The Thaumcraft 4.1 Experience

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YX33A

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Jul 29, 2019
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You can place blocks on those glimmers, too. I have to break them now and then when building inside arcane bore tunnels. You can also scan xp orbs.
I knew that last one. I was doin' my hackin', whackin', chopin' that meat(aka getting breakfast from the farm) and was multitasking and had my thamometer on hand and saw it pop up with "EXP Orb" or somesuch. Was all like "Le Scanning all the things. Wild EXP Orb Appears! YX33A used Foresight! ...It Failed!", so I was all like, "whelp, better scan more stuff first".
 

[JBG]Magikarp

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Jul 29, 2019
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[warning, the followong text is heavily opinion based, do not read if you are retarded or an idiot]
4.0 was pretty much perfect, then 4.1 changed everything. The new research minigame is just terrible, the first 3 researches are ectremely difficult to solve, but once you have the research mastery it's way too easy, being able to choose what research you get makes this even worse, if you have already scanned enough things, you can get every research in less than 20minutes (yes, I tested that)! The problem with that is that research was the only thing that could balance thaumcraft, now it's horribly oped with basically no research that prevents you from getting all the awesome advanced stuff that thaumcraft adds, like tc1&2.I don't think research should be completely random, but more random than that, maybe so you can choose wether you get something from alchemy, artifice, thaumotorgy or ... . Also the old research minigame was fun every time having to connect the runes that sometimes got deactivated, so you had to use another research point, the new one gets just boring after the 3rd research. I don't think the essentia tubes were oped at all, they worked exactly like all the other pipes from all the other mods, the new pipes are just annoying, there are really only two options, manually refilling all the jars or using golems, I never actually used golems so much in 1.6, because hecates, there's no real way of protecting the golems from them, the only way to do so, would be having the infusion altar in a closed room, but then you always get flux stuck at the ceiling, so that's no option. The only thing I can say about tc4.1 is I hate it, I really fucking hate it. Atm I'm waiting for 4.2, hopefully it gets at least a new minigame, maybe it gets even balanced better.


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trajing

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[warning, the followong text is heavily opinion based, do not read if you are retarded or an idiot]
4.0 was pretty much perfect, then 4.1 changed everything. The new research minigame is just terrible, the first 3 researches are ectremely difficult to solve, but once you have the research mastery it's way too easy, being able to choose what research you get makes this even worse, if you have already scanned enough things, you can get every research in less than 20minutes (yes, I tested that)! The problem with that is that research was the only thing that could balance thaumcraft, now it's horribly oped with basically no research that prevents you from getting all the awesome advanced stuff that thaumcraft adds, like tc1&2.I don't think research should be completely random, but more random than that, maybe so you can choose wether you get something from alchemy, artifice, thaumotorgy or ... . Also the old research minigame was fun every time having to connect the runes that sometimes got deactivated, so you had to use another research point, the new one gets just boring after the 3rd research. I don't think the essentia tubes were oped at all, they worked exactly like all the other pipes from all the other mods, the new pipes are just annoying, there are really only two options, manually refilling all the jars or using golems, I never actually used golems so much in 1.6, because hecates, there's no real way of protecting the golems from them, the only way to do so, would be having the infusion altar in a closed room, but then you always get flux stuck at the ceiling, so that's no option. The only thing I can say about tc4.1 is I hate it, I really fucking hate it. Atm I'm waiting for 4.2, hopefully it gets at least a new minigame, maybe it gets even balanced better.


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Actually the 4.0 minivans was quite difficult, so much so that I have up. The 4.1 one is only marginally easier for me, even WITH research mastery. And what do you mean no way of protecting he golems? Besides, as per DW20's video, you can use drawbridges to clear the flux.
 

Tangpau

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Jul 29, 2019
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I have started a Magic World 2 LP and I am going to get into TC very soon. I am glad about all these changes and that I did not have to experience the difficult entry in to previous versions of TC.
 

PhilHibbs

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Jan 15, 2013
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[warning, the followong text is heavily opinion based, do not read if you are retarded or an idiot]
4.0 was pretty much perfect, then 4.1 changed everything. The new research minigame is just terrible, the first 3 researches are ectremely difficult to solve, but once you have the research mastery it's way too easy, being able to choose what research you get makes this even worse, if you have already scanned enough things, you can get every research in less than 20minutes (yes, I tested that)! The problem with that is that research was the only thing that could balance thaumcraft,
Research balanced Thaumcraft? That's a bizarre way of looking at it. You can't balance an overpowered feature by just slowing people down from getting it. All you do is annoy the people who are doing the research again on a new server or world. I think the 4.1 system is much better than the rune-moving system. They're about equally as quick and easy to do, but I'm a bit of a hexmaniac. Pipes are a bit annoying now, but I've worked around it with valves.
 

YX33A

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Jul 29, 2019
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[warning, the followong text is heavily opinion based, do not read if you are retarded or an idiot]
4.0 was pretty much perfect, then 4.1 changed everything. The new research minigame is just terrible, the first 3 researches are ectremely difficult to solve, but once you have the research mastery it's way too easy, being able to choose what research you get makes this even worse, if you have already scanned enough things, you can get every research in less than 20minutes (yes, I tested that)! The problem with that is that research was the only thing that could balance thaumcraft, now it's horribly oped with basically no research that prevents you from getting all the awesome advanced stuff that thaumcraft adds, like tc1&2.I don't think research should be completely random, but more random than that, maybe so you can choose wether you get something from alchemy, artifice, thaumotorgy or ... . Also the old research minigame was fun every time having to connect the runes that sometimes got deactivated, so you had to use another research point, the new one gets just boring after the 3rd research. I don't think the essentia tubes were oped at all, they worked exactly like all the other pipes from all the other mods, the new pipes are just annoying, there are really only two options, manually refilling all the jars or using golems, I never actually used golems so much in 1.6, because hecates, there's no real way of protecting the golems from them, the only way to do so, would be having the infusion altar in a closed room, but then you always get flux stuck at the ceiling, so that's no option. The only thing I can say about tc4.1 is I hate it, I really fucking hate it. Atm I'm waiting for 4.2, hopefully it gets at least a new minigame, maybe it gets even balanced better.


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The TC4 research system was hell, sir. Not easy, not hard, hell. It wasn't hard, it was aggravating. The new one maybe not be better in your opinion, but that just puts you in a tiny minority.

TC2's research system was shit, pure and simple, and TC1 didn't HAVE research. Unless you count looking things up in NEI and occasionally on the internet for more details.

And protecting your golems? Easy, make a golem that kills mobs, problem solved. Don't want flux on your roof? We have ways of removing it, and ways of preventing it.

No, the Essentia Tubes were not OP; they were laggy and this is why they were changed, not to nerf them.

Research doesn't balance OP Features, balancing the OP Features balanced the OP Features.

And trust me, even those first three researches is easy if you check your thaumonomicon often instead of just trying to blaze through it. Getting the research mastery bits just makes it so you don't have to double check everything. And one makes it so one can obtain a compound aspect by clicking it while holding shift or something like that, OH BOY, THAT'S OP, I CAN AVOID HAVING TO CLICK THREE MORE TIMES TO GET A COMPOUND ASPECT.
 

RedBoss

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Jul 29, 2019
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[warning, the followong text is heavily opinion based, do not read if you are retarded or an idiot]
4.0 was pretty much perfect, then 4.1 changed everything. The new research minigame is just terrible, the first 3 researches are ectremely difficult to solve, but once you have the research mastery it's way too easy, being able to choose what research you get makes this even worse, if you have already scanned enough things, you can get every research in less than 20minutes (yes, I tested that)! The problem with that is that research was the only thing that could balance thaumcraft, now it's horribly oped with basically no research that prevents you from getting all the awesome advanced stuff that thaumcraft adds, like tc1&2.I don't think research should be completely random, but more random than that, maybe so you can choose wether you get something from alchemy, artifice, thaumotorgy or ... . Also the old research minigame was fun every time having to connect the runes that sometimes got deactivated, so you had to use another research point, the new one gets just boring after the 3rd research. I don't think the essentia tubes were oped at all, they worked exactly like all the other pipes from all the other mods, the new pipes are just annoying, there are really only two options, manually refilling all the jars or using golems, I never actually used golems so much in 1.6, because hecates, there's no real way of protecting the golems from them, the only way to do so, would be having the infusion altar in a closed room, but then you always get flux stuck at the ceiling, so that's no option. The only thing I can say about tc4.1 is I hate it, I really fucking hate it. Atm I'm waiting for 4.2, hopefully it gets at least a new minigame, maybe it gets even balanced better.


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Blame Ars Magica for you needing to protect your golems. AM has invasive mobs and its not fair to Azanor to put the blame for a completely unpredictable mod intereaction. For that matter Ars2 has mob invasions to other mods like Twilight Forest & BoP's Promised Land. I'd suggest either not using Ars2 or just put your golems in safe places. Its not an issue caused by Thaumcraft.
 

Iskandar

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Feb 17, 2013
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Blame Ars Magica for you needing to protect your golems. AM has invasive mobs and its not fair to Azanor to put the blame for a completely unpredictable mod intereaction. For that matter Ars2 has mob invasions to other mods like Twilight Forest & BoP's Promised Land. I'd suggest either not using Ars2 or just put your golems in safe places. Its not an issue caused by Thaumcraft.
Yeah, this is one of the reasons I removed AM2 from the pack I play. The fun spell system does not make up for how broken the monsters are. The final straw was hecates that just stood there, doing nothing except spawning in so great numbers they were crowding out everything else.
 

[JBG]Magikarp

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Jul 29, 2019
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Blame Ars Magica for you needing to protect your golems. AM has invasive mobs and its not fair to Azanor to put the blame for a completely unpredictable mod intereaction. For that matter Ars2 has mob invasions to other mods like Twilight Forest & BoP's Promised Land. I'd suggest either not using Ars2 or just put your golems in safe places. Its not an issue caused by Thaumcraft.
Of course it's not azanors fault that hacates kill the golems, but I still wouldn't use the golems if there was no am in the dw20pack, because they die all the time for stupid reasons, like walking in lava, getting stuck in the wall, also they can't figure out how to get over any not full block, like heads or candles which are pretty much necessary if you don't want your infusion to fail.
 

trajing

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Of course it's not azanors fault that hacates kill the golems, but I still wouldn't use the golems if there was no am in the dw20pack, because they die all the time for stupid reasons, like walking in lava, getting stuck in the wall, also they can't figure out how to get over any not full block, like heads or candles which are pretty much necessary if you don't want your infusion to fail.
You DO realize that golems are the best thing since sliced bread, right? Their only downfall is pathfinding, which even Mojang seems to have trouble with. It's free automation, so you can get a power SURPLUS. Now there's something you don't see often. Power generation inviolving magic mods.
 

RedBoss

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Yeah, this is one of the reasons I removed AM2 from the pack I play. The fun spell system does not make up for how broken the monsters are. The final straw was hecates that just stood there, doing nothing except spawning in so great numbers they were crowding out everything else.
I use a stripped down Resonant Rise pack and I've treid to keep Ars2 in it because of the ChocolateQuest integration. But its not worth it. I don't care for the spells at all, just not my style. The mob spawn configs that were added just do not work. I liked the broom mechanic but they're VERY buggy. Not crash your game buggy, but disappear quite often buggy. I've given the mod a bunch of tries but I'll probably rip it out for good pretty soon.

Die in a fire.

friday-daaaamn-o.gif
 

Vauthil

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Jul 29, 2019
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[warning, the followong text is heavily opinion based, do not read if you are retarded or an idiot]
I'm sure the snarky qualifier made you feel better, but don't do this when prefacing a post, please. Disagreement and dissent are great. Insulting people who don't agree with you is not and may end with us dropping anvils on your head.

Thanks.
 

Succubism

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Jul 29, 2019
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I'm sure the snarky qualifier made you feel better, but don't do this when prefacing a post, please. Disagreement and dissent are great. Insulting people who don't agree with you is not and may end with us dropping anvils on your head.

Thanks.
now i feel bad for reading because i am an idiot
 
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Revemohl

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Yeah, this is one of the reasons I removed AM2 from the pack I play. The fun spell system does not make up for how broken the monsters are. The final straw was hecates that just stood there, doing nothing except spawning in so great numbers they were crowding out everything else.
At least this problem can be easily solved by installing Mob Spawn Controls, or using OpenBlocks' config. I went ahead and turned the rest of the AM2 mobs off because too they're annoying
If you don't have access to that, at the very least the (still) buggy Hecates won't be able to harm your golems.
 
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Adonis0

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Of course it's not azanors fault that hacates kill the golems, but I still wouldn't use the golems if there was no am in the dw20pack, because they die all the time for stupid reasons, like walking in lava, getting stuck in the wall, also they can't figure out how to get over any not full block, like heads or candles which are pretty much necessary if you don't want your infusion to fail.
Quite a few of those you can fix by having the blocks of warding (ones that trap monsters) that will limit the way the golems move
The second one can be fixed by essentia mirrors, have a golem room somewhere for your essentia, and have a mirror that leads to your infusion altar where you can have all the balancing things.

Heck, you could even avoid that all together and just build the jars on a different Y level to the altar, because that thing has a very big draw range on it.
 

Sidorion

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Or you can trap the golems BEHIND the jars so they have to walk around them and cannot pass the altar in the center of the room. Maybe a range extention is needed.