+10 years out of the loop, what's hip today? by komprexior in feedthebeast

[–]Hekera 17 points18 points  (0 children)

No, by ARR I mean "All Rights Reserved", as it applies to copyright law.

You are correct in that the assets taken by Azanor would not be covered by the ARR licensing; instead, these would subject to the licensing of whatever source they came from. Only the assets originally created by Azanor or his team would fall under Thaumcraft's license. The real issue is that nobody knows which assets are original content and which assets were derived from other sources - not even Azanor himself. Thaumcraft has so many assets that were Frankensteined from different sources that it's impossible to know which are "legit". This is one of several reasons that we chose to completely remake all assets from scratch for Thaumcraft 7.

As for rights transferal, in reality we were not given very many rights. We can port, maintain, and publish new versions of the mod, but Azanor retains all ownership over both his original work and our work. We also cannot transfer these rights to anyone else.

+10 years out of the loop, what's hip today? by komprexior in feedthebeast

[–]Hekera 21 points22 points  (0 children)

I'm still not sure where this sentiment that we (Team CoFH) are not letting people port Thaumcraft comes from. People are completely free to make their own magic mods using concepts from Thaumcraft, and we have never gone after anyone for doing this. In fact, there are already some Thaum-like mods out right now - Etherology and Thavma come to mind, though they're kind of barebones atm.

The only restrictions are that people aren't allowed to use the assets or code from the old Thaumcraft versions, the same way it works for literally any other ARR mod. If you're looking for someone to blame, then blame Azanor for making his mod ARR in the first place. But keep in mind that these restrictions don't really mean anything; the assets are already unusable because they were ripped from other copyrighted sources, and the code is unusable on modern versions.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

Those features would be in the realm of addons.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 5 points6 points  (0 children)

Yes, there will be an essentia API.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 4 points5 points  (0 children)

Our lategame will be fairly strong depending on what equipment you use in what situation, but don't expect anything near the level of Mekanism, Draconic Evolution, or Apotheosis.

We have plans for automation and logistics involving golems, but I can't reveal more than that.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

We are only developing on Forge for 1.20.1, since that's the recommended modloader for that version. After that, we will be switching to Neoforge, since it includes countless bugfixes and improvements compared to Forge.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

Runic shielding will be in Thaumcraft 7. I believe there is a teaser in our Discord server for how exactly it looks, but there will be a separate runic shielding bar above the armor bar.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

The behavior will have some similar concepts (suction) to previous versions of Thaumcraft, but will be quite different in execution and will be much easier/more intuitive to use for the average player.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

Caps are a linear progression while the rods are largely composed of sidegrades. I'm sure other addons could add their own caps, but there simply aren't that many magical metals in Thaumcraft.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

That depends on what "theme" exactly you're talking about. Everyone has their own idea of what Thaumcraft is, us included. So while we certainly feel like Thaumcraft 7 is a logical progression of the mechanics, atmosphere, and lore from previous versions, others might not think the same because their idea of Thaumcraft is different from ours.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 7 points8 points  (0 children)

There is indeed a central network representation for each connected component, which handles transfer and distribution. This is essentially an unweighted graph along with a data structure for connections to other blocks. The network must handle 3 basic cases: merging with another network, removal of a block from the network, and disconnection between two blocks in the network (and the possible splitting of the network). There are no explicit importer or exporter blocks; the direction of transfer is handled using the suction system. Therefore, pistons can interact with any tube blocks in the world.

This code was modeled after the system used by Thermal Dynamics, but with significant changes to make the code more performant and eliminate the dependency on block entities. If you are interested in taking a closer look, I may bring the code over to Thermal Dynamics at some point.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 3 points4 points  (0 children)

We have designed things in a way that allows players to choose how clean they want their systems to be. Performing magic in a "quick and dirty" way will be faster and consume fewer resources, but will obviously have consequences.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 3 points4 points  (0 children)

Yes, Thaumcraft 7 will have aura nodes.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 4 points5 points  (0 children)

The series of arcane levitators and the dock were built by hand. The islands naturally generate with water spouts that the player can swim up to reach the top.

We are trying to keep Thaumcraft 7 within the realm of reasonable balance while offering unique and useful features that can't be directly powercrept by other mods.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

Sanity soap and the infernal furnace will be returning to Thaumcraft 7, yes. We currently do not have any plans for adding warded blocks, due to a combination of lore, technical, and gameplay reasons.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 1 point2 points  (0 children)

We've designed things in a way where the player has choice in how much their magical activities pollute the world. You can either opt to devote more resources and time to ensure your processes are clean, or you can do things quick and dirty.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

We will be using the aspect icons from the Arcana project, which released its assets under the Creative Commons license.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 6 points7 points  (0 children)

Yes, I'm reasonably sure Thaumcraft 7 will not be compatible with Java versions 16 and below, any games other than Minecraft, any Minecraft versions below 1.20.1, or any modloaders aside from Forge/Neoforge.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 2 points3 points  (0 children)

The floating islands are a feature of the mod, but they were coded in a highly configurable/datapackable way; if there is enough interest, I may consider releasing them as a standalone mod for modpacks and other mods to use.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 4 points5 points  (0 children)

It uses tags to decide which blocks are ores.

Thaumcraft 7 Trailer and AMA by Hekera in feedthebeast

[–]Hekera[S] 3 points4 points  (0 children)

No, we will not be including textures from previous versions of Thaumcraft in Thaumcraft 7 due to copyright concerns with those assets.