The Iron Caped Wand can make with a normal Shaped Recipes in the MC Workbench and with a Arcane Table too(They need Essentia). I didnt see the Arcane Recipes befor. Is this a standart Thaumcraft Recipes or some other Mod add that.
By the way I have Thaumic Nei Plugins installed to look inside the recipes.
This Picture show the Arcane Worktable Recipes:
https://www.dropbox.com/s/pc02jo2agy1c3sf/Screenshot 2015-01-16 12.58.21.png?dl=0
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
One of each Aspects.
https://www.dropbox.com/s/vl995mioi8rp7ud/Screenshot 2015-01-16 13.28.04.png?dl=0
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod: