The Thaumcraft 4.1 Experience

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
Like a tech geared magic farm?
That would be amazing...
Possibly. It's like a variation of my idea of Ores to Nuggets (where ores cook to nuggets, not ingots). That makes everything more expensive, or ore processing more vital.

Like Dylan mentioned, I also have custom ore gen in my custom pack (Omega Dawn - shameless advertising), with 20-30% less ores, force TE3 to use Steel and Gears, force MFR to use TE3 recipes, and increased power usage of MFR and some other mods. Plus I also have BetterDungeons too, raiding one of those can be like having a quarry up and running.


Going OT, but most tech mods don't need that ore multiplication, and vanilla always has high ore gen. So, answer is to reduce ore generation, or change the way the smelting process works.
 

MigukNamja

New Member
Jul 29, 2019
2,202
0
0
Yes, but ore multiplying is like buying something on sale or getting a rebate - it has the *feel* of a discount/bonus.

As it is, the cat is mostly out of the bag on ore multiplication and it's not going to be easy to put it back in. Not all mods rely on ore inflation for their recipes. Like you mentioned, steel is one way. TE3's Pyrotheum and Enderium is another example. And, some mods like Thaumcraft are almost entirely unaffected by it. Its scarce currencies are primal aspect shards, research points, Vis, and time spent.

Ore doubleing/tripling/quintupling/etc.,. is pretty much old hat, i.e. soooo...2012. I can't think of a recent mod or modpack that's balanced around vanilla metal ores such that it would be completely unbalanced if one were to have 1x ore multiplication vs. 5x ore multiplication.

The best example of an older mod that was balanced around roughly 2x ore doubling of vanilla ores with vanilla ore gen is Forestry. The tin and brass (copper + tin) requirements were steep enough that you couldn't build your first farm 30 minutes into the game, but not put so late that it took a month before you had your first farm up. Also, the special blocks for the Alvearies like the Alveary Frame, Rain Shield, Lighting, etc.,. require a fair amount of gold. Just the right amount to put it in mid-game for 2x ore multiplication with vanilla ore gen.

IC2 and Railcraft with all their iron requirements is another example. But, those are older mods that pre-date ore multiplication beyond 2x and ore gen using CoFH. Or, in the case of IC2 Exp. for 1.6, they only consider IC2 Exp.. The iron balance and pretty much the entire IC2 early-game grind is nullified by Mekanism and RotaryCraft.
 
  • Like
Reactions: Cocofang

kaovalin

New Member
Jul 29, 2019
782
0
0
so thaumcraft should just become just like every other mod out there and do things exactly the same?

How does it matter if the pipes arent transparent? Under the hood the mechanics can be starkly different from the gameplay perspective. People want things to work, work efficiently, and be fun to play with.

Its not like coding the essentia to act like a particle filled fluid that occupies space would be any different to the user than "items" being routed to buffers at the jar end and slowly filled into them to simulate flow.
 

DREVL

Well-Known Member
Jul 10, 2013
1,251
380
99
possible problem with the pipes. You are supposed to be able to block the connection between 2 pipes (but allow all other connections according to DW's spotlight with a wand. When I do it, it disconnects a pipe section from everything. Might as well just remove the pipe, as there is no purpose for the mechanic as is. Anybody else get this?
 

RedBoss

New Member
Jul 29, 2019
3,300
0
0
possible problem with the pipes. You are supposed to be able to block the connection between 2 pipes (but allow all other connections according to DW's spotlight with a wand. When I do it, it disconnects a pipe section from everything. Might as well just remove the pipe, as there is no purpose for the mechanic as is. Anybody else get this?
I haven't tried the pipes because I honestly can't wrap my head around how they work. I've read over the entry many times and even my go to TC guy doesn't get them. That's not to say no one understands them, but I couldn't get them to do what I wanted.

So I just made a golem.
 

DREVL

Well-Known Member
Jul 10, 2013
1,251
380
99
you have to think manually with pipes now. One ambolic per jar. Something that might work better than what I have (stacked ambolics and pipes in the same direction cuasing this problem I'm having with pipe junctions and the wand wrench not working as intended) is having the ambolics and furnace not up against the wall like usual, but. In space to allow an ambolic to pipe out in 4 separate directions as to not intersect. When a n essentia is finished being piped into a jar, knock off the jar and put it into a file cabnant. Replace with empty jar if you have a backlog from the furnace. Void jars will be huge now as well. That is how I'm going to skirt this "minigame" I guess.
 
  • Like
Reactions: MigukNamja

RedBoss

New Member
Jul 29, 2019
3,300
0
0
That's way too manual for me which is what the new pipe system seems like to me. After doing all of that I'd be better off just right clicking with a jar or stack if phials. That's why I went with the golem so I don't have to have lots of alembics or fool about with valves.
 

belgabor

New Member
Jul 29, 2019
574
0
0
possible problem with the pipes. You are supposed to be able to block the connection between 2 pipes (but allow all other connections according to DW's spotlight with a wand. When I do it, it disconnects a pipe section from everything. Might as well just remove the pipe, as there is no purpose for the mechanic as is. Anybody else get this?
They are currently wonky, but azanor already said that he wants to fix it. Currently you can only keep the connection on the axis you placed them on. For example: if you place the tube from above or below, hitting it with the wand switches between connecting to all sides and only connecting vertically. That makes them very hard to work with at best unfortunately.
 

DREVL

Well-Known Member
Jul 10, 2013
1,251
380
99
I figured, nay hoped, it was due to wonkyness. I was excited when I saw DW able to do it and dismayed when I was not.
 

cavetree

New Member
Jul 29, 2019
12
0
0
I'm not sure this topic is where I should ask my question, but could not find any better.

I play Direwolf20 modpack. I have updated it to 1.0.16 version, which now contains Thaumcraft 4.1.0d, and continue playing on my world create before. I can't find in my Thaumonomicon entry for the Mirror magic. I did not research it with the previous version of the modpack. I assume it is not unlocked. Direwolf mentions in his recent mod spotlight on TC, that some of the research is unlocked only after certain item is scanned. Maybe I'm wrong but I suspect quicksilver is the needed item to unlock the Mirror magic. I have already scanned it before so I can't scan it again. Or is it a different item? Any idea how what should I do to unlock the research without giving myself a cheat sheet?
 
Last edited:

TheQuixote

New Member
Jul 29, 2019
51
0
0
What I don't understand about the tube change is if the tubes were causing performance issues, how would switching to armies of golems help? In both cases there needs to be a mechanic to get objects from A to B, C, or D, but with the tubes at least the path was defined and laid out by the user.
 

ThatOneSlowking

New Member
Jul 29, 2019
3,520
0
0
What I don't understand about the tube change is if the tubes were causing performance issues, how would switching to armies of golems help? In both cases there needs to be a mechanic to get objects from A to B, C, or D, but with the tubes at least the path was defined and laid out by the user.
Some fancy code thimgamajigger when severeal aspects went through the tube at once
 

Zaes

New Member
Jul 29, 2019
108
0
1
I'm not sure this topic is where I should ask my question, but could not find any better.

I play Direwolf20 modpack. I have updated it to 1.0.16 version, which now contains Thaumcraft 4.1.0d, and continue playing on my world create before. I can't find in my Thaumonomicon entry for the Mirror magic. I did not research it with the previous version of the modpack. I assume it is not unlocked. Direwolf mentions in his recent mod spotlight on TC, that some of the research is unlocked only after certain item is scanned. Maybe I'm wrong but I suspect quicksilver is the needed item to unlock the Mirror magic. I have already scanned it before so I can't scan it again. Or is it a different item? Any idea how what should I do to unlock the research without giving myself a cheat sheet?


Scan ALL OF THE THINGS!
 
  • Like
Reactions: ThatOneSlowking

TheQuixote

New Member
Jul 29, 2019
51
0
0
Some fancy code thimgamajigger when severeal aspects went through the tube at once
I understand the underlying issue is a dynamic system that's not entirely server friendly. But it appears that the solution is not to make the tubing system server friendly, but to make it impractical to use tubing to automate an entire infusion crafting set up. And if you did manage to automate the system using tubes valves and redstone, it would probably be harder on the server than previous tubing set ups.

That leaves us with two options. Do it by hand or use golems. So I guess the question is, if everyone tears up their tubing system and switches to golems, will that be any easier on a server?

But all due respect to the author. We don't have much of a right to bitch until they get a pay check and I can understand the desire to create a perfectly accurate hit test when just testing the distance would suffice.
 

Cptqrk

Popular Member
Aug 24, 2013
1,420
646
138
I'm not sure this topic is where I should ask my question, but could not find any better.

I play Direwolf20 modpack. I have updated it to 1.0.16 version, which now contains Thaumcraft 4.1.0d, and continue playi.......

Wait, the latest DW20 pack has the new thaumcraft?

I've tried in vain many times to get into thaumcraft, but the "mini games" were the bane of my existence.

I have 4 copies of shock research in my thaumcraft chest and no matter how many inks I've used they will not connect.

I look forward to playing the new game~
 

cavetree

New Member
Jul 29, 2019
12
0
0
Scan ALL OF THE THINGS!
Easier said than done. I have already scanned a lot of things. When I check the respective .dat files in the save for my world I can see that I have already scanned 27 entities and 479 objects. How can I be sure that the one unlocking the research is not among them? Maybe I should delete all the entries and do it again.
 

ThatOneSlowking

New Member
Jul 29, 2019
3,520
0
0
Easier said than done. I have already scanned a lot of things. When I check the respective .dat files in the save for my world I can see that I have already scanned 27 entities and 479 objects. How can I be sure that the one unlocking the research is not among them? Maybe I should delete all the entries and do it again.
I do not think mirror magic requires scanning anything. May be incorrect though
 

cavetree

New Member
Jul 29, 2019
12
0
0
I do not think mirror magic requires scanning anything. May be incorrect though

It actually does. But not quicksilver as I thought but something even more obvious
Ender pearl

I solved the problem by editing
1) /minecraft/saves/<worldname>/players/<playername>.dat->ForgeData->PlayerPersisted->TCScanned->TCScannedObjList
2) /minecraft/saves/<worldname>/level.dat->Data->Player->ForgeData->PlayerPersisted->TCScanned->TCScannedObjList
with NBTExplorer.

In both lists I searched for the object ID and deleted the entry. Then I loaded my save, scanned the item and got the research unlocked.

I did the same for Brain in the Jar research (guess what the key was) and I will probably have to do it for a couple more.