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

    Concealed completely hides the research until all its parents are finished researching, virtual is research that is completely hidden and is basically just a dummy entry required for some complex chains. Stub, Special and Lost are mostly visual - stubs appear as round and special adds the spiky bits. Lost research is a different color (the darker tannish color).

    Is THAT what those mean. I never knew. And hidden research is off coloured? Also news.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»



    If they are linked as parents you can add the parents as hidden - that will hide the lines. Off the top of my head I don't think there is a way to hide 'sibling' lines.


    Once I get to fiddling with research for TC6 I will probably add a better way to control this.


    EDIT: Since we are on the subject of research...


    I am hoping (assuming there is time) to make research entries in TC6 a lot more dynamic. In the sense that you do not simply unlock a research and then go merrily on your way, but that some research entries have several stages or steps you need to complete. As a totally fictional example:

    One of the earliest entries might be something called: Energy and Light.

    • The first entry merely mentions that you are curious about the uses for energy and light. To progress your knowledge in this field you need to research (scan) objects with those aspects and spend 4 'field notes' to progress to the next step. I've briefly mentioned my concept for a new research resource system in the past. I'm still working on the basics though and it's not final enough for me to give a full description.
    • The next step is not a new research entry - it still continues in the first entry as not to clutter up the thaumonomicon. For this step you need to gather up glowstone and combine it with lux and potentia in a crucible. The result is, of course, Nitor. You automatically progress to the next stage after crafting it.
    • Apart from this stage opening up, a few branching researches have also opened up in the thaumonomicon. Even though you are technically not done with Energy and Light you have learned enough to research other side subjects like Alumentum. Further completing stages in this research however might lead to greater insights like creating, um, Super Nitor? I don't know. You get the idea though.

    Not all research will be like this. Some (probably most) will simply have a single stage.


    [I've heard your chants my disciples. Now go forth and scan stuff.]


    This looks interesting. Here is my list of improvements to it:
    * this space intentionally blank

    Seriously, i love that there is a crafting component to completing research. And a world exploration component.
    Actually, I do have one suggestion while on the topic of research: The ability to bookmark pages: I find myself continually wanting to jump to the aspect list page, and then back to the recipe I am collecting reagents for.

    PPS. What about special rendering for recipe scrolls when placed in item frames - similar to maps - so we could compose a thaumanomicon topic on a wall of our base?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from seferz»

    The thaumcraft 5 research mode makes me want to punch a puppy! ...


    A neat compromise would have been if there was a hybrid between TC4 and TC5 research: research points granted at the start of each note would be the square root of the number of research points in that aspect you had actually scanned.
    This would still prevent you running out of aspects (and things to scan), but actually gate larger researches until a sufficient quantity of scanning had been performed... and allow players to compensate for a lack of actual research expertise with more scanning.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Thermawrench»

    Vazkii=God
    God=Vazkii

    Vazkii is also responsible for leaving the travesty that is the Osmotic enchanter in for the 1.7.10 release. That deserves no forgiveness.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from magi094»

    Go back through Azanor's posts, TC6 (Thaumcraft for 1.10) is under development. Modders can't be working on their mods 24/7, they have a life just like you and me.

    Also, Thaumcraft 5 is currently available for 1.8.9.

    Unless elcidlll is lamenting the lack of updates to Thaumcraft 4...
    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    I am trying to plan a build - including how large I need a CV/t node. I can't find any wiki that details the CV/t use of each device but I saw the following comment and am trying to understand how this relates to how I should plan to provide CV:
    Thanks! Unseen scribes currently drain up to 10 ordo CV at a time, with each point actually received (since it can be less than 10) powering the device for 2 ticks. That's effectively 0.5 ordo per tick. This is a flat rate.

    So, if a device is drawing (up to) 10CV at a time to power itself for 20 ticks, does this mean that (if, for example) my network is providing 5CV/t, that it will only draw 5cv for use over then next 20 ticks, and essentially be off for 10/20 ticks? Or does it try and get another "batch" of 10 CV each time it hits zero?
    And assuming for the moment that other Automagy devices have similar CV draw prameters - then having an absolute minimum of 10cv/t is necessary to prevent devices spamming requests for CV more often than necessary, and thereafter a 10cv/t node should be able to support 20 automagy devices (per aspect type) assuming they have a way to "migrate" their CV request to a tick in which there is actually cv available?
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I am trying to get into this mod on my server based world but the amount of crafting required to get something basic working is quite intimidating.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hyxaru»


    But the smeltery is so awesome I find it hard to not use, when Im not playing solo thaumcraft.


    No argument there at all.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Vindicar»


    * vanilla, the tweak is good though.
    * BiblioCraft
    * Not sure if Bibliocraft, but would fit there more
    * Barrels, like JABBA
    * Tinkers Construct

    And yes, I saw your remark about "Thaumcraft only" gameplay... I still think it's a bad idea to add a lot of unrelated features that have counterparts in the other mods. It's better to concentrate on what's unique to Thaumcraft - or improve inter-mod cooperation instead.


    Bibliocraft is a resource hog, and ... ugly. By ugly I mean bibliocraft does not do "lo poly low rez" models very well at all. Its items look out of place in a way that thaumcrafts do not.
    JABBA - as mentioned - adds unbalancing items like the dolly.
    And tinkers construct is ... well, its a rare treat to find modpacks that don't include it. And it makes Thaumcraft tools mostly redundant with, for e.g. its lumber axe, stupidly cheap repair and other "enchants" mechanic. So I very much like to not have that in my packs.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CaerMaster»

    Already available from the Iron Chests mod. Why duplicate it?


    Sounds like barrels, or Router Reborn's Storage Units, or Extra Utilities' (I think?) storage cabinets — except much more limited in capacity. I'm not sure I see the point.

    It is well established that Azanor considers his mods content and balance as though Thaumcraft was the only mod, and I clearly specified "to enhance the "thaumcraft only" play experience".
    Also, all those mods have overpowered things that get added as side effects - jabba adds a dolly, etc... which is why I don't like adding them to packs, and why I would consequently appreciate the above in the style of Azanor / Damien Hazard.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Sweet_Brew»

    Yeeees!
    This makes me sooo much more hyped for the new version of Thaumcraft. :3
    Oh, though I do have one suggestion.

    Ars Magica 2 added a podium for books and stuff.
    Now I always put my Thauminomicon on that podium because it looks awesome and was very functional too.

    But AM2 isn't very stable and Bibliocraft's book desk(Which worked basically the same) was cool but the Thauminomicon wound't update unless I removed it and opened it by hand, which ruins the functionality.

    Anycase, if you added your own Podium then it could be cool, just a suggestion.

    Keep up the awesome work!(If you want to that is) :3



    If I could motivate Azanor to add just a few, mostly decorative items, the enhance the "thaumcraft only" play experience, they would be:

    * an armor stand (now provided by MC itself since 1.8) - but an armor stand that auto exchanged armor with the player would be nice. (Maybe baubles should provide an advanced armor stand?)
    * a bookshelf that acts as an inventory for books (enchanted, and/or modded)(and works near an enchanting table!)
    * A decorative podium on which to place books.
    * a chest with a double inventory - and a "crate" that holds a chests worth of a single item.
    * a crafting bench that provides access to an adjacent inventory.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Andrew_Hayes»

    I preferred having mortuus as victus+perditio because you are applying entropic energy to life - you are ending life leaving you with death.


    Some of the new aspect recipes make less or no sense.


    This was a pragmatic necessity to ensure that all the aspects were (relatively) equally useful in research. Before the change, ignis (For example) was almost unused in research.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hyxaru»

    You can have a breaker golem destroy crystal clusters that grow from ones not targeted by the seal.
    But not vitium crystals. Taint uses flux before vitium crystals get their chance to use some. However, if you can prevent taint from growing, you prevent it from using flux to grow. That way flux can build up higher in a chunk without degrading into taint lifeforms.
    (Hint, like I am using, the void in the end)

    How then do vitium crystals grow so profusely in tainted chunks?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    That doesn't mean they're not living. They could simply be a living creature made of pure energy instead of having a corporal body like what we're used to. The thaumnomicon doesn't give much info on wisps so there's lots we don't know about them. It's hard to classify them as living or not when we don't even know what exactly they are. Are they just a magic anomaly? Sentient magic formed from wild flux or vis? Or are they creatures that exist on the other side of nodes that have somehow wandered into our realm?

    There are indeed many questions. Which a thumaturge knows how to solve - we need to dissect more!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    I am certain the world would feel much more alive if creatures could remember you in a better way than aggression or no aggression.


    And I am also certain that wisps are living creatures...are they still aspected?


    Im certain that they are not. They don't share the aspects of living creatures. They are composed of auram and their own aspect.
    Posted in: Minecraft Mods
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