What I'm curious is, what's that block with the Vis Relay-looking crystal protruding out of its center? (And the field of particles to the right at the start of the video?)
I for one would be VERY sad to see Golemancy not make it into TC5. Golems are one of the main reason I use TC. Sure, you can use pipes, and other systems, but having little guys scurrying around in top hats and monocles is just awesome.
That looks awesome. Thank you for putting in so much work on the guide to accommodate add-ons, I always appreciate the attention to detail and function in this mod.
What I'm curious is, what's that block with the Vis Relay-looking crystal protruding out of its center? (And the field of particles to the right at the start of the video?)
No idea, I'm pretty sure that was our first teaser about it. Notice it was pictured with jars of essentia, a pedestal, and a focal manipulator. Hints?
I duly hope Seals return. Thaumcraft has refined its visual style and themes in a way that would add a lot to them both visually and functionally, and there are things they can accomplish (almost robotically) better than Golems by far, but Golems are charming, if very janky at times. Seals almost remind me of some sort of very specifically geared Focus with -very little- autonomy applied to it, like the first steps into Golemancy; feed it essentia/vis, and it directs it for a purpose. Golems, meanwhile, are more complex and rational, but a little scattershot and glitchy. The two concepts aren't necessarily divorced entirely from each other.
I think Azanor already said Golemancy wouldn't be for 5.0 but for 5.1. And I think seals will be here in TC5 too.
Actually i'm 95% sure but I hope i'm not mistaken
I don't think that's right. The picture of the Thaumonomicon is solely to test the interface and does not reflect at all on actual content (beyond the design of the book).
Golemancy will be in TC5 unchanged. In fact most TC4 content will carry over to TC5 unchanged. Seals may make a return in 5.1 (or some future as-of-yet unspecified update), and the return of seals may result in a change to golemancy mechanics, but this is all just based on an open question from The Creator as to whether there was a preference for seals or golems*. Separate from the seals/golem discussion, The Creator said he may make other changes to golemancy mechanics in 5.1.
I for one would be VERY sad to see Golemancy not make it into TC5. Golems are one of the main reason I use TC. Sure, you can use pipes, and other systems, but having little guys scurrying around in top hats and monocles is just awesome.
PLEASE don't forsake the little guys.
Like you, golems is a massive factor in my enjoyment of this fabulous mod. If there's no golems in 5, then I'll carry on playing 4.2 They add so much character and flavour, and a little lightness in this tainted world we inhabit. I LOVE 'EM!
What I'm curious is, what's that block with the Vis Relay-looking crystal protruding out of its center? (And the field of particles to the right at the start of the video?)
Yeah, I saw that too... Azanor sure like to tease us.
I know Azanor is busy with TC 5 release right now, but I thought I might add some comments about the mob ecosystem in the Tainted Biome (I've been playing around a lot with this for a modpack/map I am making).
First off, as most people probably know MC has a hard cap of 70 hostile mobs in the 17x17 chunks surrounding the player. I've found that if you leave spore spawning on, this quickly fills up with swarmers and spore pod thingies, effectively making it so that other hostile mobs will not spawn (I wanted undead to also spawn in my Tainted Biome).
Anyway, the next thing I did was turn off the generation of these entities and then I manually added in the swarms and taint spiders to the spawn list for the biome. This actually worked, but I noticed one thing - These two mobs observe the light level restrictions for hostile mob spawning. They probably shouldn't do that if they are in a Tainted Land.
After that, I thought to myself - Boy wouldn't it be cool to spawn Tainted Creepers? They look really awesome and exploding taint is fun! So I added these guys to the biome spawn list as well, but unfortunately I discovered that Tainted Creepers, like spore spawners and stalks, never despawn. So the biome quickly fills up with them and chokes off every other potential mob spawn.
This got me looking a little bit more intently at the other mobs and I discovered that Taintacles also have this "feature" of never despawning.
Anyway, this got me thinking and I while I respect that Azanor probably has bigger things on his plate, "playing in the taint" might be a bit more fun if he could make a couple of modifications (or add some configuration options here).
- Enforce a minimum distance for spawning the tainted monster generators and taintacles so that they don't overrun an area and completely choke off other spawns.
- Allow Tainted Creepers to despawn like normal mobs.
- If a tainted monster is added to a biome directly, let it spawn regardless of light level so long as they are outside (exposed to open sky) and standing on a tainted block (fibrous taint, tainted soil, etc).
Oh, also one other thing I noticed - the Crimson Cultists structure with the obelisk tends to very frequently spawn without a sinister node. I think this should probably be almost ALWAYS a sinister node? I've run across about half of the obelisks having normal or tainted nodes (I'm pretty sure sinister nodes, like pure nodes, are immune to being tainted, so I think those tainted nodes were normal ones that were corrupted).
I don't know if anyone else has any observations about the tainted biome, but this is what I've been able to come up with so far...
EDIT: I almost forgot to add too, I've been fooling around with the taint resistant blocks from Forbidden Magic and they work as advertised, but in the process I started putting glass blocks around my buildings for windows. Normal (vanilla) glass and glass panes work as expected - no taint spread to them, however Thaumcraft warded glass isn't as resilient - taint spreads to it. It would be nice if the warded glass was as effective as stopping taint spread as the vanilla glass is
The only tainted biome I've come across so far I think wasn't very big; I didn't get anything spawning in there besides swarms, although I didn't stay through the night. It was just a quick trip to scan some taint and maybe grab some goo.
As for cultists, I've steered away from any obelisks I've come across so far, which I've realized is kinda kicking me now, as clearly the cultists will despawn as I leave the area, so now I'm left with the nearest obelisks all being devoid of life. I get the impression I needed to kill some of those for something...
The only tainted biome I've come across so far I think wasn't very big; I didn't get anything spawning in there besides swarms, although I didn't stay through the night. It was just a quick trip to scan some taint and maybe grab some goo.
As for cultists, I've steered away from any obelisks I've come across so far, which I've realized is kinda kicking me now, as clearly the cultists will despawn as I leave the area, so now I'm left with the nearest obelisks all being devoid of life. I get the impression I needed to kill some of those for something...
I think my situation is pretty extreme - I made a world that is entirely taint biome with the occasional magical forest or eerie biome due to node spawning. I'm making a modpack that is kind of like a skyblock, but you need to build outwards on the taint. Also all the ores are now tainted ores that you need to purify at the crucible and most of the plants are gone so you need to do transmutations or infusions to make them.
Basically I'm trying to hit a point somewhere between Agrarian Skies and Blood n' Bone if you're familiar with those mod packs.
As for the cultists... they do drop some interesting stuff, but I don't think it's actually anything you absolutely NEED. I could be wrong about that though...
As for the cultists... they do drop some interesting stuff, but I don't think it's actually anything you absolutely NEED. I could be wrong about that though...
If you're following down the eldritch knowledge path then the crimson rites are needed to get access to the Outer Lands.
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.
The changelog in the OP only seems to include the latest version's notes. Where are the other version notes?
About a month ago or so, Azanor had an issue with the forum editor (that's bad when this kind of thing isn't surprising anymore...) and the op "exploded". It's possible it was lost when that happened. I'm also betting that's why in the older version section it's using the TC version number in place of the MC version number.
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.
You make several good points here and I will probably change the way some tainted mobs spawn. Since tainted mobs don't normally spawn naturally, and their real threat is their ability to spread taint I disabled their ability to despawn to increase their taint spreading potential. Obviously this breaks a bit when you simply add them to a spawn list.
Taintacles, swarms and other "native" taint mobs should despawn however. I may have goofed there.
I am going to give the whole taint mechanics a big overhaul in the 1.8 update and will rethink how tainted mobs in general work.
Just FYI - the golemancy tab is missing simply because I forgot to enable it before the video. Golems are not going away though they may take a version or two to make a reappearance. I'm also not 100% sold on re-adding seals yet.
Currently I'm just focused on research and research related things.
What I'm curious is, what's that block with the Vis Relay-looking crystal protruding out of its center? (And the field of particles to the right at the start of the video?)
I think Azanor already said Golemancy wouldn't be for 5.0 but for 5.1. And I think seals will be here in TC5 too.
Actually i'm 95% sure but I hope i'm not mistaken
I came in around the tail end of Thaumcraft 2... Remind me what Seals are again? ^w^u
Sorry if It sound a bit noobish or out of place. Just want to know what I'll be jumping into if they returned.
I for one would be VERY sad to see Golemancy not make it into TC5. Golems are one of the main reason I use TC. Sure, you can use pipes, and other systems, but having little guys scurrying around in top hats and monocles is just awesome.
PLEASE don't forsake the little guys.
That looks awesome. Thank you for putting in so much work on the guide to accommodate add-ons, I always appreciate the attention to detail and function in this mod.
No idea, I'm pretty sure that was our first teaser about it. Notice it was pictured with jars of essentia, a pedestal, and a focal manipulator. Hints?
Posting here with a phone is such a pain.
Also, the page about the wooden table, the Wooden Table got a graphical update, Liking how it looks too~
I duly hope Seals return. Thaumcraft has refined its visual style and themes in a way that would add a lot to them both visually and functionally, and there are things they can accomplish (almost robotically) better than Golems by far, but Golems are charming, if very janky at times. Seals almost remind me of some sort of very specifically geared Focus with -very little- autonomy applied to it, like the first steps into Golemancy; feed it essentia/vis, and it directs it for a purpose. Golems, meanwhile, are more complex and rational, but a little scattershot and glitchy. The two concepts aren't necessarily divorced entirely from each other.
If you go back a couple of pages, Azanor posted a video about them. I only started TC with 4.2 so they're new to me too.
I don't think that's right. The picture of the Thaumonomicon is solely to test the interface and does not reflect at all on actual content (beyond the design of the book).
Golemancy will be in TC5 unchanged. In fact most TC4 content will carry over to TC5 unchanged. Seals may make a return in 5.1 (or some future as-of-yet unspecified update), and the return of seals may result in a change to golemancy mechanics, but this is all just based on an open question from The Creator as to whether there was a preference for seals or golems*. Separate from the seals/golem discussion, The Creator said he may make other changes to golemancy mechanics in 5.1.
*Edited for atrocious grammar
Like you, golems is a massive factor in my enjoyment of this fabulous mod. If there's no golems in 5, then I'll carry on playing 4.2 They add so much character and flavour, and a little lightness in this tainted world we inhabit. I LOVE 'EM!
Yeah, I saw that too... Azanor sure like to tease us.
I know Azanor is busy with TC 5 release right now, but I thought I might add some comments about the mob ecosystem in the Tainted Biome (I've been playing around a lot with this for a modpack/map I am making).
First off, as most people probably know MC has a hard cap of 70 hostile mobs in the 17x17 chunks surrounding the player. I've found that if you leave spore spawning on, this quickly fills up with swarmers and spore pod thingies, effectively making it so that other hostile mobs will not spawn (I wanted undead to also spawn in my Tainted Biome).
Anyway, the next thing I did was turn off the generation of these entities and then I manually added in the swarms and taint spiders to the spawn list for the biome. This actually worked, but I noticed one thing - These two mobs observe the light level restrictions for hostile mob spawning. They probably shouldn't do that if they are in a Tainted Land.
After that, I thought to myself - Boy wouldn't it be cool to spawn Tainted Creepers? They look really awesome and exploding taint is fun! So I added these guys to the biome spawn list as well, but unfortunately I discovered that Tainted Creepers, like spore spawners and stalks, never despawn. So the biome quickly fills up with them and chokes off every other potential mob spawn.
This got me looking a little bit more intently at the other mobs and I discovered that Taintacles also have this "feature" of never despawning.
Anyway, this got me thinking and I while I respect that Azanor probably has bigger things on his plate, "playing in the taint" might be a bit more fun if he could make a couple of modifications (or add some configuration options here).
- Enforce a minimum distance for spawning the tainted monster generators and taintacles so that they don't overrun an area and completely choke off other spawns.
- Allow Tainted Creepers to despawn like normal mobs.
- If a tainted monster is added to a biome directly, let it spawn regardless of light level so long as they are outside (exposed to open sky) and standing on a tainted block (fibrous taint, tainted soil, etc).
Oh, also one other thing I noticed - the Crimson Cultists structure with the obelisk tends to very frequently spawn without a sinister node. I think this should probably be almost ALWAYS a sinister node? I've run across about half of the obelisks having normal or tainted nodes (I'm pretty sure sinister nodes, like pure nodes, are immune to being tainted, so I think those tainted nodes were normal ones that were corrupted).
I don't know if anyone else has any observations about the tainted biome, but this is what I've been able to come up with so far...
EDIT: I almost forgot to add too, I've been fooling around with the taint resistant blocks from Forbidden Magic and they work as advertised, but in the process I started putting glass blocks around my buildings for windows. Normal (vanilla) glass and glass panes work as expected - no taint spread to them, however Thaumcraft warded glass isn't as resilient - taint spreads to it. It would be nice if the warded glass was as effective as stopping taint spread as the vanilla glass is
The only tainted biome I've come across so far I think wasn't very big; I didn't get anything spawning in there besides swarms, although I didn't stay through the night. It was just a quick trip to scan some taint and maybe grab some goo.
As for cultists, I've steered away from any obelisks I've come across so far, which I've realized is kinda kicking me now, as clearly the cultists will despawn as I leave the area, so now I'm left with the nearest obelisks all being devoid of life. I get the impression I needed to kill some of those for something...
I think my situation is pretty extreme - I made a world that is entirely taint biome with the occasional magical forest or eerie biome due to node spawning. I'm making a modpack that is kind of like a skyblock, but you need to build outwards on the taint. Also all the ores are now tainted ores that you need to purify at the crucible and most of the plants are gone so you need to do transmutations or infusions to make them.
Basically I'm trying to hit a point somewhere between Agrarian Skies and Blood n' Bone if you're familiar with those mod packs.
As for the cultists... they do drop some interesting stuff, but I don't think it's actually anything you absolutely NEED. I could be wrong about that though...
If you're following down the eldritch knowledge path then the crimson rites are needed to get access to the Outer Lands.
The changelog in the OP only seems to include the latest version's notes. Where are the other version notes?
About a month ago or so, Azanor had an issue with the forum editor (that's bad when this kind of thing isn't surprising anymore...) and the op "exploded". It's possible it was lost when that happened. I'm also betting that's why in the older version section it's using the TC version number in place of the MC version number.
You make several good points here and I will probably change the way some tainted mobs spawn. Since tainted mobs don't normally spawn naturally, and their real threat is their ability to spread taint I disabled their ability to despawn to increase their taint spreading potential. Obviously this breaks a bit when you simply add them to a spawn list.
Taintacles, swarms and other "native" taint mobs should despawn however. I may have goofed there.
I am going to give the whole taint mechanics a big overhaul in the 1.8 update and will rethink how tainted mobs in general work.
Just FYI - the golemancy tab is missing simply because I forgot to enable it before the video. Golems are not going away though they may take a version or two to make a reappearance. I'm also not 100% sold on re-adding seals yet.
Currently I'm just focused on research and research related things.
Aww, I just noticed I didn't stay on that tab long enough for something about nitor to be obvious to you guys. That's sad.
I guess you will have to wait for a future teaser.