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

    I will repeat: From all the [non-Auram] nodes I have broken and all of the wisps I have killed, from the day Thaumcraft 4 released, I have never had one single solitary auram essentia drop.

    Not. One.

    The sum total of all of the Auram I have ever gotten in Thaumcraft 4 came from only two sources:
    1. Extra wand caps that I crafted before they had to be infused;
    2. One node I found that had about 56 Auram. (And it is so far the ONLY auram-bearing node I have ever found.)

    I haven't yet gotten around to setting up a serious mana bean farm. But at this point that appears to be the only way, period, I am ever going to get any more Auram.


    You are missing the point. Auram wisps (almost) never drop. But _every_ wisp contains 1 auram in addition to the 4 *whatever*.

    Just go an smash any large node, burn the wisps in the alchemical furnace and you will get some auram. Small amounts but enough for the small number of crafts that need it.

    I, personally, am NOT happy with destroying nodes. I feel i've damaged my world in some way so mana bean farming is high up on my list of things to do.

    But, auram comes from wisps, even when they are not auram wisps. Or some mod has screwed your essentia assignments on your wisps.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    If smacking zombies caused mroe to spawn there would be an exponential buildup of zombies.

    There isn't. Ive only ever had to deal with 3 or 4 zombiespitching up near my dwelling after dispatching the first one.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    One of the top lessons in life to learn is, never give legalese the benefit of the doubt.

    And, given how destructive removal of a mod can be to a world, I really do NOT like #4 myself. This effectively grants Azanor the right to demand that a server delete their world, and start over.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    One worry about the skill point cap is that it now does make it even easier for novices to "burn up" the supply of accessible research points by accidentally scanning first and researching later.

    It seems to be a mechanism designed to punish "power users", but its broad scope makes it punish casual/novices even more.

    Perhaps it would be better to prevent scanning that would exceed the limits - force players to research "advanced research" before they can waste points by over-scanning.

    That will protect the point supply available to newbies, but experienced players can quickly 'opt in' to being able to waste common research aspects.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Is there any reason to befriend anything other than a mage pech?
    They do the cursed focus and the lost fragments - I don't know of any specific items the other pechs do that are thaumcraftish enough I can't get them some other way far more efficiently.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from jokermatt999

    Anyway, I had a small idea for feature. I'm not a coder, but it seems like it would be simple to add so I have no idea how tough it would be to add, but what about barriers that are only "visible" to golems?


    You mean the paving stone of warding?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    This is good.
    I never actually did the "lost" research before. Without breeding a magic bees monastic bee line I could never find enough fragments to make more than 1 research. And even that was stashed away lest a TC patch include something 'better' to research via lost research.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    One concern about the new minigame.

    It feels to me that for the minigame to "work" it should be relatively unbiased in the aspects it consumes.

    However, the aspect tree at the moment, while interesting, is very unbalanced.

    ---
    First, I would have expected that if the minecraft universe was constructed from the 6 base aspects, that if we took a random chunk, decomposed every block in that chunk into base essentia, the result *should* be that each base aspect is represented equally.

    Next, I'd expect that essentia & aspects define - or be derived from - the basic properties of items at a very simple level:

    Tutamen can be assigned to items programatically on the basis of exactly how many units of armor they add.
    Telum would represent the damage of a weapon.
    Victus would be automatically assigned, to any items that could be consumed, 1 point per point of hunger satiated.
    perfodio would be present on any pick, proportion to the mining level of the pick.
    A simple "physics" like this would allow TC's aspect assignments to actually be used as a simple way to decide which items are better than other items (and why should this NOT be so?).

    Given the legacy of TC3, there are mods that are adding items to TC4 that are either not conforming to the idealized balance of aspects (TC4's own assignment of aspects to food items seems to prefer Fames to Victus on food items, Other mods tend to add Victus to food. Other mods are also adding permutatio to seeds, where TC4 no longer does this. Is permutatio supposed to be hard to get?)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Oooo.

    --

    I never did understand why mod authors were so fussy about granting mod pack permissions. That makes it a lot more clear now.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Woah.
    The aspect caps do seem harsh, but in the context of the current minigame where research cannot be directed. I suspect that the caps are actually exceedingly generous, allowing you to complete research "in the field".

    The previous research game was annoying as there was no real puzzle aspect to it, just massive ink consumption moving runes out the way. Without advanced research you would use 3 points of each involved aspect, and with advanced research, 2 or even 1. (did people really activate and deactivate aspects multiple times per research?).

    Anyway - this feels more like a real minigame as there is an actual thought component. My only problem with it is, as many have commented, I have the memory of a goldfish so I would
    * really like it if known aspects that have a zero count were present but greyed out, and
    * aspects had a tooltip that showed their composition - or quick access to the a+b=c page(s) from the thaumanomicon needs to be added TO the research table for reference.

    The ability to copy a completed is nice but means I need to *know* i want a copy at original research time. If a friend later joins a server I would have to have already cached copies "just-in-case". Would it not be possible to "tear off" new research notes by clicking again in the thaumanomicon?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Its a mod interaction then. you need to check the log as soon as it looses the points to see if there is an associated error.

    Have you tried removing optifine yet?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CommanderEwok


    It's fixed now, in a way. I've stopped losing my research but my Thaumanomicon is completly filled up.


    from the sounds of it. it will be gone again soon enough.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CommanderEwok

    When I deleted the Level.dat the world vanished from the selection screen.


    Ah, then copy in a level.dat from a working save. Use nbt explorer to patch the seed (and possibly level name so you don't get the same name twice).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CommanderEwok

    Dang... My research is gone again. Just when I truly thought I'd fixed it....Dang.


    Have you tried without optifine. I think one of your mods has an entity that is faulting during serialization of your character info causing the thaumcraft stuff to not be persisted.

    And, if the level.dat contains the same seed, then you didn't delete the level.dat
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    1. If you have a copy of the old file, Azanor might be interested in it if you can post it somewhere and post a bug report on the TC github linking to it so he can replicate and fix the issue.

    2. you should still (now) use NBT Explorer to at least copy the world seed from the old level.dat to the new one. This will solve new terrain not lining up with old terrain if/when you start to explore the world again. nothing else really needs to come across
    Posted in: Minecraft Mods
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