hot dang, just how many mods did Vazkii made?
Quite a few man. Have a look at his site.hot dang, just how many mods did Vazkii made?
Quite a few man. Have a look at his site.
http://vazkii.us/mc/
Isn't he only 15 or 16? WowQuite a few man. Have a look at his site.
http://vazkii.us/mc/
Isn't he only 15 or 16? Wow
Darn modding community making me feel old.
I agree that Thaumcraft is a work of art. I appreciate even more because I hated it at first in 1.4.7. After actually using it and becoming fairly proficient, I treasure the experience.
Vazkii is awesome, but in TC4 there are some features of base TC that are better than its add on. Especially now with infusion enchanting. But anything less polished than Thaumic Tinkerer is weak sauce to me.
TC4 is a beautiful mod. Say what you want about research, once you get beyond it you have wondrous tools and game play mechanics. Azanor is continuing to give and give. I'd hate for new devs to bandwagon on TC4 and embarrass themselves in the process.
Hey hun.I'm all for Thaumcraft add-ons. Vazkii has done an amazing job with Thaumic Tinkerer and Magic Bees , well, who doesn't love that! HOWEVER, in my eyes there's a certain thing in Thaumcraft, with me at least, whereby if you are going to make a Thaumcraft add-on there's a weight of expectation on it straight away. Thaumcraft is exceptional, visually in every way, technically in every way and just plain awesome in every way. Vazkii has stuck to the same way of Thaumcraft thinking, making it easily the best add-on. I then heard about Thaumcraft Add-Ons/Extra?whateveryouwanttocallit. I have to say I was mightily disappointed and a dread came over me, a sudden dread that maybe, just maybe, Thaumcraft add-ons might become a source of attraction for modders wanting to get a piece of the action (so to speak).
For me Thaumcraft is sacred, it's hallowed ground, if anyone should try to walk that road they really need to be true to it. Thaumcraft Extra's didn't and I fear that many others may follow thinking, this is a popular mod, i'll make an add-on for it and be immediately successful. Thaumcraft is given to us polished, like jewel shining in the sunset, i'd hope that add-on makers share the same enthusiasm for it. I dunno, I look at it as sort of a respect thing for Azanor, he's created this work of art and it feels to me like a 3 year old has hung a scribble next to a monet...
I'd be interested to hear other people's takes on this. What do you make of Thaumcraft add-ons? What do you expect of them, if anything?
I'm still looking forward to seeing what blossoms from this. That trading system could be utilized so well if he applies it better, especially with thaum villagers and pech. I hope it doesn't come to a point where it would be better in someone else's hands. If it comes to it, I'll have to take it off the guide if it's not going to be taken seriously. I record these mods for reference, there's no point in it if no-one will use his mod.I think you explained it better, cheapened TC's value. I said I was going to do a spotlight on it and do my usual work with that but I just didn't feel it was right to cover it in it's current state but I did say i'd be keeping an eye out! I agree, the guy himself seems like a nice guy and has literally taken a battering from not only yourself and I but others as well yet I also agree it is hugely admirable that he's taken everything on the chin and keeps going. Many others would have said, you know what, screw this. But he hasn't, he's kept going.
The mod itself has a long way to go before i'd cover it in a video but it is making steps, i'd be interested to see what he does come up with in the future and see whether or not he can inject some Thaumcraft into it, as should every TC add-on! If I ever saw Thaumcraft tanks that could store aspects like RC tanks that would certainly make my eyebrows rise, which is never a bad thing! As for a cowboy golem, where has this mod been all my life? That would be hilarious!
I was reading the thread you posted a link to and it's scary reading the problems you posted about it, it literally echoes what I was thinking more or less (you found more things than me, damn you ) but the biggest thing for me is the Thaumonomicon, never mind the numerous problems with the blocks and items, the Thaumonomicon is like the bible. It felt defaced. I was literally fuming when I opened the tab for his stuff. I spend a lot of time with my nose in that book wishing for more things to appear and when that popped up I was hugely disappointed but look, at least he is listening and trying. I should take a look if it's open source and write the entries myself I'll be keeping my eye on the mod but a lot of things need to change before I will cover it, I hope that doesn't sound as bad as what I think it does :/
Hopefully all is going well in your department too Anna and plans are going smoothly, and congrats for the future
On another note, I'm thinking of doing a stream of a modified ThaumLite instance.
I'll get back to you with the details. I might invite Haighyorkie to play too if I can get a server working.
EDIT:
Yusunoha said:ever considered adding more golem cores aswell to TT? or are you still holding off on golems incase Azanor decides to add more? it'd be nice if there were also golems for things like animal breeding, and specific animal breeding killing, so you still keep a few animals to continue breeding. or a infusion altar helping buddy who could do things like put fallen items back onto the pedestal when crafting, or quickly showing you if an item got deleted, or maybe even handling the taint by maybe scooping it up in a jar. or maybe even a crafting golem?
also, have you considered adding a player sized mirror, for player teleportation? I always miss not being able to teleport with TC/TT and it'd be awesome if this could be added in. and it'd also be nice if the telekinesis focus would also work on entities like animals or mobs
Yusunoha said:azanor, have you considered adding an actual world gen structure for pechs? like in the magical forest, the pechs could have a little building similar to the Hobbit Hole from the LotR, in which they live and retreat to at night or danger
and how about having the Thaumcraft villager and his building spawn in the magical forest aswell? not a whole village, just the thaumcraft villagers building, or well, you could do a village, but it'd have to be a magical centered village.
with that you'd need to limit the amount of mobs that could spawn in that forest, to prevent zombies from spawning and killing all those villagers.
Yusunoha said:I was thinking, would it be possible to turn the gaseous illuminae into a wand focus? because it's a pain to craft in the crucible, and it's even more of a pain to place it in the world without messing it up. if there was a focus for it it'd be easier to place it, but ofcourse for a higher cost
Yusunoha said:also, how about having the telekinesis focus be more like an item magnet when you enchant it? when you right click with the enchanted telekinesis focus it'd pull any nearby items towards you without you actually having to aim at the items
Yusunoha said:it'd be cool if you could actually wear the focus pouch on your leggings, maybe as an addition inventory slot or maybe as a function key
maybe you could also enchant your focus pouch with an enchant to keep it on you after death, or with potency or frugal
Yusunoha said:how about adding aspect nuggets? each nugget holds 1 of the aspect it's from. it'd be handy for crucible crafting.
I know there are mana beans, but they're too random for me to actually be useful. if there was a block you could use to change items, or liquid aspects into nugget form that you could use for crucible crafting that'd be nice.
or how about re-adding the old Arcane Alembic from TC3 for the crucible, which would now gather any liquid taint the crucible would produce. you could add a new taint aspect aswell and use it for other things. like maybe for a wand foci that you can use to turn certain entities into their tainted version, maybe as a temporary ally before it finally turns into dust.
Yusunoha said:another "silly" idea. how about a wisp companion? it'd be a wisp that you could capture and turn the wisp into an entity that goes with you anywhere and you could perhaps equip it with certain cores to unlock new features. maybe you can summon the wisp with a focus, and also unsummon the wisp like that... though it's probably quite hard to code
Yusunoha said:how about adding some Thaumcraft support for horses to the mod? you'd be able to upgrade an iron horse armor into a thaumium horse armor, but the downside would be once you equip a thaumium horse armor on a horse, it can never be taken of, due to the magical connection the armor makes with the horse. the crafting process could for example be that you equip a horse with an iron horse armor and right click the horse with a wand.
with the thaumium horse armor your horse would be able to hold certain upgrades, like for example a hungry chest upgrade. when the horse has this upgrade, you can access the chest through his inventory. when you walk with the horse over items dropped on the ground the chest would automatically pick up the drops. you could also add some upgrades like horseshoes to improve the speed of a horse, a saddle for better jumping of a horse, or a horn that's mounted on the armor that allows the horse to physically damage enemies. you could maybe even add an upgrade that would allow thaumium wings to be added to the armor which allows you and the horse to fly.
for the more evil scientists you could also perhaps make an upgrade where you can put a brain in a jar onto the head of the horse. it'd improve some of his stats like speed, health, damage, healing speed and things like that, but it'd require you to regularly feed him certain aspects to prevent the horse from turning into an undead horse. maybe with this upgrade you could allow to mount actual wands with focuses into the horse armor and use the wands while riding the horse... but that may be a bit too... much xD
but I haven't really seen a mod using the new horses yet, so it'd be awesome if mods started to find uses for them
also, how about some more clothes for golems? not really for further upgrading their stats, but just to make them look cooler for example you could equip a golem with a tuxedo, or a tie, or a monocle, or a robe, or sunglasses... the sky is the limit
and lastly... slowpoke once suggested to azanor to be able to bottle entities. azanor said he would think about it, but he never added it. it did got added into Dartcraft however, but how about also adding it to thaumcraft with this mod? it'd require a new wand focus, and when you've the focus on your wand, and you've empty jars in your inventory, when you right-click on a mob, it'll bottle them. maybe you can even make it so you can actually see the mob in the jar
Yusunoha said:it's awesome to see the new alchemical centrifuge and essentia tubes... but I'm still missing 1 thing.
a block that'd just delete the essentia from the world... my problem right now is that I have tons of certain essentia that I just don't need, but I need to keep making jars and phials to prevent my system from clogging up and find another way to store that aswell. I'm not asking for the deleted essentia to be turned into something else you could use, just a way for them to be completely deleted from the game... but you could ofcourse use it as a way to craft new things, like the deleting progress of essentia creates a byproduct which you could use for something else.
also, would it be possible to make jar labels a bit... thicker. right now if you look on the side of a labeled jar the label just seems to be "floating"
Yusunoha said:I was just thinking, the pickaxe of the core has had several types of right-click functions through the Minecraft versions, but there's one function I'd really like to see introduced. it's the same function as the axe of the stream has, wooden logs from trees get chopped down without you having to go up there for every single log. now it'd be awesome if the pickaxe could do the same with ore veins with the right-click function. so if you were to mine an ore, if you hold right-click while mining it, it'll mine every connected ore of that type and the drops go straight into your inventory.
in EE2 the pickaxes used to have this function, if you'd right-click an ore it'd instantly mine that whole vein in one go.
also, does anyone perhaps know how much each occult paraphernalia helps with the infusion altar? like do skulls work better then candles or clusters? or does it help more if you use more different kinds of items? or is it all the same?
and how about changing the arcane lamp. when you craft the lamp normally, it has about the same radius as a nitor, but if you right click it with a phial of lux you can increase the radius. if you right click on it with an empty phial you can retrieve the lux and thus shortening the radius again
Yusunoha said:just a few ideas throwing around here...
how about adding staffs to Thaumcraft? they'd be an upgrade to the wands. the staffs would be made out of 2 wand cores, and 3 caps (one on the top, one of the bottom and one in the middle linking the 2 wand cores together) the staffs would hold 2,5x the amount of aspects that wands hold, and they deal more damage, or become more effective for what they do. on the downside is because the staff is larger then the wand, it'll be a bit slower to use.
I was also thinking of a new machine that'd be a thaumic fumer. if you place a jar of essentia in the thaumic fumer, it'll take that essentia and turn it into a gaseous substance that's spread over a certain distance from where the thaumic fumer is placed. you could for example use this with an essentia that'll help plants grow quicker. you just place the jar with essentia in the fumer, and it'll spread the fumes over the crops, making the crops grow faster. you could also use it with a jar of lux, to improve the way the arcane lamp works. you place the fumer near the arcane lamp, and put in a jar of lux. the fumer will then help the arcane lamp to light up the area. doing it like this will create light that's a less derpy when just using the arcane lamp, as the light of the arcane lamp can disappear with a simple block update in the area.
you'd also be able to put in a bottled pure node or dark node, which will turn the area into a Magical Forest or Eerie biome. ofcourse placing the nodes themselves already do this aswell, so the upside of doing it with the thaumic fumer would be that with the thaumic fumer the process of changing the biome is faster and will work with a bigger area. perhaps there could also be a pure aspect added, that's obtained from the ethereal bloom, and if you were to put in a jar of that aspect into the fumer that's in a tainted biome, the tainted biome will be cleaned up faster with a bigger range then using just a normal ethereal bloom.
perhaps you can also take the idea from Thaumic Tinkerer's Gaseous Glowstone/Tenebrae for the thaumic fumer. lux would bright up the area when placed in the fumer, and tenebrae would darken the area.
There needs to be a pech-based addon with little hobbit holes.-snip.-