• Thaumic Extensions - v0.0.3
    15 replies, posted
[B]OP IN PROGRESS. WILL BE REWRITTEN. THIS MOD ISN'T JUST ABOUT LIQUID VIS! Changelog:[/B] [B]0.0.3:[/B] Fixed being able to see through the world. Fixed the block not ticking properly, therefor not extracting/deploying vis. Made it so the extractor must be placed on a world-gened totem block in order to function. [B]0.0.2: [/B] Extractors and Deployers now have proper research components. Have fun! (Hint, it requires a good knowledge of well, almost everything ) Also compacted all the machine blocks into one ID. [B]0.0.1:[/B] Initial release ----- Back in the days of Thaumcraft 2, we were able to store and work with Vis in a more physical form. That's unfortunately gone now in TC3, and while the things being implemented could be argued as being better, I believe that Liquid Vis still has a place in anyone's Thaumcraft world. So, I'm bringing it back. [B]THIS IS AN ALPHA![/B] In fact, this is in such an alpha state that there aren't uses for liquid vis yet (beyond storage). [B]Screenshots:[/B] [IMG]http://i.imgur.com/ZwarVJP.png[/IMG] [I]Show is the Vis Deployer, connected through pipes to five Vis Extractors [/I] [B]The Mod Explained:[/B] As I've said, this is still an alpha mod, and as such, only has the two blocks shown below, the Vis Extractor and Deployer. These blocks are completely functional however. The extractor must first be placed on any totem generated by Thaumcraft. It then will randomly suck anywhere from 0 to 100 vis out of the nearest aura, and store it in it's internal liquid buffer. Each vis unit is equivalent to 10 liquid units, so a bucket of liquid vis is equal to 100 vis units. The deployer will do the exact opposite. Every so often it will take 0 to 100 liquid vis out of it's buffer (you can pump it in using whatever liquid system you prefer) and dump it back into the nearest aura. Both these blocks come with a cost however. Each time either of these blocks run, they will dump anywhere from 0 to 10 flux back into the aura, so be careful with how you use them. [B]Future Plans:[/B] *Extraction of Vis from shards *The ability to refuel dull shards *The extraction/purification of flux Any other ideas are welcome. [B]Credits:[/B] [B]FlakTheMighty: [/B]Textures [URL="http://adf.ly/K17Nl"]Download[/URL] [URL="http://bit.ly/ZEVq8X"](Direct)[/URL] [URL="https://github.com/dmillerw/thaumic-extensions"]GitHub[/URL]
Its pretty good. Nice mod.
I am not that disappointed with Thaumcraft changes as the new thaumcraft 3 make the game appear more like magical then it is in the past. Although i do wish to see that flux or vis change land around it the more it is supplied in that chunk and transform it into something nightmarish, but sadly there is no varity of the terraformed nightmare land. I see one texture for universal land and i wish to see each different biome in the world has a different look, different models, and different effects on such areas like sand, jungle, and marsh.
This'd be pretty useful for powering arcane bores in dimensions that have no aura (i.e. non-vanilla biomes and dimensions e.g. twilight forest). The crystal capacitors are godforsakenly slow.
Here's a suggestion: Adding a Thaumaturge's Robe cap of some sort, then giving the ability to combine Thaumium Armour with the Thaumaturge's Robes, plus Boots of the Traveller/Goggles of Revealing where appropriate.
Not exactly possible without really digging my mods tendrils into Thaumcraft, beyond what the API allows. Well, the Goggles bit anyway. The other two, probably possible.
[QUOTE=dmillerw;39792163]Not exactly possible without really digging my mods tendrils into Thaumcraft, beyond what the API allows. Well, the Goggles bit anyway. The other two, probably possible.[/QUOTE] The Goggles would still be functionally exactly the same, while the Thaumaturge's Cap would be an alternate choice that offers a higher vis cost reduction for the inability to see nodes as you can with the goggles, combining them would allow you to have the higher reduction of the cap with the vision of the goggles, plus a bit of general protection from the Thaumium armour. Crafting it would require the 3 items plus some kind of resource and some aspects most likely, though exactly what is down to you.
This mod is on hold. The original developer for MineChem has apparently stopped development (at least, he hasn't been on for over a month) so I'm taking over.
Any chance for liquid vis to replace water in extremely high aura/flux zones? It'd probably be fairly damaging to stand in, obviously.
[QUOTE=Pokey McFork;39818194]Any chance for liquid vis to replace water in extremely high aura/flux zones? It'd probably be fairly damaging to stand in, obviously.[/QUOTE] Wouldn't liquid flux make more sense?
But isn't flux not a substance in thaumcraft 3? Could have sworn it says that it's waves in the local aura or something. If not, then that.
I hate to bump an old thread, but since you gave up on MineChem what with the less-than-professional team you were supposed to work with, are you going to continue work on this or is it still on hold?
He still hasn't told me what the new things are going to be made out of so I can't do textures for him, so my guess is it's on hold.
It is still on hold, as are all my mods. Just getting through some personal stuff.
If you do get back to this, I had an awesome/crazy idea. Vis is what gives a thaumaturge his power. It's an energy field created by all living things. It surrounds us and penetrates us, and binds the universe together. My point is I want to chug/[url=http://darthsanddroids.net/episodes/0086.html]inject[/url] liquid vis and become a jedi, even if temporarily.
I'm gonna hold off on doing anything with this mod until I see what Azanor has planned for 3.1.
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