Bendigeidfran Posted July 24 Report Posted July 24 (edited) It has been a solid four years but I have returned to working on Thaumatology once more. Follow the mod page here if you like: https://mods.vintagestory.at/thaumatology Thaumatology is the study of miracles. The science of the unscientific. The pursuit of explanation for the inexplicable. It's also a mod for Vintage Story. Thaumatology lets you harness the essence inherent in the world around you to perform miraculous feats of magic and alchemy. Disassemble the world into its base components and reshape them into a form more to your liking.In practice, this means that most things in the world can be broken down into whatever essences comprise them. Those essences, volatile as they may be; can with the proper expertise and equipment, be reconstituted together to create new things, old things, red things, blue things, light things and... dark things. Be a Wizard or an alchemist, a miracle worker or a madman, a druid in peace with nature or a power crazed cultist in search of forbidden truths. The answers are all around you, as soon as you decide the question you wish to ask. As a mod Thaumatology is an in-progress work with great potential. It will in time touch on most aspects of the game in some way, but it will always require you to make the first step. One's mind must be open to see the world for what it really is, after all. As such no vanilla content will be edited if at all possible, to maintain compatibility and to leave the player the option to close their eyes to the truth. That everything is cake multi-coloured bottles of juice under the surface. I hope there's others here that remember ThaumCraft as fondly as I do and hope that you'll join me on this journey: Discord I'm looking to post the mod on the VS Discord as soon as it is stable enough for a wider release, but if you're interested in following along with the mod's progress you can check out the images attached or have a gander at the devlog channel in the mod's Discord server. Edited July 24 by Bendigeidfran
Bendigeidfran Posted July 26 Author Report Posted July 26 (edited) Working on implementing the spellcasting system ready for the first test release. The spellcasting system takes two forms. 1. You draw a glyph to trigger an effect, this can range from stuff like repulsion to fireballs or lighting torches or bolts of lightning, all the classics and more. 2. If you can't or don't want to draw, you have a fallback option to cast via the constellation system which essentially draws it for you but would take longer than an experienced glyph sketcher. Here's some WIP vids of the systems in action dotnet_bNvVYYj0Wn.mp4 spellconstellationtest.mp4 Edited July 26 by Bendigeidfran Added new Gesture video
Bendigeidfran Posted July 26 Author Report Posted July 26 Spellcasting via gesture is now fully implemented, mostly need more glyphs and such, but the logic is done. Later I'll have the spell appear in your hand so you can release it manually. dotnet_Kfi5fuRsMY.mp4
Bendigeidfran Posted July 27 Author Report Posted July 27 As I approach the mod's first release I'm working on tying up loose ends and adding in recipes, but I'm pretty dedicated to not using the crafting grid so I've had to add a new system in for crafting metal machines. Now if you right click a single metal plate on the ground with a soldering iron you turn it into an "assembly" which functions much like clayforming or knapping recipe selection, you choose a recipe and it becomes the first stage of that recipe's construction. From there you can assemble it in-world by applying the ingredients in order. I've got a video of the process on the Discord but I can't upload it here, the files too big. I've also added in a recipe for crafting Thaumic Metal. You combine bismuth bronze or the ingredients for bismuth bronze in a crucible with Prima Materia and it alloys into Thaumic Metal you can then pour like anything else. Currently it only goes into ingot molds but before the first release it'll also support tools and maybe some weapons & armour too. It looks pretty cool compared to conventional metals so if you're looking to cruise around like a magic purple power ranger it might work for you.
Bendigeidfran Posted August 1 Author Report Posted August 1 Earliest version of the mod is now live for download over at: https://mods.vintagestory.at/thaumatology
Bendigeidfran Posted August 5 Author Report Posted August 5 v0.0.2 + 0.0.3 released: Gesture Casting is now locked behind Awakening, requires liquid/crystal essence Numerous essence cauldron bug fixes Added lang keys for liquid essence in vessels amongst other things missing lang keys Fixed a crash when clicking essence crystals/dust in the handbook Fixed a series of crashes in the handbook relating to essence crystals. Fixed a separate series of handbook crashes on clicking any metal object vanilla or otherwise, this required changes to the Thaumic Metal ID, to update your metal to the new version, pick it all up then save and reload. Added Desk crafting. The middle slot of the desk is dedicated to crafting, currently only has one valid recipe - the Thaum Emblem. Added Desk recipe, use a saw on a single plank placed on the ground to create a wooden assembly that can be used to build the desk. Fixed several audio bugs relating to the Starmap. Added "Assembly" Starmap node. This takes the place of "Vision" in the constellation, Vision now comes after Assembly. If you already unlocked Vision this may/may not cause issues - use the /thaumdebug command to enable manual Starmap editing to fix any issues. With this enabled, CTRL + RMB to lock/unlock nodes. Thaum Emblem recipe is no longer grid-based, it's now a desk recipe gated behind the Athanor node.
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