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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    I should have clarified: Wands will still work as they currently do and will recharge directly from the aura, though they can be placed in a pedestal - I was referring more to the other things like the harness, runic baubles, etc. They all draw vis from the aura directly.


    I won't be changing the runic shielding charge mechanic for 1.8.9, but it may change for 1.9. Not sure yet.




    Well. that makes more sense. I do still stand by my statement that I think wands should channel, rather than store vis. Perhaps staves could retain a vis battery function. For all that TC5 offers much more in terms of tools to examine the local aura, the aura felt a lot more important to the gameplay in TC3, in no small part because the lack of storage, as well as the greater variability in local levels meant that things could abruptly stop working.


    There does, also, seem to be a growing pressure on the baubles slots. I would very much like to be able to merge my focus pouch with the runic protection belt - or add runic protection to the focus pouch - loosing the protection afforded by the belt for the convenience of a single inventory slot is a not worth it.


    Also - a feature request - can the Focal manipulation table "grab" the focus off the current wand/staff when right clicked. With all the focii in the pouch (potentially stashed in a bauble slot) its quite a mission to get a focus to put in the table to upgrade.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Morning folks.


    I will be making one more release for 1.8.9 with possible bugfix releases if there is anything major. MCP/Forge for MC 1.9 should be dropping soon so I will have to start going through the usual update slog.


    I have some sizable changes planned for 1.9 - not big enough to call it TC 6, but definitely TC 5.2. Some teasers for it will actually be in the last 1.8.9 release as I have already started laying some groundwork. Some of these changes are:

    • A more unified vis charging mechanic for worn and carried gear along with UI elements to clearly indicate their charge level. By default NO current items that used vis will draw directly from the aura anymore - they all have internal buffers that you have to fill with a recharge pedestal. The vis amulet is no longer a mana battery either, but literally just acts as a wearable recharge pedestal. The thaumostatic harness and a new bauble already works with this system and for 1.9 I will be moving the rest over as well. I am still tinkering with the entire mechanic and hope to combine it with the next thing on my list.
    • Infusion enchantment is back, though not quite as before. The basic premise is the same as before - infuse an item with stuff to add an enchantment. What has changed (a lot) is that you cannot use it to infuse vanilla enchantments. Instead infusion enchantment is only used to add its own, TC themed enchantments that work fine alongside the vanilla system. Also you can infuse non-tc tools and weapons. Elemental tools are basically now the precursor research to infusion enchantment. They have amazing abilities, but those abilities are can only be applied to specially prepared thaumium tools. Infusion enchantment breaks that limit - wanted the axe of the stream abilities on a void axe? Or a diamond axe? Or your X axe from mod Y? Or a pickaxe? Yup. For a big essentia investment you can combine the enchantments and make your own uber pickaxe that has all the elemental pick and axe abilities combined with a few extras thrown in for fun. Of course, some of the elemental tool abilities had to be balanced (nerfed) a bit since they can be applied to many more things.
    • You might notice a new texture for Crystallized Essence. The reason is that in 1.9 I will be making them and vis shards a single type of item. No real need to have two different items for basically the same thing. Vis crystals in the world will simply drop their crystallized essence version. Balanced shards may possibly be going away as a result, but I still need to check the impact of removing them.
    • I am about 60% convinced I will be removing the primal vis types from the aura, wands, etc. There are some big implications to this - arcane crafting for one. I will probably just change it to use the one type of vis, but I am also considering that all arcane recipes will now require one or more crystal types which you will need to place in the spots where the vis costs are now displayed. I will have to see how it works.


    "No current items" includes wands, staves and scepters? I'll admit I was a little perturbed that in my current game I seem quite happy with a bronze capped greatwood staff, whereas in previous games I always went for the Staff of the Primal for its self-recharge. Of course, the primal staff is an existing item... its value would be significantly reduced if it cannot self recharge.

    In TC3 I remember being quite annoyed by the dead magic zones that could occur, but at the same time they presented an interesting challenge. If wands cannot charge from the aura, that seems to significantly reduce the importance of the aura, and finding nodes in the world. The only interesting node(s) will be the ones right where you build your wand charging station. Thereafter, loose the goggles of revealing, in world nodes are useless.

    I think that wands in TC3 were way more interesting. The didn't act as batteries - they channeled the vis directly from the aura which was way more interesting as it actually made the aura levels relevant. In TC5.1 the aura levels are quite high everywhere, and my simple greatwood staff maintains enough of a charge level that the aura level is rarely a concern. I'm not sure what the utility of the primal staffs even is. Are they being removed? With colorless vis they seem to have no real purpose at all other than to contribute the crafting reagents used by a primal staff.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Zsashas»

    Honestly, I thought the key system worked perfectly. Make a silver key, gives someone access. Make a gold key, lets that person give out silver keys. Pretty straightforward.

    Access to a specific door. The keys all became invalid as soon as that door is rebuilt / moved. Maybe its just me but I re-arrange a lot and I have a lot of doors.

    A key system would require in my mind at least the following type of functionality:
    1. A warded chest that only the owner could access, that would be used to store completely secure items.
    2. A master key. A master key would be used to create gold and silver keys, and all warded items would have to be crafted with a master key to 'tune' them to it. All gold, and silver, keys then could access the warded items 'bound' to their, specific, master key.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Green_Frog»

    I think the things like force fields or increased blast resistance as a replacement for warding seem to miss the point of the warded blocks altogether tho. To me the most desirable use for warded glass and or warding blocks was that, once warded, they couldn't be broken or changed in any way by any other players.

    You could go off into the wilderness of a server and keep everything underground, and to try really hard to keep the location of all your crap a secret, or you could just ward the outside of all your buildings and use warded doors to keep things safe and thus, have the freedom to build anywhere you like in any way you like.

    Warding was, for me, about making sure only I could fiddle with my own crap rather than any thing else. Obviously server admin privileges would have to come first, but that is what I want to see with a new warding wand focus.

    I don't think that warding can be used for player protection.
    1. There are performance problems when tile entities are used in bulk. This means the warded area must be small, or confined to a thaumcraft provided warded block so that it can be styled with metadata only.
    2. Most servers that ive played on, or helped admin, use mods like PersmissionsEx, MyPermissions, etc. to manage player permissions anyway. In which case warding something is a vanity option
    3. On servers that are full pvp with no restrictions, warding can just as easily be used for evil. You ward some area of your base? Cool - another player just comes and places warded blocks around your area. Now you can't access it.

    Another issue is that it is very common in my experience for multiple players to work on a build together. If I ward an area how do I ensure that my friends have access? (The TC3/4 key system was too cumbersome to use practically)
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from CharZinta»

    herabpou said >>


    I was able to generate a survival world with Roguelike dungeon and upload it on a realm server.

    I went into custom world, custom settings, no caves, no ravines. Cheats on. Generated the world.



    I went into the world (single player), did /gamemode c (for creative mode). explorer flying around, then saw a few dungeons

    I added more dungeons with /roguelike dungeon here


    I did the following commands:


    /gamerule keepInventory true (keep inventory when you died)

    /gamerule mobGriefing false (prevent creepers from destroying blocks)

    Then I did: /gamemode s (survival mode)


    Upload the world to realm server.


    Works fine.


    <<<<<



    Till they find out you violated TOS. :) Be careful.


    What?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    ...but to BUY it?

    Well the thing does cost more than $14K if filled with the full complement of memory.

    But, my guess is that shortybsd is an IT guy as a company that has a large enough IT infrastructure that they have some of these things not allocated to official tasks. Perhaps its a staging server, its always wise to have some development / deployment testing machines that match production specs around to avoid surprises in the live environment.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    Or it's a rented server and he didn't mention it.

    Unless he is one of Bill Gates kids incognito, I doubt anyone has the resources to rent a 768GB "for fun" minecraft server.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»


    It says "DDR4", so I assume to get really high amounts of RAM you need to get very large RAM chips(8G+), which are more expensive than multiple small ones. It might be that it is able to have the 32GB multiple times, I see no issue with that, but a common misconception of Minecraft players is that RAM is all they need, because a 1-Person Server with 4GB is already pretty ludicrous. That thing may be well able to handle a vanilla server with many, MANY players, but not so much a highly modded server with a few players.


    EDIT: I Dun goof'd. It seems that such a rack with DDR4 may actually able to handle 768GB of RAM, but again: For Minecraft that doesn't matter at all, because of what kinds of processors you are using(Which again I can only guess, the specs are extremely vague). Also I'd expect that to get the full 768 you'd have to invest at least $5000. It's not really possible to say what exactly his Computer can do, because the page only shows what it is theoretically capable of when fully tuned($10k+).


    My guess was that shortybsd, as a consequence of his day job in IT, has access to a fully spec'd PowerEdge 730 that he can host some 'extra' tasks on.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from shortybsd»

    My server is a rack, Dell PowerEdge 730 with 768GB of ram. The hardware is overkill lol. I've updated my post. The source mod was MalisisDoors having a major incompatibility with Thaum. Huge memory leak. I am having another issue though now after re-enabling ThaumCraft. The Arcane Workbench shows up invisible (cannot see it with Waila) once placed and unbreakable unless you TNT near it. Also it is inaccessible nor can you see it with Waila. Any help with that would be greatly appreciated.


    768GB of RAM? Really? That seems to be an inconcievably large quantity of memory. How many users are you planning on letting play on that thing? My server has 2GB of RAM by contrast, which will probably struggle to reach 10 players, but maybe not. Also, in order to use even a % of the installed RAM, Java needs to be told how much it is able to use. The default is usually far closer to 1GB. Even with a truely astounding memory leak it would take a lot longer to fill up that much memory.

    As regards the other problem: Thaumcraft items not appearing properly are usually because the server is a non vanilla+forge server. Spigot/Cauldron/Bukkit etc. Or because Optifine is being used - As I understand it, Azanors particle effects all use custom OpenGL which tends to break Optifines assumptions. Or an incompatible version of Forge is being used.

    So the place to start would be to see if the problem manifests in single player - which would indicate a server (bukkit etc) incompatibility. If it fails in SSP, then try a plain Forge + Thaumcraft install to see if its a Forge version issue. Then add Optifine, then the other mods, half at a time.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from theishiopian»

    Shouldn't that node destroy itself???


    Vitium is the essence of taint, but must not be confused with taint itself. As an essence, it is pure and will contribute primal aspects to the aura in the normal way.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Experiments with nodes in 1.8.9


    * There doesn't seem to be a creative mode way to destroy nodes.

    * All nodes seem to be single aspect now. If two nodes combine, if the nodes are the same type, the result will be a larger node of that type. If the nodes aspects can combine to a compound aspect, then the resulting node will be the compound aspect. If the nodes aspects do not form a compound aspect, the smaller node will be destroyed and contribute very little to the growth.


    I presume that a node with a compound aspect is recharging the local vis with the primals that compose that compound, although being a single node the recharge rate per aspect would be half that from having two individual nodes for each aspect.

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from mrbysco»

    Still the blocks itself would lose the space. Making it give you the "X block is missing" message upon loading a world. Aka losing compatability

    -Mrbysco

    Register a compatibility block using the old name, and when it detects itself, replaces itself in the world with the block with the correct id.

    But seriously, I don't think anyone with any other mod has been able to port a 1.7.x world to 1.8.x anything close to cleanly, so if some blocks go missing thats not really a problem.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    The changes to research in TC5 were mostly to make it less complicated or reliant on the sources for research points you had laying around. Everyone got tired of the "scan everything" game after a few games.
    I like more research equipment though. To research things that are "too complex to inspect with a simple thaumometer", and you'll "need a more precise instrument to investigate."
    The idea for a research note-merging tool (for creating one research note with more aspects to use) may also be worth exploring. This would, of course, mean that there are at least some researches that you can not get by simply clicking on a Thaumonomicon entry.

    Anyone else got any ideas?


    I like the fact that each research note comes with its own pool of research points. However, I think we should keep(return to) the "Scan all the things" requirement. However - the scanned research points contribute to your aspect knowledge total, and the square root of that would be your point allocation for each page. If you scan 25 points of ignis, you have 5 points of Ignis for each subsequent research note. Once you have scanned 100, you have 10 points. This means that, initially, very large research notes will be largely unsolvable, or require especially cunning solutions.

    I also think that research notes should be a bit more space constrained, with some high tier aspects in the middle area, so that optimal solutions arn't always go as fast as possible to primals, and then chain primals and tier 1 combinations across the board.

    I also think that the Thaumanomicon should have an inventory in which completed researches are slotted, and the actual solution used should have ongoing influence on the crafting expense of a recipe, instability of infusion recipes, and vis cost. Each player would have to have a bound thaumanomicon, that had *their* personal research, but they could take pages out of it to give specific research to other players. (They would need to re-research that page themselves). Loosing this thaumanomicon would be a disaster.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    That's quite a pathetic strategy considering that

    1. They NEVER manage to complete it.
    2. They do attack you if you walk a bit closer.

    Also the spawning behaviour of the Knights bothers me.
    They just blink into position, without any effect or explanation at all and they are the only Thaumcraft mod, which does that.

    This is minecraft afterall. They spawn in pretty much like mobs from a mob spawner.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    I was not intending to make a hint here. I mean the Clerics SHOULD attack, but they don't...

    The clerics are attempting to complete their ritual. The Knights are protecting them while they do so.
    Posted in: Minecraft Mods
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