Don't tell people what they shouldn't care about, proper English is important if you want to be understood right the first time around and not waste everyone's time.
It only sounds "mechanical" due to the fact that it's an explanation of the mechanics. In real gamplay, you'd be in the dark when making foci, and the crafting process is less like building a machine, but more like writing a recipe in a language that you hardly understand- it'd be much more mystical than mechanical: experimenting with different effects before knowing exactly what they do. In real game play, you won't have all the rules and instructions laid out in front of you- I only included the detailed mechanics for the sake of explanation.
That sounds intriguing, if it introduces the potential of getting randomized effects (unpredictable ones) out of the foci you make... and it depends entirely on the thaumaturge to figure out the combinations required to create specific effects, with those being dependent on your locale (biome, local aura nodes etc.) Kind of like how you have a completely random map when you start a new Minecraft world and you can't really predict what you'll get based on what the seed looks like, you need to travel to find the components you need... having foci manipulation be dependent on what's available locally would give another reason for people to travel all over the map. (Although if that happens I'd want to make vis crystals way less common.)
I suppose that ties in with how the enchantment table works... each player has their own enchantment seed that provides innate randomness to each enchantment attempt.
I'm not super stoked by the idea of having preset "recipes" that can be shared over the Internet though. (I have an overall wish that the research tree would be somewhat randomized per playthrough, so this idea fits into that wish and it's a different topic.)
The only thing though, I don't think we'd need an entirely separate workbench since we already have the focus table with its singular purpose to improve existing foci.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Yes he is, currently busy with the 1.9.x update. Don't ask when it'll be done though
That sounds intriguing, if it introduces the potential of getting randomized effects (unpredictable ones) out of the foci you make... and it depends entirely on the thaumaturge to figure out the combinations required to create specific effects, with those being dependent on your locale (biome, local aura nodes etc.) Kind of like how you have a completely random map when you start a new Minecraft world and you can't really predict what you'll get based on what the seed looks like, you need to travel to find the components you need... having foci manipulation be dependent on what's available locally would give another reason for people to travel all over the map. (Although if that happens I'd want to make vis crystals way less common.)
I suppose that ties in with how the enchantment table works... each player has their own enchantment seed that provides innate randomness to each enchantment attempt.
I'm not super stoked by the idea of having preset "recipes" that can be shared over the Internet though. (I have an overall wish that the research tree would be somewhat randomized per playthrough, so this idea fits into that wish and it's a different topic.)
The only thing though, I don't think we'd need an entirely separate workbench since we already have the focus table with its singular purpose to improve existing foci.
After sleeping on it I like the overall idea.
About the crafting multiblock, I think it's appropriate, this would be a complete rework of the focus system, and the focal manipulator wouldn't really have a place anymore... the whole point is that each focus is crafted as is, and cant be upgraded, which really encourages players to experiment. Perhaps the focal manipulator could be repurposed (and renamed) and become the central block of the new multiblock crafting structure!
So I had an "interesting" experience today. 5.2.4 of course. Doing some infusion, forgot I had excavation focus equipped. Picked up the runic matrix. Pillars stayed as they were. Fortunately was able to just put it back and click it again with wand (sans focus this time) and go about my business. That probably shouldn't happen.
I've noticed this happening before, and in fact made use of single arched pillars as part of a build. Still not sure if it's intended or not...
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Yeah that. Dunno if it is intentional or not. I expect there is no way to farm mushrooms either.
So I know this works (cause I did it in another game not so long ago), but for the life of me can't remember how the hell do I get "Opening the eye" to unlock? Scanned a guardian, do you just need to wait for a warp event after that? Those last 3 Eldritch down that branch, primal pearl, and the Warp Thaumatorium are all the research I have left.
To the guy above, I'm sure Azanor will drop whatever he's doing and upgrade TC5 to 1.9.4 just for you and your friend. So everyone a big round of applause!
Yeah that. Dunno if it is intentional or not. I expect there is no way to farm mushrooms either.
So I know this works (cause I did it in another game not so long ago), but for the life of me can't remember how the hell do I get "Opening the eye" to unlock? Scanned a guardian, do you just need to wait for a warp event after that? Those last 3 Eldritch down that branch, primal pearl, and the Warp Thaumatorium are all the research I have left.
To the guy above, I'm sure Azanor will drop whatever he's doing and upgrade TC5 to 1.9.4 just for you and your friend. So everyone a big round of applause!
A decently high amount of warp and having read the book that drops from Crimson Cultists
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
I am having trouble with mirrored glass. I am unable to place it on any surface. I have the latest version of thaumcraft installed for 1.8.9. Blood Magic and rogue like dungeons are also installed. This is on a forge server. Can anyone help?
I am having trouble with mirrored glass. I am unable to place it on any surface. I have the latest version of thaumcraft installed for 1.8.9. Blood Magic and rogue like dungeons are also installed. This is on a forge server. Can anyone help?
I could be wrong, but I think it's only a crafting component. You need to make a mirror in the infuser.
FYI: This is just a suggestion, and if anyone knows how to make sure Azanor sees this that would be good for me to know.
The world (and Universe) that we live in is always in balance. There's light and darkness, up and down, left and right, matter and antimatter, and so forth. The same can be said for thaumcraft. There is fire and water, earth and air, order and chaos. As of somewhere in thaumcraft 4 (at least i'm pretty sure around then) there was the eldritch tab added in the thaumonomicon. And there has been flux for much longer. But what there hasn't been is a counter to it. Flux may be considered as extreme chaos. But then where is the extreme order?? Don't get me wrong, there is a lot i like about the mod (its easily my favorite mod) but there is so much more that can be added. I am no mod maker, i only have an extremely basic understanding of coding and nothing about setting up mods/addons. So if Azanor doesn't add some sort of counter to flux/the eldritch, maybe one of you modders could create an addon for thaumcraft that does this. I have loads of ideas that could be implemented just no way of implementing them. Ex: chaos and order are not necessarily bad and good. The eldritch might seem bad, but in reality it really isn't. So maybe this new counter to it could be just as temperamental. Like it would change your mind the way warp does, but in a different manner. I dunno, i've had this idea for a while. Tell me what you think about it!
FYI: This is just a suggestion, and if anyone knows how to make sure Azanor sees this that would be good for me to know.
The world (and Universe) that we live in is always in balance. There's light and darkness, up and down, left and right, matter and antimatter, and so forth. The same can be said for thaumcraft. There is fire and water, earth and air, order and chaos. As of somewhere in thaumcraft 4 (at least i'm pretty sure around then) there was the eldritch tab added in the thaumonomicon. And there has been flux for much longer. But what there hasn't been is a counter to it. Flux may be considered as extreme chaos. But then where is the extreme order?? Don't get me wrong, there is a lot i like about the mod (its easily my favorite mod) but there is so much more that can be added. I am no mod maker, i only have an extremely basic understanding of coding and nothing about setting up mods/addons. So if Azanor doesn't add some sort of counter to flux/the eldritch, maybe one of you modders could create an addon for thaumcraft that does this. I have loads of ideas that could be implemented just no way of implementing them. Ex: chaos and order are not necessarily bad and good. The eldritch might seem bad, but in reality it really isn't. So maybe this new counter to it could be just as temperamental. Like it would change your mind the way warp does, but in a different manner. I dunno, i've had this idea for a while. Tell me what you think about it!
Clean alchemy could be considered the counterpart to eldritch thaumaturgy, but they can also play nicely together.
We all have ideas to expand on Thaumcraft's gameplay and Lore, but 'zanor is still busy dealing with Mojang's fancy new code,
so bugging him with out ideas when he can't even get his own ideas in is just silly right now.
So I have a suggestion for something to be added to Thaumcraft, after you finish porting it to 1.9 Azanor (excited for the untyped vis system, by the way). I suspect it is the type of suggestion that might be fairly complex to implement, and it may require an undue amount of effort for something that doesn't even add gameplay content. On the other hand, Thaumcraft has always been a mod where 'content' doesn't just mean gameplay content; a mod where how things LOOK, SOUND, and FEEL is just as important as how they work. Consequently, I don't think it's a terrible suggestion.
I would love to see visual effects and tangible and audible distortions in areas where the aura has an unusually high density of vis. Think a fantasy novel describing an acnient wizard or a powerful relic, or a sci-fi novel describing a malfunctioning device of great power. The air crackles with power, vision distorts. Obviously you do not want anything too distracting (a constraint that would require playtesting and tweaking), but there are things that might be possible. A glow, on the edges of magically-active entities and blocks (probably not practical). A filter on the screen (filters are dirty, but cheap). Entity 'anomalies' in random spots that (if possible) cause visible distortion (heat haze, lens distortions?). A faint hum, maybe scaling with the aura strength and boosted around anomalies (or anomalies have their own similar sound).
Obviously this is not the sort of feature that would be encountered under natural conditions in current Thaumcraft. These sorts of conditions are the result of a thaumaturge (or magical entity) tinkering deeply with the world. I like the idea, though, because it adds a real sense of power to the lair and works of a late-game thaumaturge. You might also see this sort of effect around naturally-generated anomalies or features that you might add when the new tech tree eventually rolls around, if that's still on the roadmap for after the port.
It's not like this is a hugely important idea, but I think it's pretty cool.
Just wanted to be sure that this mod isn't abandoned (there's a little lack of news), no matter how long does it takes to be done..
Thanks for the answer!
So I have a suggestion for something to be added to Thaumcraft, after you finish porting it to 1.9 Azanor (excited for the untyped vis system, by the way). I suspect it is the type of suggestion that might be fairly complex to implement, and it may require an undue amount of effort for something that doesn't even add gameplay content. On the other hand, Thaumcraft has always been a mod where 'content' doesn't just mean gameplay content; a mod where how things LOOK, SOUND, and FEEL is just as important as how they work. Consequently, I don't think it's a terrible suggestion.
I would love to see visual effects and tangible and audible distortions in areas where the aura has an unusually high density of vis. Think a fantasy novel describing an acnient wizard or a powerful relic, or a sci-fi novel describing a malfunctioning device of great power. The air crackles with power, vision distorts. Obviously you do not want anything too distracting (a constraint that would require playtesting and tweaking), but there are things that might be possible. A glow, on the edges of magically-active entities and blocks (probably not practical). A filter on the screen (filters are dirty, but cheap). Entity 'anomalies' in random spots that (if possible) cause visible distortion (heat haze, lens distortions?). A faint hum, maybe scaling with the aura strength and boosted around anomalies (or anomalies have their own similar sound).
Obviously this is not the sort of feature that would be encountered under natural conditions in current Thaumcraft. These sorts of conditions are the result of a thaumaturge (or magical entity) tinkering deeply with the world. I like the idea, though, because it adds a real sense of power to the lair and works of a late-game thaumaturge. You might also see this sort of effect around naturally-generated anomalies or features that you might add when the new tech tree eventually rolls around, if that's still on the roadmap for after the port.
It's not like this is a hugely important idea, but I think it's pretty cool.
Ooh, that sounds really neat
Definitely would like to see that at some point if possible
So I have a suggestion for something to be added to Thaumcraft, after you finish porting it to 1.9 Azanor (excited for the untyped vis system, by the way). I suspect it is the type of suggestion that might be fairly complex to implement, and it may require an undue amount of effort for something that doesn't even add gameplay content. On the other hand, Thaumcraft has always been a mod where 'content' doesn't just mean gameplay content; a mod where how things LOOK, SOUND, and FEEL is just as important as how they work. Consequently, I don't think it's a terrible suggestion.
I would love to see visual effects and tangible and audible distortions in areas where the aura has an unusually high density of vis. Think a fantasy novel describing an acnient wizard or a powerful relic, or a sci-fi novel describing a malfunctioning device of great power. The air crackles with power, vision distorts. Obviously you do not want anything too distracting (a constraint that would require playtesting and tweaking), but there are things that might be possible. A glow, on the edges of magically-active entities and blocks (probably not practical). A filter on the screen (filters are dirty, but cheap). Entity 'anomalies' in random spots that (if possible) cause visible distortion (heat haze, lens distortions?). A faint hum, maybe scaling with the aura strength and boosted around anomalies (or anomalies have their own similar sound).
Obviously this is not the sort of feature that would be encountered under natural conditions in current Thaumcraft. These sorts of conditions are the result of a thaumaturge (or magical entity) tinkering deeply with the world. I like the idea, though, because it adds a real sense of power to the lair and works of a late-game thaumaturge. You might also see this sort of effect around naturally-generated anomalies or features that you might add when the new tech tree eventually rolls around, if that's still on the roadmap for after the port.
It's not like this is a hugely important idea, but I think it's pretty cool.
Pretty interesting idea, though I would like to see some physical effects with this if it is implemented. For instance having very high amounts of vis in the air would have an effect on naturally generated block break speed (due to there being lots of pertitio vis in the air which is part of the untyped vis) or effects like that for all the primal vis types.
Rollback Post to RevisionRollBack
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Why rare treasures do not appear any more?
I speak Spanish, so if you notice a mistake is because I am not an expert in English D:
What do you mean by this...?
Praise be Ro-naza, greatest among the thaumaturges!
I think he means golems with a harvest core are not farming netherwart at all.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Thanks
I care about English, just not only english.
Yes he is, currently busy with the 1.9.x update. Don't ask when it'll be done though
That sounds intriguing, if it introduces the potential of getting randomized effects (unpredictable ones) out of the foci you make... and it depends entirely on the thaumaturge to figure out the combinations required to create specific effects, with those being dependent on your locale (biome, local aura nodes etc.) Kind of like how you have a completely random map when you start a new Minecraft world and you can't really predict what you'll get based on what the seed looks like, you need to travel to find the components you need... having foci manipulation be dependent on what's available locally would give another reason for people to travel all over the map. (Although if that happens I'd want to make vis crystals way less common.)
I suppose that ties in with how the enchantment table works... each player has their own enchantment seed that provides innate randomness to each enchantment attempt.
I'm not super stoked by the idea of having preset "recipes" that can be shared over the Internet though. (I have an overall wish that the research tree would be somewhat randomized per playthrough, so this idea fits into that wish and it's a different topic.)
The only thing though, I don't think we'd need an entirely separate workbench since we already have the focus table with its singular purpose to improve existing foci.
After sleeping on it I like the overall idea.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
About the crafting multiblock, I think it's appropriate, this would be a complete rework of the focus system, and the focal manipulator wouldn't really have a place anymore... the whole point is that each focus is crafted as is, and cant be upgraded, which really encourages players to experiment. Perhaps the focal manipulator could be repurposed (and renamed) and become the central block of the new multiblock crafting structure!
I've noticed this happening before, and in fact made use of single arched pillars as part of a build. Still not sure if it's intended or not...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Yeah that. Dunno if it is intentional or not. I expect there is no way to farm mushrooms either.
So I know this works (cause I did it in another game not so long ago), but for the life of me can't remember how the hell do I get "Opening the eye" to unlock? Scanned a guardian, do you just need to wait for a warp event after that? Those last 3 Eldritch down that branch, primal pearl, and the Warp Thaumatorium are all the research I have left.
To the guy above, I'm sure Azanor will drop whatever he's doing and upgrade TC5 to 1.9.4 just for you and your friend. So everyone a big round of applause!
A decently high amount of warp and having read the book that drops from Crimson Cultists
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Figures. I took a warp ward bath prematurely then.Thought I had all my relevant warp events over with.
Thanks.
I am having trouble with mirrored glass. I am unable to place it on any surface. I have the latest version of thaumcraft installed for 1.8.9. Blood Magic and rogue like dungeons are also installed. This is on a forge server. Can anyone help?
I could be wrong, but I think it's only a crafting component. You need to make a mirror in the infuser.
FYI: This is just a suggestion, and if anyone knows how to make sure Azanor sees this that would be good for me to know.
The world (and Universe) that we live in is always in balance. There's light and darkness, up and down, left and right, matter and antimatter, and so forth. The same can be said for thaumcraft. There is fire and water, earth and air, order and chaos. As of somewhere in thaumcraft 4 (at least i'm pretty sure around then) there was the eldritch tab added in the thaumonomicon. And there has been flux for much longer. But what there hasn't been is a counter to it. Flux may be considered as extreme chaos. But then where is the extreme order?? Don't get me wrong, there is a lot i like about the mod (its easily my favorite mod) but there is so much more that can be added. I am no mod maker, i only have an extremely basic understanding of coding and nothing about setting up mods/addons. So if Azanor doesn't add some sort of counter to flux/the eldritch, maybe one of you modders could create an addon for thaumcraft that does this. I have loads of ideas that could be implemented just no way of implementing them. Ex: chaos and order are not necessarily bad and good. The eldritch might seem bad, but in reality it really isn't. So maybe this new counter to it could be just as temperamental. Like it would change your mind the way warp does, but in a different manner. I dunno, i've had this idea for a while. Tell me what you think about it!
Clean alchemy could be considered the counterpart to eldritch thaumaturgy, but they can also play nicely together.
We all have ideas to expand on Thaumcraft's gameplay and Lore, but 'zanor is still busy dealing with Mojang's fancy new code,
so bugging him with out ideas when he can't even get his own ideas in is just silly right now.
I made a D flip-flop!
Made a mistake, the void thaumaturges robes is where I seem to be stuck.
Have made a void metal sword and chestplate, tried scanning. At a loss.
So I have a suggestion for something to be added to Thaumcraft, after you finish porting it to 1.9 Azanor (excited for the untyped vis system, by the way). I suspect it is the type of suggestion that might be fairly complex to implement, and it may require an undue amount of effort for something that doesn't even add gameplay content. On the other hand, Thaumcraft has always been a mod where 'content' doesn't just mean gameplay content; a mod where how things LOOK, SOUND, and FEEL is just as important as how they work. Consequently, I don't think it's a terrible suggestion.
I would love to see visual effects and tangible and audible distortions in areas where the aura has an unusually high density of vis. Think a fantasy novel describing an acnient wizard or a powerful relic, or a sci-fi novel describing a malfunctioning device of great power. The air crackles with power, vision distorts. Obviously you do not want anything too distracting (a constraint that would require playtesting and tweaking), but there are things that might be possible. A glow, on the edges of magically-active entities and blocks (probably not practical). A filter on the screen (filters are dirty, but cheap). Entity 'anomalies' in random spots that (if possible) cause visible distortion (heat haze, lens distortions?). A faint hum, maybe scaling with the aura strength and boosted around anomalies (or anomalies have their own similar sound).
Obviously this is not the sort of feature that would be encountered under natural conditions in current Thaumcraft. These sorts of conditions are the result of a thaumaturge (or magical entity) tinkering deeply with the world. I like the idea, though, because it adds a real sense of power to the lair and works of a late-game thaumaturge. You might also see this sort of effect around naturally-generated anomalies or features that you might add when the new tech tree eventually rolls around, if that's still on the roadmap for after the port.
It's not like this is a hugely important idea, but I think it's pretty cool.
What?
Ooh, that sounds really neat
Definitely would like to see that at some point if possible
Pretty interesting idea, though I would like to see some physical effects with this if it is implemented. For instance having very high amounts of vis in the air would have an effect on naturally generated block break speed (due to there being lots of pertitio vis in the air which is part of the untyped vis) or effects like that for all the primal vis types.
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016