A thaumcraft addon, that currently features biomancy as a school of knowledge. it is different from "Biothaumaturgy" since it does not uses arcane mechanisms, it is living things+magic.
Looking for a maintainer! I do not have the time/mood to continue doing it, and I also feel like it needs more fresh ideas that I no longer have! Feel free to fork it, connect me on discord for a transfer.
Bug reports go to the issue tracker, not the comment section. (click "issues" in the menu)
EDIT:
My enthusiasm about modding has faded at the time of this edit. I don't want to touch this. I still feel fond of the ideas I had here, but I just can't get into the code again. It is available on GitHub, feel free to fork it and continue the work.
Oliverrook is now the new maintainer of this mod.
Disclaimer:
The mod is partially inspired by Thaumic Horizons, but is not a clone/port!
Additional Disclaimer: The mod is currently rather buggy, but I'm working on this!
1.4.0 Update Plans:
- Permanent Warp Cleansing (Will be very expensive and non-automatable)
- A new golem material
- Potentially a new Focus Effect
- Bug Fixes
Mechanics
Growth
Apply alchemical principles to farm products in order to make more of them. This includes:
- beef, pork, mutton (no fish)
- wheat, potatoes, carrots, beet
- pumpkins and melons
- all vanilla trees
More options for leather farming.
Enchanting
Create a new type of enchantment, that can be applied to living creatures (including yourself), instead of inanimate objects.
types:
- fertile: increases birthrates (up to triplets)
- protection
- strength
- respiration
- speed
- vitality: regeneration
- spider limbs: allows you to climb walls and stick to them
Additionally, you can apply modifiers to them (one/creature):
- negation: flips the effect of the enchantment, or turns it off if flipping makes no sense.
Tools and armor:
- tools that can regenerate themselves from hunger
- tools that can give potion effects to the creatures they hit
- armor that constantly gives a set of potion effects to the wearer
Other features
- alchemical fertilizer (easy to mass produce)
- metal transmutation (works with all Thermal Foundation metals, if provided)
- paper recipe
- organic dye duplication
- custom potion brewing
And more.
For modpack/map makers
The mod is prepared for this purpose. Every new type can be extended via addons, mods, and all the research can be altered/reordered.
You keeping this up oliverrook?
So, I am facing a bit of an annoying problem here. I seem to be missing the book that's supposed to be used for enchanting creatures/oneself, as well as whatever potion is supposed to be used in the "More creature enchants"-research. On top of that the "Mind Inhibitor" is missing its item image.
I am using a lot of thaumcraft addons, so this might be some sort of ID-issue. Maybe someone will see this and come up with any ideas even though the mod is no longer being developed, I'd appreciate the help.
In reply to Forge_User_42826329:
Will add it to my list to look into.
Haven't looked into everything yet, but the soul capsule doesn't work for me. I can make it with the iron nuggets, but when I try to put it in a cauldron with the correct aspects, or in the other thing (forgot the name of it) nothing happens. I don't get a filled capsul, instead it adds the aspects to the pool in the cauldron, and nothing showing at all in the other contraption. Also tried the item that gives Xp to the brains in a jar, and can't figure out how to get it working?
In reply to DraconicWolf90:
I can't remember how that worked. Sorry.
In reply to DraconicWolf90:
Unfortunately, I have no clue. Sorry. IF I get a pull request with a bugfix I respond, but nothing else atm.
In reply to thefrontrider:
I went to a creative world to test some other features on a separate mod addon to TC and decided to check it there. The capsule worked, both in the cauldron, as well as the thaumotorium, haven't been back on my main world to try it there again just yet. As for the XP item, in the test world, also found out how to get that working, by shift-right clicking with the item in hand, but I must say, it transfers the XP extremely slow, the idea is nice, but when it takes so long to transfer the XP, it's not that practical in use. The tests were done with approximately 30-35 levels, started at 35, and it took several minutes of constantly holding shift + right0click to transfer down to just 30 levels.
Perhaps I could suggest writing a description for such items in the thauminomicon descriptions, as to how they work and how to use them? There are no details listed for the XP transfer, other than just that it relies on a jarred brain. For the soul capsule, it says to sift a ghast tear and soul sand, but neither of those even give the full aspects needed, without JEI, I wouldn't have known to even try it in a cauldron, even if it didn't work at first.
Then the revival capsule, there is no description for it at all, as the text is the exact same as the previous soul capsule text, at best guess, I could only guess that it might be similar to the totem of undying? But there isn't a description at all for it, so no idea what it is for or how to use it. Nothing regarding the soul branch is posted in the description above either.
Have also seen some posts regarding the first advancement into the mod, I believe this is because of the numbers required of each item, there are so many items that they are all cramped together, so it is hard to determine the numbers needed for each. Might I suggest setting up the first one in stages, where the items aren't changed, but merely split between 3, or even just 2 stages, so that they aren't cramped together?
I have yet to look into the other problems I have seen posted, as I have so far only proceeded with the left half of the branch, and have yet to go into the remainder of the mod, but if I find any other problems, with possible fixes, I can post them as well.
In reply to DraconicWolf90:
This mod is currently waiting for a maintainer, as stated in the description. If you make a pr fix, then I'll put it in and publish it. It's already very hard to get back to do some modding, and my other projects take priority right now. Especially with the departure Azanor, and with new versions coming up it's just not worth it for me to do anything with it.
I had some ideas about how to reintroduce some of these features into a different mod, but again, a newer version and a different stage if that ever happens.
As stated, I'm keeping it here to inspire others.
In reply to DraconicWolf90:
Fixed in the latest update. Will look into the XP item.
Does someone... has a wiki.
because the some things dont work for me. lol
or i am doing it wrong.
like the basic enchanting powder + book on a enchantment table doesnt work for me.
In reply to JaceBB:
Were you ever able to figure this out?
I'd love to enchant myself but can't even get it to work on other creatures. The game refers to a "special binding agent that can link [the book] to the creature", but doesn't specify what that is... much less how to right-click on yourself, heh.
Had a bug caused by this where I occasionally get stuck taking constant damage at full health after taking damage. Whenever my health bar gets full, I'd take damage (pointed downwards, so it swats me out of the sky) until my health is no longer full, and this would continue until I died. The first time this happened was when fighting Crimson Cultists, if that matters.
In reply to imagelesskink:
Did you ever find a solution? I've had the same bug happening to me, though in my case, it started around the time I built my energy storage from Draconic Evolution. The only things I can think of is that it is related to research tracking for this mod interfering with health values in some way. Or a Warp effect maybe? I was mostly studying Biomancy before this happened, so that might be connected, as well.
Experiencing an issue where Basic Enchanting Powder refuses to be placed on the arcane pedestal.
In case anyone is interested, Thaumic Arcana is incompatible (It is with any mod that adds mounts).
-Animania
-Mo' creatures
-Ice and Fire
When you ride a horse, dragon (or manticora of the Mo'Creatures), disappear, the world freezes and an error appears related to something of: movement player packed.
Can you put Mobs and Animals in Jars like on Thaumic Horizons? if No, where can i find such a mod for 1.12?
I will state one complaint I have is just how disproportionately expensive and lengthy the biomancy research is to thaumcraft base. The creature enchants are understandable, but the research itself is... oof.
I haven't ventured into Eldritch research yet, however. Warp accumulation is proving issuous on reaching that goal.
In reply to lostmel0dy:
welp, sounds like you'll be having a bit of a rough time of it at that rate. might i suggest supplementing your experince of this mod with the use of the Thaumic Bases mod as well? - there a tabaco you can smoke that will literally increase warp if you need it for Eldrich researching, there's also one for cleaning up all but perma warp for folks who are afraid of tripping out hardcore from the effects of high insanity XD
..there's also a wisdom version with grants random researches- a nice touch in the bunch of other features TB adds, that really complement this mod's current functions :D
In reply to white_blaze:
I was previously playing on a modpack off of twitch. I found your reply with nice timing, as I'd just today learned how to do shit myself! Mmm, perhaps I should upload the pack I put together to share with people.
How does the Arcane Sieve work? The book doesn't say and it isn't really going on it's own, I've tried every combination of assorting the soul capsule, soul sand, & ghast tears that I can think of.
I've also tried giving it a redstone signal.