And why a random assign? I'd like to play a necromancer perhaps (with dark/decay/death affinity), why bar that? People don't like to be forced into roles, especially when the role is random. Imagine playing a MMORPG and being assigned a class by the computer - not so fun after all Like to DPS? No, you play a healer. Like to heal? Nope, you're a tank. Like to tank? Well, the randomizer assigned tank to all the people on the server, enjoy your "uniqueness".
Specialization and affinity yes, it would give an interesting direction to the gameplay and an element of choice. Plus a bit of thinking and roleplaying. Random I don't like.
Edit: also, why hidden? Perks and abilities are a nice thing, everybody loves them, but they must be seen.
I agree. Randomly asigning personal aspects is no fun. Maybe if you DRANK enough pure liquid form of a certain aspect, you would be embued with certain powers or buffs or could make certain things (like an eath affinity armor piece or something like that) that pertain to that aspect? Then if you wanted to have a different affinity, you could drink the extract of a different aspect. Of course, you could only have one at a time, (also being expensive to change affinity) making it easier to cooperate with someone of a different affinity.
I saw the crystal shaping idea and had and idea: A special way of growing the crystals. Like you have to make some magic material to use as a catalyst for the crystal to grow on: i. e., you use a ring of x magic metal and a rod of x metal, put them in the crystalizer together and you get a staff of light. Also an "armor" that as you use the the crystal machines it forms and harms you.
I saw the crystal shaping idea and had and idea: A special way of growing the crystals. Like you have to make some magic material to use as a catalyst for the crystal to grow on: i. e., you use a ring of x magic metal and a rod of x metal, put them in the crystalizer together and you get a staff of light. Also an "armor" that as you use the the crystal machines it forms and harms you.
Same way Bob remembers potion recipes for Harry Dresden -- spirit of intellect/knowledge bound into material form. Except Bob already has centuries of experience, and your quaesitum is a noob. (since you literally made it yourself like, two days ago.)
Riffing off Forthan's purity/corruption idea.... What if the game assigned a random, hidden, aspect-affinity to you when you initially enter the game world? Say, the first time I join Server X, the game randomly assigns me a water affinity. Now, every time I break down something in the cauldron that has a water aspect, my own personal energy field 'leaks' into the equation, and gives me a chance to produce extra water-affinity aspects (water, cold, and/or motion, maybe?) TheGreyGoo joins next, and gets metal affinity, and thus has a chance to produce bonus metal, conductive, and valuable aspects (or whatever Azanor wants to assign to that affinity). You'd never really be sure of your affinity, unless you realllly pay attention to the aspects being produced in your lab. It'd be a small way to encourage interdependence on SMP servers -- I'll probably have more water aspects than I ever really need, and could then trade for some of Goo's metal aspects.
[spoiler\]
Sorry that I couldn't find the original crystal growing post, but Burke had an interesting idea. Plus have a possible solution to this whole affinity debacle.
First, say you have just spawned in smp or joined a server for the first time and you want to start experimenting. Well, once you have gotten set up and are doing that funky voodoo that you do. You may start to realize when compaired to other players you values for aspects are off, not by much mind you. These would be your talents and would very small advantages but wouldn't shape the course of you build. They would promote some interdependence but not be overly invasive.
Next, you would pick a specific chunk in your laboratory and start growing your crystal(s). You would add items or reagents to the chunk influencing its flux/aura. Those alterations would in turn affect the crystal, possibly absorbing the changes in the atmosphere. So, for example, if you added a lot of netherack and essence of fire; the crystal would gain a fire affinity.
You would then harvest the crystal and use it as a catalyst, along with a bunch of other expensive shizlewizle, in making the (potion of awakening) that PsiQss mentioned. Once this potion has been used you now have that affinity. This would give the user several advantages in that aspect but disadvantages in the opposite aspect. Even possibly beyond the lab, if you had fire affinity you might randomly set blocks near you ablaze while water affinity might make the underwater breathing a little different. These affinities might also provide the chance to give the "charged creeper" aura from vanilla another purpose. It could be retextured and given to the player so that each affinity would have its own personal aura.
Please tell me what you think.
Ps. I'm sorry for any mistakes I may have made in making this post, this has been written on my cellphone.
azanor, i really love the stuff youve made so far,but are you planning to make dark stuff?(similar to the taint /forbidden branch)
i really loved the bow of bones and the CoS, because they were fun to use.
suggestions(oh no,not again):
magic knife: a knife that acts like a boomerang.
spectral potion: makes you able to walk trough mobs/players
void wand: creates a black hole infront of you that sucks nearby creatures into the black hole. its also able to pick up blocks when you activate the second ability.(similar to the portalgun mod)
traveling blocks(similar to the traveling trunk): furnaces,craftingtables and chests that follow you as long theres a vis nde that can keep them alive.
haunted pumpkins: spawns at night and will attack the player if its hit.
thaumic guardians: spawns at special dungeons that contains artifacts. they are as tall as a wither skeleton, they wear thaumic armor and they use wands.
thaumic dungeons: almost like a stronghold,but smaller.
ghosts: lost souls that are peaceful intill you hit them. they can fly through walls(kill them to get the main ingredient for thr spectral potion)
CoS: used to catch spirits/souls/ghosts or whatever people call them.
spirit on a jar: used for decoration(emmits light)
And why a random assign? I'd like to play a necromancer perhaps (with dark/decay/death affinity), why bar that? People don't like to be forced into roles, especially when the role is random. Imagine playing a MMORPG and being assigned a class by the computer - not so fun after all Like to DPS? No, you play a healer. Like to heal? Nope, you're a tank. Like to tank? Well, the randomizer assigned tank to all the people on the server, enjoy your "uniqueness".
Specialization and affinity yes, it would give an interesting direction to the gameplay and an element of choice. Plus a bit of thinking and roleplaying. Random I don't like.
Edit: also, why hidden? Perks and abilities are a nice thing, everybody loves them, but they must be seen.
My original idea is that it would ONLY manifest itself as a little boost to the production of certain aspects in your cauldron, IF the material you're smelting has a resonance with your affinity. A fire-affinity person melting down torches might end up with extra fire/light/heat aspects... but that same person throwing in blocks of cobble wouldn't be getting bonus fire aspects from a material that HAS no fiery component to it. I don't think getting 1 or 2 extra aspects from dissolving specific materials in a cauldron would create too many balance issues.
My rationale for randomization is, it's assigned when you're 'born' onto a server, which makes it sort of analogous to a birth sign. I didn't get to pick my birth sign, so I'm an Aries, which is a fire sign: hey presto, fire affinity. By the Chinese Zodiac, I'm told that I'm a metal tiger, with aspects of 'water of streams'. (NO idea what that means, except maybe that I'm susceptible to rust...) So basically, your own personal energy field has a touch of something in it, and since your experimental apparatus is generally going to be right next to you, some of your energy will seep into your reactions, and resonate with/amplify aspects that already exist in the reaction.
EDIT: The only reason for hidden is to keep people from rerolling a SSP server over and over until they get an especially choice resonance. Of course, that should only be an issue on SSP servers (if your resonance is assigned at creation on a specific server, then you really couldn't reroll like that on an SMP server.) So I guess there's no real reason to keep your affinity/resonance hidden from the player.
Rather nice idea. My only concern is that means some people will start off inherently better than others, unless azanor is a balance god. On the other hand it does encourage people to stick to a genre of thaumology as opposed to research everything.
Maybe, some form of trigger as opposed to random upon joining?
And in england, its grAy
I could see making amulets/wearable gear to boost certain reactions/energy flows (Fire Wizard garb to make your wands of fire burn hotter, for example). If there's going to be a more widespread/nontrivial effect than "more aspects in my cauldron", then I agree there SHOULD be some sort of opt-in process.. whether that's drinking a Potion of Aqueous Resonance for better control of water magic, or crafting Muddy Gardening Boots to boost your plant/earth skills, or building a fire-tuned thaumic resonator structure to make your wand burn hotter and your stoves smelt faster.
Also, this is why I never use you as an example, because I can never remember if you're E or A.
(Hopefully) Local aura will effect the potency of magic and vice versa
The nether (I'd imagine) contains a naturally higher taint level, so dark magic is boosted, while good is hampered.
(some advanced taint/fire? magic could only be performed in the nether)
Alternately (/also?), the nether contains souls of the dammed; which can be harvested (danger!!), and used (very dangerous) in dark magic. Note- souls dislike being crammed into a small space, and may summon ghasts (or worse) should you let them escape- or do something stupid.
I kinda like the idea of sacrifice/blood offerings needed for dark magic- different mobs for different purposes, or Steve's own blood. Some kind of ornate/decorated blade would be useful for this, gold inlaid with diamonds and a wither skull hilt... I imagine Steve cutting himself- up to 7 hearts of damage, nausea/weakness from blood loss depending on the spell...
Rollback Post to RevisionRollBack
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
What bothers me most about Thaumcraft is that I've always seen Vis as life-force, but it's not harnessed as such. Arcane bores and super-boots and bellows are well and good (and gorgeously implemented, might I add), but Thaumcraft could use a bit of an organic touch. I've seen some wonderful suggestions already, and I don't doubt the suggesters understand the mod better than I, but I'd still like to add:
1) Real-time effects of aura on the chunk, of course! High auras will speed the generation and growth of herbs, crops, and (for balance's sake) mobs both friendly and not-so-friendly. Or, if atmospheric taint is still in the works, a happy-go-lucky realm full of rainbows and bubbles and butterflies (probably not literally) could be your reward for some hardcore aura-boosting.
2) As I've mentioned, there are plenty of great herblore suggestions. Did I hear enderman-eating plant? I think I did~! Anyways, foraging for magical herbs would make a nice impetus for exploration. All too often, "techier" mods lead to a cycle of base-mine-base-mine, which could be broken by making herbs boost magical activities enough to warrant the effort of finding them. In a perfect universe, there is a very low chance for each plant to spawn, meaning that a 16x16 glass-enclosed "garden" simply won't do for the needs of a powerful magician. Each herb is worth a different boost to magic based on rarity, and might have other uses (edible for potion effects or healing?). On a server, foraging could help get newbies the resources they need, by harvest or trade. All perfect world, of course
(As of now, I'm helping texture for a mod that adds herblore independent of Thaumcraft, so I really have no right to suggest more of it >.< )
3) Perhaps a greater focus on developing the player character. Toying with the forces of nature day after day should have an effect greater than fancy armor. TX's idea is a great start, and I've no real idea how to expand it without unbalancing SMP. Just something to toy with.
4) Tinkering constantly with magic unbalances it. So, the aura of a chunk that hasn't been tampered with won't suddenly drop to dangerous levels, but the aura in a laboratory chunk has a chance for fluctuation.
Okay, just throwing an idea out here, maybe TC3 could involve improved Golems; I mean, animated creatures capable of generating an infinite amount of snow made by putting pumpkins on top of a couple blocks of snow? Sounds magic to me!
At a basic level, perhaps they could be made simply a bit more potent (more powerful attacks) or slightly smarter (follows player to help fight) by just using a Jack-O-Lantern instead of a Pumpkin-after all, how else would you make a snowman brighter?
At later stages, research could perhaps yield better golem heads, and blueprints using them for whole new varieties of golem; Gold Golems, for instance, or furnace-and-iron Automatons. The higher levels could perhaps be programmed to Guard, Follow, or even gather resources with a given tool!
Pumpkins and other bits turned into inexplicably animated manual labor. Sounds magical to me!
--snip-- but Thaumcraft could use a bit of an organic touch. --snip--
I agree wholeheartedly.
A really awesome approach would be if you didn't 'build' or 'craft' your equipment, but 'grew' them.
(If you have ever played Morrowind, think of the tree-like wizard towers.)
You go around minecraft, finding rare trees, plants and herbs. These by themself are useful (as food, wood, resources, etc.), farmable, but not yet suited for Thaum... er... -ming.
But through research you discover how to take (for example) an oak sapling and imbue it with magic. You now get a "Silverwood Sapling".
You can plant it, but it won't grow by itself. Instead, you have to 'feed' it with aspects.
Depending on the aspects you feed it (and given there is enough space) it grows into a different shape.
By trimming at the shape, and adding the relevant seals/other blocks/aspect-paint to it in the right places, it then coverts to the final, multi-block, thaum device.
For example, feeding it 'magic', 'energy', 'flux', and 'control' (or whatever aspect there are that are similar) aspects, allows it to grow into a silverwood tree with functions similar to the TC2 one.
It would boost aura regeneration, dampen flux slightly, and slightly boost local plantlife growth. (As balance, more than one such silverwood tree per node does nothing. Don't want to make the effects stackable.)
Where-as, if you take that same silverwood sapling, feed it with 'metal', 'control', 'fire' and 'eldritch' aspects, and some rare ground-up herbs, it grows into a 4x4x4 block of wood, surrounded by leaves and some offshoot logs.
You trim the offshoots and leaves, make a 2x2 side entrance, hollow out the 4x4x4 block, paint various arcane symbols on it with aspect-paint, and seal up the entrance with Thaumium prison bars.
Then you whack it with your wand, and presto, a fully functional thaumcrafty prison for entrapping summoned eldritch abominations.
Which you then sacrifice the local villagers to in exchange for a fluffy pink hat that does absolutely nothing.
...
Thaumologists are notoriously bad at bargaining.
"Oooh! Immortality in exchange for my soul? Yeah! I'm not using that!"
[Body becomes soulless zombie]
[Soul stuck into nether sand for others to mine]
[Finally understands the abundance of zombies and soulsand, and the total lack of thaumologists]
Rollback Post to RevisionRollBack
People just can't stay away from me... but that is because I'm so fat I have my own gravitational field.
It's the flying cutlery that stresses me out.
Could we have artifacts appear when you're digging through blocks? like, for instance, if you break off a gravel, sand, dirt or cobble block it has a chance of giving an artifact instead of a block? the artifacts shouldn't be too powerful, so only ancient weapons and other items should be obtainable in this manner. Relic hunter usually take a very long time to obtain, by which you would already have pretty much finished off all branches of research in Thaumcraft 2, bar the Void branch.
...I'm an Aries, which is a fire sign: hey presto, fire affinity. By the Chinese Zodiac, I'm told that I'm a metal tiger, with aspects of 'water of streams'. (NO idea what that means, except maybe that I'm susceptible to rust...) ....
If you are an "Aries metal tiger", does that mean you were born sometime between late March and early April, 1970?
Where-as, if you take that same silverwood sapling, feed it with 'metal', 'control', 'fire' and 'eldritch' aspects, and some rare ground-up herbs, it grows into a 4x4x4 block of wood, surrounded by leaves and some offshoot logs.
You trim the offshoots and leaves, make a 2x2 side entrance, hollow out the 4x4x4 block, paint various arcane symbols on it with aspect-paint, and seal up the entrance with Thaumium prison bars.
Then you whack it with your wand, and presto, a fully functional thaumcrafty prison for entrapping summoned eldritch abominations.
That was something I mentioned previously, although I wonder just how powerful these creatures have to be so that they are worth controlling - to be honest, the Golem from Morgeh's Wizardcraft gave me cold feet for this idea.
...
Thaumologists are notoriously bad at bargaining.
"Oooh! Immortality in exchange for my soul? Yeah! I'm not using that!"
[Body becomes soulless zombie]
[Soul stuck into nether sand for others to mine]
[Finally understands the abundance of zombies and soulsand, and the total lack of thaumologists]
That was something I mentioned previously, although I wonder just how powerful these creatures have to be so that they are worth controlling - to be honest, the Golem from Morgeh's Wizardcraft gave me cold feet for this idea.
It was more an example to explain what one could do if a 'grow' mechanic using aspects and rare seeds/plants/herbs was added.
I'd love to have a magical builder equivalent, where you plant a seed.
Chant some building blueprints into it.
Feed it some aspects until it grows into a voracious-venus-flytrap-magic-mutation-equivalent that you then feed the raw resources and it builds your blueprints for you. (With some fancy vine-like growth sprouting up around the construction site like scaffolding while construction is busy).
[OT]
Or eats intruders.
That it lures in with cake.
The cake is a lie. And so is that toothy looking portal.
Ooh, and give it an udder that you can milk for youth-giving milk. And then give it a cow-like skin.
And if you grow it atop a pipe it hides in the pipe and randomly pops out to nibble at the air.
And if it hasn't eaten in a while it starts complaining to someone called Seymour to feed it... and then breaks out in song.
And... and... I'm totally off-topic.
Or eats intruders.
That it lures in with cake.
The cake is a lie. And so is that toothy looking portal.
Ooh, and give it an udder that you can milk for youth-giving milk. And then give it a cow-like skin.
And if you grow it atop a pipe it hides in the pipe and randomly pops out to nibble at the air.
And if it hasn't eaten in a while it starts complaining to someone called Seymour to feed it... and then breaks out in song.
The what of what?
Yeah, that made a nice whoosh sound as it flew right over my head.
C of S = Crucible of Souls. Some players of Thaumcraft seem to enjoy using that. Have you ever found an NPC village, and built a kill hut with a Crucible of Souls in it? any villager that stepped into the hut would then die and be converted into liquid vis. Yummy.
I agree. Randomly asigning personal aspects is no fun. Maybe if you DRANK enough pure liquid form of a certain aspect, you would be embued with certain powers or buffs or could make certain things (like an eath affinity armor piece or something like that) that pertain to that aspect? Then if you wanted to have a different affinity, you could drink the extract of a different aspect. Of course, you could only have one at a time, (also being expensive to change affinity) making it easier to cooperate with someone of a different affinity.
[spoiler\]
Sorry that I couldn't find the original crystal growing post, but Burke had an interesting idea. Plus have a possible solution to this whole affinity debacle.
First, say you have just spawned in smp or joined a server for the first time and you want to start experimenting. Well, once you have gotten set up and are doing that funky voodoo that you do. You may start to realize when compaired to other players you values for aspects are off, not by much mind you. These would be your talents and would very small advantages but wouldn't shape the course of you build. They would promote some interdependence but not be overly invasive.
Next, you would pick a specific chunk in your laboratory and start growing your crystal(s). You would add items or reagents to the chunk influencing its flux/aura. Those alterations would in turn affect the crystal, possibly absorbing the changes in the atmosphere. So, for example, if you added a lot of netherack and essence of fire; the crystal would gain a fire affinity.
You would then harvest the crystal and use it as a catalyst, along with a bunch of other expensive shizlewizle, in making the (potion of awakening) that PsiQss mentioned. Once this potion has been used you now have that affinity. This would give the user several advantages in that aspect but disadvantages in the opposite aspect. Even possibly beyond the lab, if you had fire affinity you might randomly set blocks near you ablaze while water affinity might make the underwater breathing a little different. These affinities might also provide the chance to give the "charged creeper" aura from vanilla another purpose. It could be retextured and given to the player so that each affinity would have its own personal aura.
Please tell me what you think.
Ps. I'm sorry for any mistakes I may have made in making this post, this has been written on my cellphone.
I made a Thaumologist skin for Thaum craft its not my best work i may update it soon but here's the link.
(Just thought it'd be cool).
i really loved the bow of bones and the CoS, because they were fun to use.
suggestions(oh no,not again):
magic knife: a knife that acts like a boomerang.
spectral potion: makes you able to walk trough mobs/players
void wand: creates a black hole infront of you that sucks nearby creatures into the black hole. its also able to pick up blocks when you activate the second ability.(similar to the portalgun mod)
traveling blocks(similar to the traveling trunk): furnaces,craftingtables and chests that follow you as long theres a vis nde that can keep them alive.
haunted pumpkins: spawns at night and will attack the player if its hit.
thaumic guardians: spawns at special dungeons that contains artifacts. they are as tall as a wither skeleton, they wear thaumic armor and they use wands.
thaumic dungeons: almost like a stronghold,but smaller.
ghosts: lost souls that are peaceful intill you hit them. they can fly through walls(kill them to get the main ingredient for thr spectral potion)
CoS: used to catch spirits/souls/ghosts or whatever people call them.
spirit on a jar: used for decoration(emmits light)
to be continued...
My original idea is that it would ONLY manifest itself as a little boost to the production of certain aspects in your cauldron, IF the material you're smelting has a resonance with your affinity. A fire-affinity person melting down torches might end up with extra fire/light/heat aspects... but that same person throwing in blocks of cobble wouldn't be getting bonus fire aspects from a material that HAS no fiery component to it. I don't think getting 1 or 2 extra aspects from dissolving specific materials in a cauldron would create too many balance issues.
My rationale for randomization is, it's assigned when you're 'born' onto a server, which makes it sort of analogous to a birth sign. I didn't get to pick my birth sign, so I'm an Aries, which is a fire sign: hey presto, fire affinity. By the Chinese Zodiac, I'm told that I'm a metal tiger, with aspects of 'water of streams'. (NO idea what that means, except maybe that I'm susceptible to rust...) So basically, your own personal energy field has a touch of something in it, and since your experimental apparatus is generally going to be right next to you, some of your energy will seep into your reactions, and resonate with/amplify aspects that already exist in the reaction.
EDIT: The only reason for hidden is to keep people from rerolling a SSP server over and over until they get an especially choice resonance. Of course, that should only be an issue on SSP servers (if your resonance is assigned at creation on a specific server, then you really couldn't reroll like that on an SMP server.) So I guess there's no real reason to keep your affinity/resonance hidden from the player.
I could see making amulets/wearable gear to boost certain reactions/energy flows (Fire Wizard garb to make your wands of fire burn hotter, for example). If there's going to be a more widespread/nontrivial effect than "more aspects in my cauldron", then I agree there SHOULD be some sort of opt-in process.. whether that's drinking a Potion of Aqueous Resonance for better control of water magic, or crafting Muddy Gardening Boots to boost your plant/earth skills, or building a fire-tuned thaumic resonator structure to make your wand burn hotter and your stoves smelt faster.
Also, this is why I never use you as an example, because I can never remember if you're E or A.
(Hopefully) Local aura will effect the potency of magic and vice versa
The nether (I'd imagine) contains a naturally higher taint level, so dark magic is boosted, while good is hampered.
(some advanced taint/fire? magic could only be performed in the nether)
Alternately (/also?), the nether contains souls of the dammed; which can be harvested (danger!!), and used (very dangerous) in dark magic. Note- souls dislike being crammed into a small space, and may summon ghasts (or worse) should you let them escape- or do something stupid.
I kinda like the idea of sacrifice/blood offerings needed for dark magic- different mobs for different purposes, or Steve's own blood. Some kind of ornate/decorated blade would be useful for this, gold inlaid with diamonds and a wither skull hilt... I imagine Steve cutting himself- up to 7 hearts of damage, nausea/weakness from blood loss depending on the spell...
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
Use at will.By the way, the secret message is "magic in its purest form".
1) Real-time effects of aura on the chunk, of course! High auras will speed the generation and growth of herbs, crops, and (for balance's sake) mobs both friendly and not-so-friendly. Or, if atmospheric taint is still in the works, a happy-go-lucky realm full of rainbows and bubbles and butterflies (probably not literally) could be your reward for some hardcore aura-boosting.
2) As I've mentioned, there are plenty of great herblore suggestions. Did I hear enderman-eating plant? I think I did~! Anyways, foraging for magical herbs would make a nice impetus for exploration. All too often, "techier" mods lead to a cycle of base-mine-base-mine, which could be broken by making herbs boost magical activities enough to warrant the effort of finding them. In a perfect universe, there is a very low chance for each plant to spawn, meaning that a 16x16 glass-enclosed "garden" simply won't do for the needs of a powerful magician. Each herb is worth a different boost to magic based on rarity, and might have other uses (edible for potion effects or healing?). On a server, foraging could help get newbies the resources they need, by harvest or trade. All perfect world, of course(As of now, I'm helping texture for a mod that adds herblore independent of Thaumcraft, so I really have no right to suggest more of it >.< )
3) Perhaps a greater focus on developing the player character. Toying with the forces of nature day after day should have an effect greater than fancy armor. TX's idea is a great start, and I've no real idea how to expand it without unbalancing SMP. Just something to toy with.
4) Tinkering constantly with magic unbalances it. So, the aura of a chunk that hasn't been tampered with won't suddenly drop to dangerous levels, but the aura in a laboratory chunk has a chance for fluctuation.
I own one, and her name is Cuddlemuffins.
At a basic level, perhaps they could be made simply a bit more potent (more powerful attacks) or slightly smarter (follows player to help fight) by just using a Jack-O-Lantern instead of a Pumpkin-after all, how else would you make a snowman brighter?
At later stages, research could perhaps yield better golem heads, and blueprints using them for whole new varieties of golem; Gold Golems, for instance, or furnace-and-iron Automatons. The higher levels could perhaps be programmed to Guard, Follow, or even gather resources with a given tool!
Pumpkins and other bits turned into inexplicably animated manual labor. Sounds magical to me!
Nice logo.
New golems are already being added. Check out the youtube videos.
I agree wholeheartedly.
A really awesome approach would be if you didn't 'build' or 'craft' your equipment, but 'grew' them.
(If you have ever played Morrowind, think of the tree-like wizard towers.)
You go around minecraft, finding rare trees, plants and herbs. These by themself are useful (as food, wood, resources, etc.), farmable, but not yet suited for Thaum... er... -ming.
But through research you discover how to take (for example) an oak sapling and imbue it with magic. You now get a "Silverwood Sapling".
You can plant it, but it won't grow by itself. Instead, you have to 'feed' it with aspects.
Depending on the aspects you feed it (and given there is enough space) it grows into a different shape.
By trimming at the shape, and adding the relevant seals/other blocks/aspect-paint to it in the right places, it then coverts to the final, multi-block, thaum device.
For example, feeding it 'magic', 'energy', 'flux', and 'control' (or whatever aspect there are that are similar) aspects, allows it to grow into a silverwood tree with functions similar to the TC2 one.
It would boost aura regeneration, dampen flux slightly, and slightly boost local plantlife growth. (As balance, more than one such silverwood tree per node does nothing. Don't want to make the effects stackable.)
Where-as, if you take that same silverwood sapling, feed it with 'metal', 'control', 'fire' and 'eldritch' aspects, and some rare ground-up herbs, it grows into a 4x4x4 block of wood, surrounded by leaves and some offshoot logs.
You trim the offshoots and leaves, make a 2x2 side entrance, hollow out the 4x4x4 block, paint various arcane symbols on it with aspect-paint, and seal up the entrance with Thaumium prison bars.
Then you whack it with your wand, and presto, a fully functional thaumcrafty prison for entrapping summoned eldritch abominations.
Which you then sacrifice the local villagers to in exchange for a fluffy pink hat that does absolutely nothing.
...
Thaumologists are notoriously bad at bargaining.
"Oooh! Immortality in exchange for my soul? Yeah! I'm not using that!"
[Body becomes soulless zombie]
[Soul stuck into nether sand for others to mine]
[Finally understands the abundance of zombies and soulsand, and the total lack of thaumologists]
It's the flying cutlery that stresses me out.
Could we have artifacts appear when you're digging through blocks? like, for instance, if you break off a gravel, sand, dirt or cobble block it has a chance of giving an artifact instead of a block? the artifacts shouldn't be too powerful, so only ancient weapons and other items should be obtainable in this manner. Relic hunter usually take a very long time to obtain, by which you would already have pretty much finished off all branches of research in Thaumcraft 2, bar the Void branch.
If you are an "Aries metal tiger", does that mean you were born sometime between late March and early April, 1970?
That was something I mentioned previously, although I wonder just how powerful these creatures have to be so that they are worth controlling - to be honest, the Golem from Morgeh's Wizardcraft gave me cold feet for this idea.
Wish we could do that. Oh wait, there's the C of S.
LOL!
It was more an example to explain what one could do if a 'grow' mechanic using aspects and rare seeds/plants/herbs was added.
I'd love to have a magical builder equivalent, where you plant a seed.
Chant some building blueprints into it.
Feed it some aspects until it grows into a voracious-venus-flytrap-magic-mutation-equivalent that you then feed the raw resources and it builds your blueprints for you. (With some fancy vine-like growth sprouting up around the construction site like scaffolding while construction is busy).
[OT]
Or eats intruders.
That it lures in with cake.
The cake is a lie. And so is that toothy looking portal.
Ooh, and give it an udder that you can milk for youth-giving milk. And then give it a cow-like skin.
And if you grow it atop a pipe it hides in the pipe and randomly pops out to nibble at the air.
And if it hasn't eaten in a while it starts complaining to someone called Seymour to feed it... and then breaks out in song.
And... and... I'm totally off-topic.
The what of what?
Yeah, that made a nice whoosh sound as it flew right over my head.
[/OT]
It's the flying cutlery that stresses me out.
I'll take that thanks
thats awesome!
i would love it!
Looks cool! I'll definitely use it.
This option is probably more plausible.
C of S = Crucible of Souls. Some players of Thaumcraft seem to enjoy using that. Have you ever found an NPC village, and built a kill hut with a Crucible of Souls in it? any villager that stepped into the hut would then die and be converted into liquid vis. Yummy.
. . . um, why?