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

    What I also find remarkable is how the thread for a mod that is no longer under development is still receiving more traffic than the threads of most mods that are still being developed.

    Posted in: Minecraft Mods
  • 2

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

    Azanor, thanks so much for all of your hard work into making Thaumcraft such an incredible mod. It's sad to see it go on hiatus, but it's also important that you take care of yourself, your family, and the things you need to do. We can still play the existing versions and have a lot of great memories of playing Thaumcraft waaaay past our bedtimes. :P Good luck with all of your future endeavors!


    A Creative Commons license may be the way to go if you decide to open up development to other modders. They have a lot of different options available for content creators to manage permissions and sharing of content.


    Azanor seems to be looking for a license, but retain copyright over the assets so he can use them for his own future projects. There is also an aspect that if he returns to modding, he might want to return to full control over thaumcraft.

    I don't know enough about the various licenses but I would suggest that:
    * License the assets separately, retaining full control, but allowing their inclusion in "authorized" branches of Thaumcraft.
    * OSS Thaumcraft itself under CC, but retain the name "Thaumcraft" himself. McJnty (or someone) would branch that and create "Thaumcraft 6 Continued" or something and new development would happen on that branch.

    Then Azanor can use his own assets in other game projects, and perhaps revoke their future use in the OSS Thaumcraft project - but if its vibrant should that come to pass it will have its own modeling talent to replace that.
    If he does return to modding, he can restart it under the Thaumcraft name, and merge any changes in he wants from any legitimate branches. He is not compelled to accept pull requests or pull in any content that doesn't fit with his own vision so he retains full creative control, but as its CC at that point, other people "could" create their own branches and perhaps cause a bit of confusion.
    Posted in: Minecraft Mods
  • 1

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

    @Azanor: Thanks for Thaumcraft. While it lasted it brought joy to my Minecraft worlds. I will miss it.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from shadowdragon25»

    Ok, this makes sense. So there is an importance to them beaming after all. I have a mod that lets me craft nametags (not sure which) and my portal system puts me close enough (about 40 blocks) to the cleric to make sure he doesn't despawn if I go fast. I just need an invisibility potion now.

    What can aggro clerics though or cause them to stop chanelling? If I get far enough away from them do they go back? If I go to another dimension the Overworld time still moves so the cleric can get back, right?


    (you know, if this really is correct, I should just safari net the cleric and auto-spawn him to oblivion)


    Ah, I should have added this as point #4:
    4. Once interrupted, Clerics never start channeling again. Only clerics that are spawned as part of the structure generation are channeling.
    5. Depending on the version, Clerics (and Knights) might be added to the safari net blacklist.

    But, when playing on a server, when I do find an active portal, I do 'capture' a Knight and a Cleric to spawn later as the rites is a very rare drop and I've never managed to keep everything working long enough to get it to drop - plus I want the armor for base decoration.
    Posted in: Minecraft Mods
  • 3

    posted a message on Impractical Storage - v1.4.3 - Because really, who can fit 1728 gold blocks in a chest!?

    Heres an idea to extend the in world nature of this kind of storage:


    Make a "ticket" crafted from paper. that can be crafted with an item (stack) to return the item and an item ticket. Then, if a controller has an item ticket inserted into it, it destroys the ticket, and ejects the corresponding item like a dropper.


    Then, with the immersive engineering example, a player could create tickets at a central place, put them on conveyor belts, and then receive the items that will be carried back.

    Posted in: Minecraft Mods
  • 2

    posted a message on Impractical Storage - v1.4.3 - Because really, who can fit 1728 gold blocks in a chest!?

    This is the most amazing mass storage mod ever.


    Two thoughts:

    1. When are liquids planned?


    2. Would it be possible to require the construction of a multiblock frame of some sort, principally to define the storage area (and capacity). Either almost-any-solid-block (so chisel blocks and bricks etc could all be used), or some kind of buildcraft-quarry-esq frame, which would give an implied mechanisim to the storage and retrieval of blocks. (no need to animate moving parts but that would be cool).


    3. Any possibility of an upgrade (requiring RF per operation) that could automatically "pack" blocks and items that have (reversible) 2x2 or 3x3 recipes


    Although I do really like the look of a pile of stuff...

    Posted in: Minecraft Mods
  • 1

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

    Wait he didn't know Blightfall?


    You say that as though we all should know what Blightfall is.

    Posted in: Minecraft Mods
  • 1

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

    I wonder:
    Does the copy of your old world in the Mystcraft Dimension still generate new Overworld-like chunks?

    I just realised that that is not what you did...
    But I still wonder what would happen if you did do that.

    No. Because Mystcraft ignores the level.dat and hence the seed and generator settings in it. I did post this as a feature request as, instead of using the mystcraft generator I wanted a dimension builder that would generate a dimensions using any valid overworld parameters. Sadly...
    Posted in: Minecraft Mods
  • 1

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

    I do not know what curious path this thread has been travelling wrt creative mode features and how they might be balanced.


    So, in ignorance, I'll just add to the end of the thread my wishes for creative mode in survival mode tooling in Thaumcraft.


    1. Please for the Love of everything Eldritch make the flying harness cost free in my base. However it is done. I understand perfectly the need to balance the thing with regards to exploration and combat, but refilling the thing every 5 minutes because I want to work on the decorative elements of the underside of my sky fortress is a pain in the <expletive>.


    2. More foci like the builders focus. I want to be able to extrude and copy and paste structures. I want to be able to raise/fill all the land around a point up to a point, and lower all the land above the point.


    3. An extra dimensional storage item that can supply blocks (and store blocks) to/from building foci. Perhaps a mirror variant that can be linked to an inventory directly. When building anything bigger than a 9x9 managing the stacks and stacks and stacks of dirt and stone and stone bricks/decorative blocks becomes prohibitive.


    4. Removing water is one of my big annoyances. A focus that froze large volumes of water would be great as we could then mine out the ice blocks.


    5. A thaumic version of the Schematica mod - A (building) focus that can select a volume and save it to a named MC Schematic file, OR it can load a MC Schematic from disk and display it ghosted (and potentially also build it for the player should the player posses the correct blocks in their inventory, at a vis cost per block placed).

    Posted in: Minecraft Mods
  • 6

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

    I thought it was that Crimson Cultist guy that did animations, models and textures?

    Are you referring to the excellent work of Damien Hazard - also largly responsible for the style of Immersive Engineering.
    Posted in: Minecraft Mods
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