Thaumic Infusion is a addon for Thaumcraft 4, it uses assets from TC and does not claim ownership over TC.
Thaumic Infusion (TI) is a Minecraft mod built with the Forge API, TI is an add-on for Thaumcraft. This mod is based around adding a unique mechanic into the game, this new mechanic ties into the lore behind Arcane Infusions which are added by Thaumcraft. What TI allows the player to do, is to take known aspects and infuse them into Blocks within the world, the effect caused by doing so is unique to the aspect the player chose to infuse. An example of infusing a block would be Lux, the simplest effect, it causes any block that is infused with it to act as a light source. Each aspect has its own unique effect, which works in every block in the game.
Download the latest version from Curse
[NEW]Thaumic Infusion 4.75
Is Thaumic Infusion Stable?
Every mod has it's bugs, but for the most part TI has no major crashes & if it does I usually release a hotfix a soon as I have fixed the issue.
Do infusions still cause performance drops?
No, I've been working hard on implementing a new data structure & block handling. TI has gotten to the point where it is faster than it has ever been before, TI does not use tileentities or worlddata to store information about infusions, I've built a storage system away from them however still within the world class. For those interested TI uses a QuadTree to store it's data about infusions, this is perfect since chunks are uniformly positioned and a consistent size.
The use of these new systems has cut lookup time down from 104MS+ to 1400NS+, this is a ridiculous jump in performance. For those that understand how QuadTrees work, you'll may be thinking that the time it takes to add an element to the tree is not worth it, but adding to the tree is no were near called as frequently as the get.
Is Thaumic Infusion compatible with other mods?
I have tried to make my mod as compatible as possible, TI WILL work with 90%+ of the blocks within the instance. Why wont 10% work? I cant account for all mod blocks working, I've tried to build a dynamic ASM system that injects code into any block class it is able to find & in most cases it finds all classes. However there are times where classes are failed to registered a block class with my detection, now this does not mean that the block wont be compatible with most of the aspects, since the base block class would of been injected into, It just means it will have unanticipated results.
For those programmers out there or anyone that knows about ASM may be asking why I have chosen to use ASM. Well Thaumic Infusion has been around for three years, crazy I know and In that time it has went though different iterations, reworks & rewrites. I use to use camo blocks which IS the conventional way to fake a block and run your own code, however with what I am trying to do, camo blocks are simply out of the question. They would cause more issues than ASM will, as Rendering, Casting, Tileentities, Dupeing & so on will suddenly become an issue that I would have to deal with. Whereas with ASM, the issues that it can cause are closed of specifically with the injection making it easy to debug and very, very powerful when it works.
Every mod has it's bugs, but for the most part TI has no major crashes & if it does I usually release a hotfix a soon as I have fixed the issue.
Do infusions still cause performance drops?
No, I've been working hard on implementing a new data structure & block handling. TI has gotten to the point where it is faster than it has ever been before, TI does not use tileentities or worlddata to store information about infusions, I've built a storage system away from them however still within the world class. For those interested TI uses a QuadTree to store it's data about infusions, this is perfect since chunks are uniformly positioned and a consistent size.
The use of these new systems has cut lookup time down from 104MS+ to 1400NS+, this is a ridiculous jump in performance. For those that understand how QuadTrees work, you'll may be thinking that the time it takes to add an element to the tree is not worth it, but adding to the tree is no were near called as frequently as the get.
Is Thaumic Infusion compatible with other mods?
I have tried to make my mod as compatible as possible, TI WILL work with 90%+ of the blocks within the instance. Why wont 10% work? I cant account for all mod blocks working, I've tried to build a dynamic ASM system that injects code into any block class it is able to find & in most cases it finds all classes. However there are times where classes are failed to registered a block class with my detection, now this does not mean that the block wont be compatible with most of the aspects, since the base block class would of been injected into, It just means it will have unanticipated results.
For those programmers out there or anyone that knows about ASM may be asking why I have chosen to use ASM. Well Thaumic Infusion has been around for three years, crazy I know and In that time it has went though different iterations, reworks & rewrites. I use to use camo blocks which IS the conventional way to fake a block and run your own code, however with what I am trying to do, camo blocks are simply out of the question. They would cause more issues than ASM will, as Rendering, Casting, Tileentities, Dupeing & so on will suddenly become an issue that I would have to deal with. Whereas with ASM, the issues that it can cause are closed of specifically with the injection making it easy to debug and very, very powerful when it works.
Thaumic Infusion is Open-Source and adheres to the WTFPL Licence, essentially I don't mind people using this mod in packs, taking code from it or anything. The only thing I ask is credits are given to me, its not required but a simple link refering back to this thread doesn't hurt anyone.
Like the mod? Well, why not hit that shiny green button there to make my day?
Last edited: