EMC Values for Thaumcraft?

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Padfoote

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How is that any different from having your friend research an item and make it for you? Or having your friend research an item and then hand you the Tome of Knowledge sharing?

It isn't, which is why I've been quiet on the topic until you asked that question. :p
 
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MrZwij

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If Pahimar doesn't add value for processing an item (and AFAIK he doesn't*), I don't think it should be added for any Thaumcraft items either. Meaning I'd be against adding essentia value to an item's EMC total.

* Bearing in mind I've never played EE3.
 
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Azzanine

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You have to have a sample of an item first before you can transmute it anyway. How does that gut research?
It doesnt gut research. like you said you still have to research the item in the thaumonomicon before you teach it to EE. What it does do is let you bypass a lot of thaumcrafts crafting mechanics. Well at least after you have created the items you want to make once.
That being said that shouldn't stop you from adding EMC to TC stuff because they could just uninstall your mod and or EE3 if they don't like it.
 

SpitefulFox

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If Pahimar doesn't add value for processing an item (and AFAIK he doesn't*), I don't think it should be added for any Thaumcraft items either. Meaning I'd be against adding essentia value to an item's EMC total.

* Bearing in mind I've never played EE3.

My concern is that if an infusion recipe item has an EMC value equal to the sum of its ingredients, people could just transmute the ingredients and have a cheaper method of obtaining the item.

Although, I could always just skip complex items entirely. My main concern is making shards, amber, etc... transmutable.
 

MrZwij

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My concern is that if an infusion recipe item has an EMC value equal to the sum of its ingredients, people could just transmute the ingredients and have a cheaper method of obtaining the item.

Although, I could always just skip complex items entirely. My main concern is making shards, amber, etc... transmutable.
On one of direwolf's latest videos he talked to Pahimar, who mentioned that there are certain things that are unlearnable (the example they used was iron ore). Maybe this could be handled the same way?

Edit: Did you add the "although" sentence at the last second or am I just brain-dead from work? I swear this answer made a lot more sense when I started it.
 

ScottulusMaximus

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Although, I could always just skip complex items entirely. My main concern is making shards, amber, etc... transmutable.

I think that would be best, the world gen/simple stuff I think is fine to have EMC values but once you get higher up the crafting chain(especially with multiple infusions) if you don't add EMC to the infused essentia it will be horribly OP and mod-breaking and if you do people now have a way to turn essentia into anything.
 
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SpitefulFox

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After a bit of experimentation, I've decided not to assign EMC values to anything crafted with essentia. There just isn't any sane way to try and quantify that. There's way too many different ways to get essentia, some worth less EMC than others. Trying to assign an EMC value to anything crafted with essentia is likely to result in that "Blaze Rods In The Macerator" exploit from EE2.
 

Golrith

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With all EMC type mods I'm always of the opinion that only raw materials (including ingots but excluding alloys) should have an EMC value, never items that are crafted. Otherwise you are shortcutting the crafting process, and many mods are adding new ways of crafting beyond the crafting table. Plus, opens up exploits/duping.
 
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MrZwij

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I'm super ambivalent about this. On the one hand, Thaumcraft, and many other mods like it, is so deliberately NOT the "stick items in a grid, shift-click the output." The intricacy of crafting is truly a core element of the mod. On the other hand, people who install and use EE are using it BECAUSE they want to skip the crafting process. Shouldn't those people be allowed to play the way they want? It's really a quandary.

I actually think the practical effect of your decision to remove EMC values from many items will help EE become more appealing to most server/modpack players. I'm just not sure it's in the "spirit" of EE, whatever that means.
 

GamerwithnoGame

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I'm super ambivalent about this. On the one hand, Thaumcraft, and many other mods like it, is so deliberately NOT the "stick items in a grid, shift-click the output." The intricacy of crafting is truly a core element of the mod. On the other hand, people who install and use EE are using it BECAUSE they want to skip the crafting process. Shouldn't those people be allowed to play the way they want? It's really a quandary.

I actually think the practical effect of your decision to remove EMC values from many items will help EE become more appealing to most server/modpack players. I'm just not sure it's in the "spirit" of EE, whatever that means.
I know what you mean, but one of the things I remember from playing EE back in the old Tekkit days was that some things just didn't work with EE. That was part of the game, and I fully expected and accepted that. I don't know how people would feel about it these days, but I would hope that most would be able to accept that some things don't work with it and move on...
 

OmegaRenan

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Pahimar made it so iron ingots and iron ore had the same emc value, but e make it so only iron ingots could be transmuted from emc AKA iron ore to iron ingot in a transmutation tablet YES,iron ingot to iron ore in a transmutation tablet NO,so do you understand now what i meant with my previous comment, SpitefullFox ?
 

SpitefulFox

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Pahimar made it so iron ingots and iron ore had the same emc value, but e make it so only iron ingots could be transmuted from emc AKA iron ore to iron ingot in a transmutation tablet YES,iron ingot to iron ore in a transmutation tablet NO,so do you understand now what i meant with my previous comment, SpitefullFox ?

I already understood and I still don't see any reason to use that feature.
 

epidemia78

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I considered adding EE to my pack, but modtweaker allows me to make recipes for anything I might want, using other mods' more interesting mechanics.