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

    ah well that would answer my question :( i have no idea

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

    so azanor combined two statements (paraphrased below):


    1. he's trying to make a video on golems but keeps getting interrupted

    2. he was convinced to update to 1.8.8 which involves dealing with 1500 errors and sounds very tedious and difficult (thank you!)


    should i interpret that as "i gave up on the golem video as the 1.8.8 update has captured my full attention" or are these just two joyously unrelated sentences and we'll see another teaser for the new golems? no pressure!! just trying to calibrate how much i refresh this page

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from majestyc2k1»


    I think nodes are pretty much static, in all versions. You could Jar it.


    Actually the thaumo-con says nodes move toward each other over time which leads to combinations. I've only seen them move over very short distances when farming pure nodes. However they tend to spawn 1-2 blocks away from each other so I'm not sure if I'm seeing them move or just immediately combine.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»


    I still say having to draw it manually when right clicking a wand without a focus attached is a better idea. Wouldn't need to deal with an additional item that way. Although I will take a magic sock/wand bag over yet another hotkey. I still think the hotkey for the hover harness is unnecessary.



    I also thought this was a smart, minimalist idea and i think azanor liked it from an implementation standpoint as well.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    This might be moot but I saw a while back a discussion on adding hotkeys for drawing vis with a wand. I think it's a great idea. Right now adding capacity to my wand doesn't actually let me work for longer - the limiting factor is the aura

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

    Has everyone been playing 5.0.3? Farming a few pure nodes is cheap and its an easy way to get better aura regen. You need more than 50% flux in a single chunk to generate taint, which ignores ~2x that amount that flows into other chunks first. I'm actually finding it really difficult to create taint near a tainted node. I even had a major accident where I got taintsplosions and was able to clean that up in maybe 5-10 minutes.


    I get the feeling people are reacting more to the threat of taint and stories from early builds and less to the actual risks. The game *is* different. Big automated setups are not a good idea until you have pure nodes. But I'm seeing a lot of posts where people are saying they're afraid to progress in the mod and that it's unplayabke and broken, which its not.

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

    I've actually thought of a way to repurpose the current research minigame and linking it to infusion crafting.

    Any infusion crafting recipe could require you to do the minigame to determine how much the infusion recipe will cost for you. In effect, as part of the research you need to figure out how to make all the aspects in the recipe "work together" and how efficiently you solve the minigame will determine the resulting aspect cost of the infusion.


    Obviously it will allow you to revisit a recipe later and try again to get a more efficient version of it. These recipes might even be tradeable, so if someone else on the server has a cheaper way to do an infusion he could let you learn his.


    wow this is brilliant. on the questing thing, i also say bravo. it would be neat if we got the same kind of hints from the old scanning mechanics - "i need to understand the mind before i can scan this" - to guide your progress. i love that you never stop reinventing thaumcraft and always look forward to these new mechanics!

    unrelated - i've noticed that fall damage gets absorbed by my runic shielding ring, even though the thaumonomicon entry says that environmental damage isn't covered. not sure whether fall damage = environmental, thought i'd mention it
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    so i've had some more time with TC5.0.3. I'm honestly not seeing the huge taint/flux nightmare at all. Granted I did grow about 7-8 pure nodes before starting into large scale production, and I don't just run the furnace willy-nilly anymore, but i messed up the balanced shard recipe and threw out a ton of flux. i heard a bunch of explosions and knew i was in deep trouble. a quick check of my thaumometer showed the flux receding fairly quickly so I figured I got lucky.


    went out maybe 10 minutes later and saw scattered fibrous taint on my hillside. there were only two pustules and 2-3 hardened taint blocks. i spent 5 minutes cleaning it up and haven't had a problem since. now my nodes saved me here but i want to say that this is a *much* better implementation of flux than TC4, when it was this weird, annoying thing that you had to place torches or dirt to get rid of. now it feels like a serious enough problem to make it worth balancing your cauldron work. in TC4 i did that as a fun minigame, not for any gameplay reason. now it's a matter of environmental protection

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    First of all, you mean essentia right? Cause vis is the aura, essentia is moved by tubes. And secondly, when was essentia not able to be moved in tubes? I never remember them being broken.

    at some point in the misty past essentia tubes didn't have the suction system they do today. i've seen oodles of people on this forum complain about the change. assuming he means that they can be moved *easily* again. although it was originally made for performance reasons i think the suction system is smart and makes big alchemy setups into a big puzzle.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Forge 1521 works with 5.0.3 for me but I am only running tc5

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

    You know what is the downside of farming tainted trees? Those tainted trees come with swollen taint, which most of the time spawns a tainted crawler when it is broken. And tainted crawlers do spread fibrious taint even with the above discussion. And lets not forget that they do ever so try to kill the player.


    so i have (very, very slowly) been moving through TC5. right now i'm just getting my first big crucible jobs done, duplicating ores and things like that. but i seriously can't wait until i get powerful enough to manipulate taint. I'm imagining this hazmat containment area like the cold storage map from halo 3, where you keep a simulated taint environment to harvest the various things it provides (obviously under multiple layers of heavy security and failsafe TNT payloads)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from gurujive»

    i'd honestly just rather have a mod that allowed me the unlocking of spells at reaching certain levels.

    each spellcast grants exp for that spell tree or you could channel exp into it from your exp bar. water, wind, fire, air, time. with mana like a healthbar.

    no items, none of that stuff. because spells would be cast from the hand and could be dualwielded.

    just something simple.

    i enjoy small file sizes.... like 3k is big... i enjoy stuff like 1k ish size.


    all the wands that break my sky when i fast render, fancy gui's, blocks, world generation, etc.... nah...

    just something simple would be nice.

    the spells in this mod are greate but the file size is too big to run with other mods with stability and/or without lag.



    To me this misses the point of thaumcraft. If you want to play a straight rpg there are much better options than modded Minecraft. Thaumcraft's genius is that it integrates a magic system wth the same kind of production tree/gating from vanilla Minecraft.


    Also thanks for the mod suggestions - I'm very interested in exactly what you guys described, adding some extra content that doesn't unbalance thaumcraft. I'll definitely be looking those up

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



    On the one hand, I have always agreed with the idea that mods need to be balanced against vanilla, not other mods.

    But ... I am trying to put together a "one mod" server for some friends. And started with Thaumcraft. Oh, and Chisel because the decorative blocks are awesome. And Carpenters Blocks. Because you cant make a thumaturges tower without angles. And Antique Atlas. Because one can't go without *some* kind of minimap. And then someone said it would be a deal breaker if there wasn't Blood Magic as an alternative. And someone else said they'd prefer to try Witchery. Twilight Forest is already being punted as "something to explore" to give a purpose to the gear the magic mods are giving. Roguelike dungeons and probably Recurrent Complex are also "in" but as server only mods...

    So no, your singular experience notwithstanding, single mod modpacks are actually a fallacy.


    well i'm not sure his experience is any more or less singular than yours. i am a filthy casual who plays thaumcraft only. creative-style flight is really useful for building!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]


    I think it would be great, but I'd keep the Stormcloaks, just without their racist leader. In the end, I'd become leader of the Stormcloaks, force the Legion into an alliance, broker a deal with the wood elves, orcs, dark elves, and khajiit to ally and fight against the Thalmor. A new Great War, less casualties on the Skyrim side, Thalmor take a big hit thanks to the alliance of all the races as well as me controlling all sorts of wild beasts and even giants with illusion magic or the bend will shout. I believe it may be like this:


    My nord character forges alliances with other races while my khajiit one assassinates Ulfric in his sleep. My mage character learns illusion spells and eventually becomes capable of controlling giants and mammoths and raising a massive undead army. Finally, my assassin Khajiit teaches the others of his race his outstanding stealth and assassin skills, the mage teaches the College of Winterhold how to wield destruction and conjuration magic (along with any other mages he encounters), the Nord (Dovahkiin) secretly gains the help of the remaining dragons (who are under the leadership of Paarthurnax), then leads his army into battle against the Thalmor, staying close to his lover, Serana (she's cured and Harkon's dead).

    Second Great War ensues. Thalmor take heavy casualties, my Nord's army does as well. Eventually, the Khajiit caravans roll in, showing a peace offering. Psyche! A group of Khajiit assassins sneak out and slit the throats of several Thalmor. The Thalmor just keep sending in more soldiers. All hope looks lost until Paarthurnax and his dragon brethren show up and annihilate the Thalmor. The remaining survivors and their general surrender immediately and agree to a deal that wipes away the White-Gold Concordat and agree to leave Skyrim and never come back.


    this is way off topic but my dream mod for skyrim is

    a very involved post-revolutionary questline where ulfric is away
    negotiating the peace and you need to use intrigue to call the moot
    behind his back and have yourself declared king. you achieve this by
    building a coalition through guild-style questlines. you have to balance
    idealism against politics - for instance aiding the dark elf refugees
    will upset the hardliners in the military. you can also kick out the
    corrupt jarls in markarth/riften that you need to put in power as part
    of the civil war, but that will also be costly. if you're too idealistic
    you'll see desertion which invites the thalmor or the empire to invade.
    compromise your vision of an independent and open skyrim too much and
    you've become exactly what you were trying to destroy

    those shaders look incredible

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

    No, I know shards are batteries for vis, the question was whether the new marks on the Thaumometer mark the level at which the aura will switch from "charging" (growing/creating) crystals to pulling from them. I kind of don't think so because I've seen a lot of areas with persistent vis maxing out on the thaumometer, so I'm thinking crystals grow when it tries to grow past 100% and expend when it's below 100%.

    If the "base" level for the aura is the same everywhere for each vis type (80% on the bar or so, at the marks), then the warning about generating flux if you drain the aura too much below "base level" really just means "don't drain the aura of an aspect below 10%" or "don't drain to zero". I was expecting (before seeing those thaumometer markings) that the "base level" was something like, say, the level of the aura when the world was generated, so draining my started-at-20% perditio down to 5% shouldn't generate flux but draining the started-at-100% Ordo to 20% might; I have no idea if that's actually how it works now or if it's just the same threshold for every aspect.

    You know what it occurs to me that I'd really like to see from the thaumometer? Meters for all six/seven aspects at once, in a row next to each other. I find myself frequently roaming the world looking for a place where I can let my wand/scepter recharge after a big crafting, but since I can't charge one aspect at a time, I have to find a spot with high levels of every aspect I need, and since the all-aspects view just shows proportions I have to cycle through them all to find out whether they're uniformly low or actually high.

    --snip--

    also curious about this - the notch in the vial currently doesn't change, i didn't realize it was intended to show some extra piece of information. curious if this is a bug or i'm just reading too much into the patch notes.


    your idea for the thaumometer is great - i finally got a chance to play an extended session thanks to a holiday yesterday and found myself frantically tabbing between each vis meter to make sure my wand wasn't starting to slurp. right now i haven't found the new aura mechanics too limiting, and it's much easier than in TC4 to charge your wand before node capture. that being said i have not set up basically anything yet so i'm curious to see how

    that feels.


    as for the broader question about what's the best way to do this, i'm really excited about the totems as they kind of function like the relays. they might give the enterprising thaumaturge an incentive to build big transmission towers that pull in vis over vast, chunkloaded distances...

    Posted in: Minecraft Mods
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