• 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    I personally don't see this being a good idea. Giving literally anyone the ability to create new lore or change existing lore would just make a huge mess. Especially seeing as how a lot of Thaumcraft's lore is open to speculation. There's been a lot of theory-crafting here over the years because of that. It would be better if someone just made an open source addon instead. That way you know all the content is non-cannon right from the start.

    Even in OSS projects, "literally anyone" does not have the ability to influence the official project if the owner does not wish them too: If they want to submit content it has to be via a pull request that the maintainer of this archive will review and accept.
    They *could* branch the repo, and make their own version of the mod with their own content. But that would not be part of the default thaumcraft download.
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I posted this already on the suggestions github.


    Proposal: Re-release the Crimson Cult content as an Open Source Thaumcraft expansion


    My motivation for this is simple: I have, over time, seen a number of people post impressive looking Ruins / Recurrent Complex structures with a thaumcraft theme. My hope is that if there is an official way to accept community content contributions to thaumcraft, it would be used.


    Principally the crimson cult content would consist of a library of structures and village buildings in some kind of open schematic format (perhaps the new format used by MC 1.11's structure block) that the mod will spawn into villages and into appropriately tagged biomes (and dimensions).


    Additionally, I thought the following additions would add to the eldritch threme:

    * A new biome "cult-lands". The cult-lands is dotted with small patches of tainted land, and has elevated flux levels. The biome is permanently overcast - with the fog effect normally reserved for guardians. Its one positive property is that farm land is always hydrated (but the low light levels mean that crops will grow slowly). Also flux in the cult lands tends to discharge as warp events on the player - this means that players living here must manage both their flux levels and warp (via washing) as the timers will be reset by warp events caused by flux discharging.

    * The cult lands also spawns Thaumcraft "crimson cult" generated villages that are populated with cultists. These villagers are initially hostile, but a good village reputation can make them friendly. Wearing cultist robes also makes them friendly, to allow initial trades to take place.


    The intention to have a very sinister Lovecraftian environment. Sinister villages filled with cultists add to this theme. The flux discharges as warp, both makes the area safer to perform thaumaturgy in as there is less risk of massive taint, but, the constant warp events caused by wasteful work also mean that players continue to experience warp if they choose to live here.

    Posted in: Minecraft Mods
  • 2

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


    Ars magica would be "magic art".

    "The art of magic" would be "ars magiae", but I'm gonna check to make sure.


    EDIT: Interestingly, my latin book does not know the word "magia" and recognizes the combination "ars magica" as both the idea of magic and what you would call a spell, so it appears it just means "magic".


    What I know about latin, I learn't playing Thaumcraft :P
    Posted in: Minecraft Mods
  • 2

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

    I on the other hand ported from TC2 right to TC5, as for TC2 well it had 6 crystals (in place of shards) and those that would currently be ordo an perditio were vis and taint crystals which side from order and chaos also had roles of auram/vitium and vis also a potentia or so and they cahrged aura so had simmilar role to current nodes

    also for aspects discussion I'm not sure if looking for scientific logic for magic mod (after all) is a good idea but if you want to pursue that way of thinking then why not take a step above ancient greeks way of thinking (elements),..


    Because Thaumcraft, by heritage, was based on the alchemical and magic system from Ars Magica. Not the mod, but the pencil and paper role playing system that preceeded both Thaumcraft and Ars Magica (the mod). As it turned out, Ars Magica (the mod) was not initially inspired by Ars Magica (the PnPRPG) - it just happens that "The Art of Magic" is not a particularly unique phrase in latin. (Although Mithion did get permission to keep using the name, and did incorporate elements from the Ars Magica PnP role playing system into his mod).

    All of that is a complicated way of saying that Thaumcrafts inspiration was the version of medieval alchemy adopted by a pencil and paper role playing system, and formalized under the "medieval paradigm". As such, Thaumcraft can be seen to be about a scientific understanding and approach to a world that happens to be magical.

    Posted in: Minecraft Mods
  • 1

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


    it seems like TC2 system would fit your view on things where vis represented both auram and ordo whereas taint had roles of both vitium and perditio, am I getting it right?


    I am not, unfortunately, experienced with TC2 mechanics. I first discovered Thaumcraft at version 3.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I like the tier arrangement - still don't like the position of auram, praecantatio or ... flux.


    If the new aura is aspectless, then auram has to be the tier -1 aspect that has the potential to be any of the primals.


    And the flux aspect - needs to be a mix of all the aspects again, as you can cause flux by venting *anything* into the aura.


    OR, we go back to the TC3 flux - where flux was not an aspect - but a measure of how polluted the aura was, with aspects. If you vented instrumentum into the aura, the aura tracked that, and tried to discharge the excess instrumentum. An operating infernal furnace would cause a buildup of Ignis, which would cause fires as it discharged.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    As a further change, I think that the mid tier aspects in thaumcraft need to reflect the actual properties of the blocks and items they are on.


    Block hardness, transparency, the satiation and hunger values of food, the damage of weapons, armor values, various enchants and potions could all be expressed as aspect values. To know the aspect values of a sword would be to know its material, durability, and damage.

    Posted in: Minecraft Mods
  • 1

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


    why drop perditio?
    Perditio is the embodiment of chaos while Ordo is that of order



    Exactly. So what does it mean if neither Order or Perdito is present? Or both?
    Perdito is used to clumsily "opposite" other aspects:
    e.g. Gelum (Ice) is "ignis + Perdito" ? If anything, Ice should be a transformation of Aqua not Ignis - most logically Aqua + Ordo (becuase Ice is, literally, an ordered arrangement of water molecules).
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I don't think we/Azanor should start on a new essentia system, until the question of the primals, auram and Vitium is clarified.


    Vitium supposedly represents flux more than taint - but practically it is only obtainable from tainted things. It is also a tier 3 aspect, comprised of potentia and Perdito - where potentia is comprised of ignis and ordo. So, an aspect that represents the chaotic mixing of ALL aspects is comprised of only 3 of them? Does this imply that Aqua, Terra and Aer are the "clean" aspects, and I can dump as much as I want of these into the Aura and get no flux buildup?


    If Vitium represents "taint" in the Aura, then surely Auram represents its counter: untainted aura? This tends to occur on pure nodes, BUT again, we are looking at a tier 3 aspect comprised of potentia (ignis and ordo) and aer. Again, Aqua, Terra - and this time perdito, are unrepresented.


    Given the core mod concepts these two aspects represent, having them be tier 3 aspects comprised of such boring components does them no justice.


    Perhaps they need to become the "super primals" in the new system: Auram would be would represent undifferentiated vis, and some process splits Auram into the primals. A byproduct of this, vitium represents (again) undifferentiated vis, but a corrupted, unsplittable form.


    This of course, brings us to "perdito" - as "chaos" perdito is confusing when compared to ignis - as fire and heat are caused by the chaotic movement of particles.

    As the supposed opposite of "ordo", in modern physics we call the opposite of order; entropy. Entropy - in physics - represents energy that can no longer be used: Once everything is equally hot - once everything has fallen down - there is no possibility of further ordered action. This interpretation of perdito makes it very similar in meaning to vitium - being the chaotic unusable mix of aspects.


    tl;dr:

    * Drop perdito because it is confusingly similar to ignis and vitium in purpose.

    * Make auram and vitium into primals, as it makes no sense that either of these can be decomposed as auram represents the potential of the aura to be any aspect, and vitium the corrupt aura that cannot be used.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Swafer»
    div class="quote-body">

    even when i update the forge and mod.

    i am also senidn this to the battle gear mod creator.



    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    Mine and Blade: Battlegear2 (1.8.9-MB_Battlegear2-Bullseye-1.0.10.2.jar)
    ThaumcraftLoader (Thaumcraft-1.8.9-5.1.0.jar)
    Contact their authors BEFORE contacting forge

    // Ouch. That hurt :(

    Time: 9/1/16 6:35 PM
    Description: Initializing game

    java.lang.OutOfMemoryError: Java heap space

    ...

    -- System Details --
    Details:
    Minecraft Version: 1.8.9
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 3527904 bytes (3 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0



    You are allowed to read your own crash reports to figure them out yourself.

    Lets look at this one.


    It start with a clear description of your error: "java.lang.OutOfMemoryError: Java heap space"


    Aha - its out of memory. I wonder how much memory you are allocating? Lets look at System details for memory allocation and JVM flags: 1GB of memory is being allocated, with the -Xmx1G flag. These would be the default amounts used by the Vanilla launcher.


    To fix the crash: Edit your profile, find the JVM flags, and edit -Xmx1G to -Xmx2G or something more appropriate to the size of the mod pack.

    Posted in: Minecraft Mods
  • 0

    posted a message on Roguelike Dungeons
    Quote from MentalMouse42»

    I do try not to overuse lava in the RLDs, just because the drops are a lot of the treasure, but yeah, down at the bottom level or two, you might not have a choice.


    It's also pretty easy to tell which monsters are darkness spawns vs. dungeon spawners, just from their equipment; even the RLD spiders drop armor, sometimes multiple pairs of boots. :lol: If you also watch where they come from, that tells you where you need to be worried about dark floors and caves, or to look for spawners.


    I know the pain of killing mobs that hold treasure. But, conversely, if you really want the treasure, having pacified the room you can dig out the floor, put some water streams in, install redstone lamps, remove the torches, and engage in the systematic processing of treasure :P
    Posted in: Minecraft Mods
  • 0

    posted a message on Roguelike Dungeons

    This is minecraft afterall. its not cheating to build stuff to solve your problems.


    I like to build 2 high walls, and bring ladders. Always place the ladder one block up from the floor - its easy to jump up and latch onto it, but mobs don't do that so they can't climb it.

    Also, some buckets of lava are a boon. If you are having problems lighting a room due to too many damned mobs, just dig up above the room, and pour lava in. This kills a lot of mobs and lights the room up, so you can carefully clear out the remaining stragglers, light it up, remove the lava hazard and move on.

    You might not want to consider mods that add content, but

    https://minecraft.curseforge.com/projects/just-what-i-needed-mod

    doesn't add any actual content (so can be used as a client side mod on servers that don't have it), but does add the ability to highlight areas that will spawn mobs.

    Posted in: Minecraft Mods
  • 5

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

    The .bat I use has the command line "java -jar -Xmx4G forge-1.8.9-11.15.1.1902-1.8.9-universal.jar" Probably that garbage collection deal you

    mentioned.



    While performance tuning a server that had "tick too long" issues logging on the console even with no one logged in, I eventually ended up with this command line, by stripping settings that made no difference:

    java -server -Xmx3072m -XX:+UseParNewGC -XX:+UseConcMarkSweepGC -jar forge-1.7.10-10.13.4.1448-1.7.10-universal.jar nogui


    Technically the core setting here which makes a difference is the -XX:+UseConcMarkSweepGC as it implies -XX:+UseParNewGC so you don't need to provide both.
    I also kept -server because, while it didn't make a visible difference, when there is a parameter telling Java you are running a server, and you are running a server, why the hell not include it.
    These settings are valid for Java 8 - if you are running Java 7 or below, with a large modpack, you might need to add -XX:MaxPermSize=128M (or larger).

    If you are interested to know more about what UseConcMarkSweepGC does you can read about it here - but assuming it works, its good enough to know that its magic.


    Its worth noting that the default CLI that the client uses if no JVM arguments are provided is


    -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M


    So I strongly suspect that Mojang have done their own performance tuning, and found those three -XX jvm arguments to be important.


    I guess the lesson here is to question: why in the hell didn't we both just use the Mojang default command from the get go?

    Posted in: Minecraft Mods
  • 2

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

    So, I'm sorry if this has been brought up before, but here we go. I'm trying to host a small modded server, and I'm having difficulties with TC 5.2.4. I can join my server, but with lag. No one else can join properly, they are stuck in the ground and lag out. The server log says "Auras taking #ms longer than normal". Is there anything you guys suggest?

    Thanks!


    what is the command line you are using to launch the server, and how much physical RAM does it have? That message is typical of low memory situations or the incorrect garbage collection strategy.
    Posted in: Minecraft Mods
  • 0

    posted a message on Roguelike Dungeons
    Quote from Raskles»

    I'm playing with friends, we managed to find bronze armor which is the third best you can get in game, the issue is the mobs have too much HP, whittle us down way too fast, and terrafirma has super slow regen with no means of healing yourself until late late game. Enemies are spawned before we even get to rooms, and I have no idea where the spawners get hidden in floor 2. I assumed it would be the big "coffins" or barrels or w/e, but those are empty. Any advice you could give me would be awesome, skeleton druids like 4 shot us, and have like 15 range.


    So, if I understand this, you are running with TerraFirmaCraft as the exclusive client side mod, and TFC and Roguelike on the server?

    I think that you have a bit of a paradox here - TFC is meant to make plain survival a challenge, by making crafting more ... dare I say tedious. And Roguelike is meant to make survival a challenge, by providing harder content to explore with your enchanted iron and diamond or modded weapons and armors.

    Now, if you encounter a Roguelike dungeon by a tower and or building and go down the spiral staircase - the topmost level encountered should have spawners "concealed" by putting single spawners slap bang in the center of rooms. There are different level themes the generator can use but Ive never seen a top floor use anything but the spawners-in-room-centers pattern.
    Sometimes corridors have spawners in the nooks - but not behind blocks so they are easy to spot.

    The mausoleum type rooms, with sarcophagi and burial chambers in the walls I've always seen on the 3rd level or so. The normal way to deal with these rooms (my way) is to run in and spam torches everywhere and run back out to recover/heal/fight off the mobs that did spawn. Then go back in and clear the room out by carefully pickaxing all the obvious tomb covers (quarts blocks typically).

    On the 4th and 5th level, along with creeper spawners, rooms will generate with spawners hidden in the walls or roof - with no obvious cover so other than lighting everything, the only way to be sure is to disassemble the entire room :P

    At any rate, level 2 and even level 1 should give you a major challenge with TFC. So good luck. I don't understand why you wouldnt find the spawners conveniently in room centers unless TFC hides spawners, or the dungeon you are in has generated atypically. Perhaps just explore a bit and find a different one - each one does generate differently.
    Posted in: Minecraft Mods
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