Yeah, I was mostly just being cranky with the dirt-to-diamonds thing, but the mechanic is supposed to be hard to a certain degree.
I removed the wand-click for a reason... in short it will allow for automation of alchemy recipes once I add a few required bits and bobs.
Having a unique catalyst per recipe might also work, but that sort of defeats the flavour I was going for with alchemy.
Honestly, alchemy crafting is currently a lot simpler (and works better) than it did in TC 3. While I don't watch all the forgecraft streamers/youtubes, the few vids I have seen where people have alchemy fails are all fairly simple mistakes that gaining some experience with the system will solve.
There were some legit gripes that I have fixed - the crucible was starting the degradation process way too fast for one.
There were some legit gripes that I have fixed - the crucible was starting the degradation process way too fast for one.
That was my primary worry after watching the forgecraft videos. In fact it was my only worry.
I am now once more ultra 100% super hyped. Thaumcraft has been my absolute favourite mod for a long, long time now. and I'm really interested in seeing how this revision will work.
I know the whole "automated alchemy" thing ought to please FTB fans quite greatly. I eagerly await seeing what the new infusion crafting is like, and I'm glad you won't be quite so limited by time constraints. The old infusion altar did feel pretty weak (stylistically), and the arcane crafting bench not strong enough (although keeping items in it was cool). This definitely seems like it'll be a great balance.
you know Azanor that "people just need to pay attention" reminded me the issue in TC2 with crystalline bell and crystals... I think it will end up the same way
I don't mind that the infusion alter is going away, but I hope you find a way to keep the blocks it was built from. I like the way they look, aesthetically, for building.
(they don't have to do anything... I just want the texture. :P)
So far everything I've seen on Forgecraft looks awesome.
Yes, the TC 3 infusion altar is going away.
However infusion crafting will stay and it will sort of work like it did in TC 2... except as a multiblock... without gui's... and with a minigame to make the crafting semi interactive.
That is what TC 3 infusion was supposed to be like as well, but time constraints made me add it in the lame crafting table + aspects form.
Infusion crafting will be used for high-end recipes - stuff that you generally don't want to create en-masse.
---
Alchemy fails on Forgecraft 2 is lol, but that is all it is... people not paying attention. If you guys want easy I have links to some dirt-to-diamonds mods you all would love...
Yay i liked the tc2 infuser alot and that combined with the new tc4 stuff will be cool i dont like the aspect based crafting as much as i thought it was, i would more prefer that the crucible just required a few items (Like for nitor it would be glowstone, coal, and a torch, in that order, then a tap of your wand to put a touch of fire vis in and BAMMIE you have nitor that was my dream for tc4 anyway
I loved TC2 some very unique mechanics and an absolutely stunning visual presentation (especially at 16x, which I was limited to at the time due to poor ol pos puter), loved TC3 once again unique mechanics (my respect for golems is boundless as is my respect for your ability to code pathfinding, goddamn when a golem can find it's way across my entire base (20-30 blocks) through all the pipe\wire runs\machines, still get it's item and make it's way back...just damn, did cause a lot of slowdown but you'd expect that) and I still sit and watch the node recharging since the visuals are stunning again. Can't wait for TC4 to roll around, (well I can wait and patiently this is not a hurry up post just an admiration one) thank you.
I don't mind that the infusion alter is going away, but I hope you find a way to keep the blocks it was built from. I like the way they look, aesthetically, for building.
(they don't have to do anything... I just want the texture. )
Unused Textures are grist for Vazkii's mill. I'm sure we will see those textures again, one way or another.
Honestly, alchemy crafting is currently a lot simpler (and works better) than it did in TC 3. While I don't watch all the forgecraft streamers/youtubes, the few vids I have seen where people have alchemy fails are all fairly simple mistakes that gaining some experience with the system will solve.
It also seems a lot more boring than the TC3 system though, it deserves to be said. But I guess I can't complain until I see the multi-block crafting thing you were teasing before.
I just hope we can still keep neat looking jars around. They really made for a nice lab atmosphere, and losing them too would be sad in the same sense as losing the pipes from TC2. I will definately miss the "flying essence" during a craft, as well - I would typically leave something half-crafted just to have the particles flying around the room when not in use
@ people saying wands are weak: Don't confuse Godmode (ie, Modular Powersuits and Tinkers Construct) with some sort of balanced gameplay. Those mods are basically like turning on creative, which is fine if that's your thing.. but expecting everything else to meet that level of OP to "compete" is not right. Personally, I'd rather just play without them.
Oh Azanor you tease! I saw the update and thought for a fleeting moment that perhaps there was something released for 1.6.2.. only to have have my hopes, dreams, puppies, kittens and rainbows dashed upon and set on fire and left in the taint to become corrupt and now their only purpose is the sole destruction of the world. And soul destruction. That too. Lol
But on the real, can't wait for your next update, been dying without Thaumcraft in my Minecraft (quite literally at times...)! Been watching all the teasers drooling in excitement!
since someone wanted a charge mechanic for weapon spells, ill just put this out here. maybe either vazkii or azanor like it.
wand focus: disintegrate
vis cost: chaos
range: medium
right clicking a wand with the focus will drain vis up to a certain amount, while charging the focus. during the charge process, the player is slowed.
the charging is indicated by a green particle effect (or black lightning sparks) on the focus, that gets brighter, the more the focus is charged.
when the mouse button is released, a bright green ray of light flashes for a split second in the target direction. it deals damage, depending on how long it has been charged. (note, that its not supposed to 1 shot a zombie, even with full charge and maximum potency enchantment. but it would deal a high amount of damage).
if it hits and kills a target, (part of) the vis cost is refunded to the wand. (no idea how feasible this part is)
edit.: for extra coolness, if it hits a block it could completely destroy it (without the block dropping as an item). same for mobs. they would get disintegrated instead of falling to the ground, when they get killed by the wand.
basically, if you hit something hard enough to kill or break it, it just goes poof in a black smoke cloud.
Oh Azanor you tease! I saw the update and thought for a fleeting moment that perhaps there was something released for 1.6.2.. only to have have my hopes, dreams, puppies, kittens and rainbows dashed upon and set on fire and left in the taint to become corrupt and now their only purpose is the sole destruction of the world. And soul destruction. That too. Lol
But on the real, can't wait for your next update, been dying without Thaumcraft in my Minecraft (quite literally at times...)! Been watching all the teasers drooling in excitement!
I was like 3.0.5i - My life should be complete but it isn't?
ive got some other ideas for wands and foci. the question is, how useful it is, to bombard azanor with that stuff at this point. hes probably focusing on more important things right now.
ill leave one other idea here. some real high tier focus, that would require a nether star to craft.
a wand focus, that places markers on blocks for a very high vis cost. imagine how the golem markers look, without the lines, that connect them to the golems.
one color for left click, one color for right click. and what this is, is a wand that acts like a portal gun. it creates 2 connected portals, like the teleportation sigils from thaumcraft 2.
when you walk up to the marker you placed, it opens and you can swoop to the other side.
reason is, the portal gun is one of the most convenient, and frequently used mod items out there, but there is no such mechanic in the magic mods for situational player teleportation.
vis cost to replace the portals, or maybe even every time to open them, would make it somewhat reasonable, so you cant just spam them willy-nilly.
Do those pedestals accept items from golems/pipes? Just wondering if its possible to keep the altar running producing junk for aesthetic purposes, though I guess there would have to be some way to trigger it with a wand click.
At around 50 seconds in that video, there is a big stack of... somethings... in the background, behind the arcane pedestal and next to the warded jar there. Anyone know what that is? It looks like some sort of machine or something..
edit: you can see it again around 0:56 and 1:35, it looks like a stack of warded jars with spouts or something on top of a goofy block.. some sort of essence extractor? Presumably dumping into that channel next to it? Does that mean liquid essences to pipe around, TC2 style? Mwa ha ha
edit2: Also, looks like it's about ready for release to me. Yup xD
Azanor, does reckless magic produce Bad Stuff(taint, Flux,?)
or is taint just a biome now?
(I know it's needed for research)
also any hint about the stuff in the back ground?
the pink dot on the Hotbar?
sorry if this is too many questions.
I removed the wand-click for a reason... in short it will allow for automation of alchemy recipes once I add a few required bits and bobs.
Having a unique catalyst per recipe might also work, but that sort of defeats the flavour I was going for with alchemy.
Honestly, alchemy crafting is currently a lot simpler (and works better) than it did in TC 3. While I don't watch all the forgecraft streamers/youtubes, the few vids I have seen where people have alchemy fails are all fairly simple mistakes that gaining some experience with the system will solve.
There were some legit gripes that I have fixed - the crucible was starting the degradation process way too fast for one.
That was my primary worry after watching the forgecraft videos. In fact it was my only worry.
I am now once more ultra 100% super hyped. Thaumcraft has been my absolute favourite mod for a long, long time now. and I'm really interested in seeing how this revision will work.
Mod by Tuhljin
(they don't have to do anything... I just want the texture. :P)
So far everything I've seen on Forgecraft looks awesome.
Yay i liked the tc2 infuser alot and that combined with the new tc4 stuff will be cool i dont like the aspect based crafting as much as i thought it was, i would more prefer that the crucible just required a few items (Like for nitor it would be glowstone, coal, and a torch, in that order, then a tap of your wand to put a touch of fire vis in and BAMMIE you have nitor that was my dream for tc4 anyway
Image Removed
Unused Textures are grist for Vazkii's mill. I'm sure we will see those textures again, one way or another.
It also seems a lot more boring than the TC3 system though, it deserves to be said. But I guess I can't complain until I see the multi-block crafting thing you were teasing before.
I just hope we can still keep neat looking jars around. They really made for a nice lab atmosphere, and losing them too would be sad in the same sense as losing the pipes from TC2. I will definately miss the "flying essence" during a craft, as well - I would typically leave something half-crafted just to have the particles flying around the room when not in use
@ people saying wands are weak: Don't confuse Godmode (ie, Modular Powersuits and Tinkers Construct) with some sort of balanced gameplay. Those mods are basically like turning on creative, which is fine if that's your thing.. but expecting everything else to meet that level of OP to "compete" is not right. Personally, I'd rather just play without them.
But on the real, can't wait for your next update, been dying without Thaumcraft in my Minecraft (quite literally at times...)! Been watching all the teasers drooling in excitement!
wand focus: disintegrate
vis cost: chaos
range: medium
right clicking a wand with the focus will drain vis up to a certain amount, while charging the focus. during the charge process, the player is slowed.
the charging is indicated by a green particle effect (or black lightning sparks) on the focus, that gets brighter, the more the focus is charged.
when the mouse button is released, a bright green ray of light flashes for a split second in the target direction. it deals damage, depending on how long it has been charged. (note, that its not supposed to 1 shot a zombie, even with full charge and maximum potency enchantment. but it would deal a high amount of damage).
if it hits and kills a target, (part of) the vis cost is refunded to the wand. (no idea how feasible this part is)
edit.: for extra coolness, if it hits a block it could completely destroy it (without the block dropping as an item). same for mobs. they would get disintegrated instead of falling to the ground, when they get killed by the wand.
basically, if you hit something hard enough to kill or break it, it just goes poof in a black smoke cloud.
I was like 3.0.5i - My life should be complete but it isn't?
thanks.
ive got some other ideas for wands and foci. the question is, how useful it is, to bombard azanor with that stuff at this point. hes probably focusing on more important things right now.
ill leave one other idea here. some real high tier focus, that would require a nether star to craft.
a wand focus, that places markers on blocks for a very high vis cost. imagine how the golem markers look, without the lines, that connect them to the golems.
one color for left click, one color for right click. and what this is, is a wand that acts like a portal gun. it creates 2 connected portals, like the teleportation sigils from thaumcraft 2.
when you walk up to the marker you placed, it opens and you can swoop to the other side.
reason is, the portal gun is one of the most convenient, and frequently used mod items out there, but there is no such mechanic in the magic mods for situational player teleportation.
vis cost to replace the portals, or maybe even every time to open them, would make it somewhat reasonable, so you cant just spam them willy-nilly.
unreal.
woooooooooooow. i literally have no words to describe the awesomeness i just saw.
edit.: help me, ive got the video in a loop and i cant stop watching!
edit2.: powered by jars of aspects (how did i miss that until now?), gold banded reed wand and another construct in the background.
Holy crap, that is amazing.
Do those pedestals accept items from golems/pipes? Just wondering if its possible to keep the altar running producing junk for aesthetic purposes, though I guess there would have to be some way to trigger it with a wand click.
edit: you can see it again around 0:56 and 1:35, it looks like a stack of warded jars with spouts or something on top of a goofy block.. some sort of essence extractor? Presumably dumping into that channel next to it? Does that mean liquid essences to pipe around, TC2 style? Mwa ha ha
edit2: Also, looks like it's about ready for release to me. Yup xD
or is taint just a biome now?
(I know it's needed for research)
also any hint about the stuff in the back ground?
the pink dot on the Hotbar?
sorry if this is too many questions.
https://highfidelity.io
Very exciting.