I like all of these ideas. Just researching everything should not make my life hell forever.
the idea behind that is, that warp would be something thats more managable and dynamic, instead of simply piling up. not just to have the ability to have less warp if you want to get rid of it, but also to have a legitemate basis to give someone more warp.
you can avoid it by taking certain actions, like avoiding to use eldritch items, to be near tainted or sinister nodes or performing darker forms of magic. or you can get overloaded with it if youre careless.this is more easy to do, when not all warp is permanent, since the player wouldnt be permanently screwed. but creating situations where you can be screwed for a while if youre careless, can be fun.
i just think its creates more interesting gameplay.
for anyone who might care: the guardians can naturally spawn in eerie and taint. i'm not sure about magic forest or other magic biomes.
That's probably where the guardians I encountered (at low warp) came from, then--I do have an eerie biome right next to my base. The first fog effect I saw happened just after I learned Research Mastery, though, so I assumed it was connected.
Unrelated request, though I imagine it has come up before: would it be possible maybe to make Infusion check...whatever other attributes of the items it needs to check, before starting the crafting? It's really annoying to have an infusion start up, suck in a pile of items and essentia, and then find out that one of the items can't be taken because it's enchanted or damaged or was a golem that was placed one time or whatever the hell was preventing my Salis Mundus from being absorbed the other night.
I suppose the current way at least gives you a hint as to what item is causing the problem, where you wouldn't have that if it just refused to start...my ideal solution would be some kind of effect (like an aura on the pedestal, or even a console message) pointing out the unusable items, when a recognizable recipe was present but some of the items were unusable..
Do you have any TC related addon mods? Just the research in vanilla TC shouldn't be enough to spawn guardians.
Nope same thing happens with all vanilla thaumcraft research unlocked. I was in a test world and unlocked all research for testing purposes. After that seven eldritch guardians came out of the fog within a few moments. I was also finding some effects lasting for eight minutes or longer without playing around to much with it.
It's been why i've held off on warp effects till I can make a bath salts factory. Mind spiders, death vision, and super natural hunger I can sit through. Guardians that shoot perma warp lazers spawning in packs... No thanks... =x
That's one of those Eldritch Guardians we keep talking about.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Between wisps and Eldritch guardians, auram isn't that difficult to obtain. Oh, and mana beans. I forget about those sometimes.
Mana beans?
Have they changed in 4.2 in terms of output?
My 4.0 mana bean farm, that slowly filled chests with beans, all but completely stalled in 4.1 - With a lamp of growth I got 1 stack each of the primals over the last few months of play and not enough of any complex essentia to bother with. It got all my overflow herba so I really expected more.
Have they changed in 4.2 in terms of output?
My 4.0 mana bean farm, that slowly filled chests with beans, all but completely stalled in 4.1 - With a lamp of growth I got 1 stack each of the primals over the last few months of play and not enough of any complex essentia to bother with. It got all my overflow herba so I really expected more.
Apparently you can breed the beans now. So while growth might be slow, you can control the type of essentia you're growing. I haven't done this myself though as I never bothered to keep any and all the existing beans in my world vanished (most likely due to them lacking a supporting block as they now grow on the bottom of the block).
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I can't try 4.2.x yet as two mods in my modpack are not yet 1.7.10 compatible: Mystcraft, and the Barrels Mod.
I have a very conflicted opinion of mod authors who don't update timeously. On the one hand its completely unfair to make demands of people doing something for free as a hobby. On the other hand, it gets really old not being able to update ones mod pack as a couple of mods are holding out.
I am looking forward to mana bean breeding, but don't really understand how my bana bean farm is going to be layed out with the pods only on the bottom of branches (someones imgur gallery of a 4.2 TC setup would be appreciated
If the mana beans continue to yield non primals at their current rate, well at this point its easier to get all my essence some other way.
I can't try 4.2.x yet as two mods in my modpack are not yet 1.7.10 compatible: Mystcraft, and the Barrels Mod.
I have a very conflicted opinion of mod authors who don't update timeously. On the one hand its completely unfair to make demands of people doing something for free as a hobby. On the other hand, it gets really old not being able to update ones mod pack as a couple of mods are holding out.
I am looking forward to mana bean breeding, but don't really understand how my bana bean farm is going to be layed out with the pods only on the bottom of branches (someones imgur gallery of a 4.2 TC setup would be appreciated
If the mana beans continue to yield non primals at their current rate, well at this point its easier to get all my essence some other way.
you can easily add both of those in later. unless you want to play an already existing world, its probably not a reason to wait tbh.
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Ya, so I'm done. Warp is easy enough to avoid for most of the game, get a few things you need and the warp effects are trivial. Then once you "finish" and it's time to move on to the eldritch stuff, you grab the taboo and moderate researches, get some of the eldritch stuff, and then the game is no longer fun. You are constantly on fire or swirling with purple stuff crippling your TC gameplay, you need to eat 1/4 a stack of zombie flesh every few minutes, and I haven't even gotten to the joy of enemies spawning on top of me. It doesn't really matter that the fire doesn't hurt or that I covered my base in covers (no pun intended) so any mob that steps into it starts bouncing in circles endlessly and becomes harmless, it's just not fun having to constantly deal with all this stuff with no end in sight. I'd turn on "wuss mode" but I'm not a wuss and don't enjoy being locked out of content (I haven't finished the eldritch tree yet, I'm assuming I need even more warp to unlock the robes, which I really want), so I'm just done. It's an interesting idea, but it needs a hard counter. The laughing mask is laughably ineffective, and I'm not going to take a bath every 10 minutes.
My suggestion, getting effects for the first time should unlock a research that allows you to counter them. IE you get Flux Flu and get a research clue for a vaccine, research it and craft it and you are now permanently immune to Flux Flue, same deal with phage. Maybe Sunscorned unlocks an enchantment you put on your helmet that makes you immune to getting it as long as you wear that helmet. Unnatural hunger unlocks some easily craftable food that instantly cures it when you get it and doubles as a normal food item, like zombie flesh plus 1 herba makes Soylent Green that's as filling as a cooked steak. The guardians unlock a device that creates a barrier that prevents them from spawning in a certain radius, powered by CV, maybe even a lot so you need a really strong node to use it. etc.
How it works now, it's not challenging or fun, it's just tedious and frustrating, I feel like I'm being punished, and I'm spending a lot of time standing in a corner in a puddle waiting for stuff to end.
Edit: I should also note, I haven't crafted a single warp item. I only did the vanilla research with warp, and a couple of the mostly harmless researches from Thaumic Tinkerer, nothing else (no Kami). So I haven't even "gone overboard" with the warp. I have pretty much the bare minimum to unlock the eldtrich tree, and apparently not enough yet to research everything in it.
What i would really like to see is a bug fix to the Shovel of the Earth Mover,because,at least as it is now,i can't use it for building,and that was the coolest shovel to ever exist on minecraft.
Building with a shovel? c'mon,that was pretty cool,and i really hope the weird block placement is a bug and not a feature.
just want to point out, thats not entirely true. silverwoods are another source of nodes. and they are 100% renewable via pech trading.
i think there is a general solution to this discussion.
permanent wap
- created by aquiring forbidden knowledge. add a low base level of warp that occationally causes minor effects, even with all the knowledge researched, including the eldritch knowledge. i think this also should appease completionists, who just like to have everything researched, even if theyre not crafting everything.
and addon mods that add their own forbidden knowledge wouldnt cause the system to spin out of control. (at least not as fast)
of course the eldritch knowledge is still only unlocked, if you had high amounts of warp accumulated at one time.
temporary warp in 2 variants
decaying temporary warp
- crafting forbidden items causes higher amounts temporary warp, that decays very slowly over time. the amount they add would be dependent on the item you craft. flesh golems and advanced golems would add minor amounts of warp individually, and only create high amounts of temporary warp if crafted in bulk. crafting very powerful items like the infernal furnace and the eldritch items would cause higher amounts of temporary warp. if you overdo it and craft 3 or 4 of these powerful things without "cooling off" and take time to come back to your senses, things would get really dangerous really fast.
- using certain items like a wand with void caps to cast spells or craft, or a primal focus, could also cause temporary warp
static temporary warp
- wearing certain items like void thaumaturges robes, or a staff of the primal and similar powerful edritch items would add a static amount of warp to your player, until you remove them from your inventory. basically as long as youre actually using these powerful items, they are adding warp. as soon as you remove them and are not using them, youre suffering less from warp.
an example: you put on a void metal helmet, which adds +5 warp to your player, for an increased amount of base warp level as long as youre wearing it. as soon as youre taking the helmet off, youre losing these 5 points of warp again. just a number i made up on the spot, because i still have no idea how much warp that actually is
i guess warp decreasing items are working similar. in that the mask for the thaumium fortress helmet applies a static negative modifier to your warp, as long as youre wearing it.
ideally, just having everything researched without having accumulated temporary warp, and wearing a couple items that reduce warp would cause you to have no effects at all.
while wearing a couple powerful eldritch items would make warp noticable, and crafting forbidden things on top of it, can make it severe, until it decayed again to noticable amounts.
edit.: things like walking through a taint biome, or being near a sinister node could add static or decaying warp aswell. making it a bit more dangerous to come into contact with those things.
There are some good ideas here, especially the static temporary warp idea - much better than my current way of handling it. I think someone also mentioned "sticky" warp. Basically permanent warp you can get rid of.
As I mentioned there are already several changes to warp in my current dev build and I will be tinkering with it a bit more. I'm sure the soft caps I put in place will help a lot.
Seeing these ideas I am also considering changing all warp from crafted items into sticky warp instead. The void items might use something like the static warp idea mentioned above.
I think killing a guardian (spawned by your ow warp) should lower permanent warp a bit. That way you will never get to stupid levels.
And there should be some kind of open ended lategame research using random aspects "Descend into madness" That you can do over and over again to increase your warp without yielding any kind of useful reward.. This has the added benefit of keeping research points forever useful.
Two ideas I like
Killing a guardian could have a small chance of reducing "sticky" warp.
ETA: since my reply got detached somehow, this is about mana beans,
Yeah, Azanor has been trying to come up with a workable nerf. In 4.1 he just slowed the growth to uselessness. In 4.2 I dunno about growth rates, but now wild beans are all primal and you get to breed your own compounds. And they're on the bottom of the logs for extra awkwardness. (I'm not looking forward to placing the marks for golems.)
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
It was a heavily requested change that the shovel break and place on the same plane as the block face you click on.
That seems odd. It goes from being a tool you can build with and terraform with, to a tool only good for terraforming.
Maybe have shift-right click to use the old "wall" mode and normal right click for the new "fill in" mode?
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"I would agree with you, but then we'd both be wrong."
There are some good ideas here, especially the static temporary warp idea - much better than my current way of handling it. I think someone also mentioned "sticky" warp. Basically permanent warp you can get rid of.
As I mentioned there are already several changes to warp in my current dev build and I will be tinkering with it a bit more. I'm sure the soft caps I put in place will help a lot.
Seeing these ideas I am also considering changing all warp from crafted items into sticky warp instead. The void items might use something like the static warp idea mentioned above.
Quote from Azanor»
Two ideas I like
Killing a guardian could have a small chance of reducing "sticky" warp.
It was a heavily requested change that the shovel break and place on the same plane as the block face you click on.
Unfortunately, that was a shortsighted request you fulfilled. Sure, it makes it easier to fill volumes and make 3x3 pillars, but you lose the ability to rapidly extend a wall, floor, or ceiling without hanging your butt over the edge.
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Unfortunately, that was a shortsighted request you fulfilled. Sure, it makes it easier to fill volumes and make 3x3 pillars, but you lose the ability to rapidly extend a wall, floor, or ceiling without hanging your butt over the edge.
i dont know about the placing of blocks, but the digging was kind of awkward, when you wanted to dig a layer of dirt horizontally from the top, and it dug out vertically.
kind of prefer it taking the block side into account. i think between digging and placing, the digging is probably the more important function, as placing blocks is a lot faster by default, than breaking them.
the idea behind that is, that warp would be something thats more managable and dynamic, instead of simply piling up. not just to have the ability to have less warp if you want to get rid of it, but also to have a legitemate basis to give someone more warp.
you can avoid it by taking certain actions, like avoiding to use eldritch items, to be near tainted or sinister nodes or performing darker forms of magic. or you can get overloaded with it if youre careless.this is more easy to do, when not all warp is permanent, since the player wouldnt be permanently screwed. but creating situations where you can be screwed for a while if youre careless, can be fun.
i just think its creates more interesting gameplay.
That's probably where the guardians I encountered (at low warp) came from, then--I do have an eerie biome right next to my base. The first fog effect I saw happened just after I learned Research Mastery, though, so I assumed it was connected.
Unrelated request, though I imagine it has come up before: would it be possible maybe to make Infusion check...whatever other attributes of the items it needs to check, before starting the crafting? It's really annoying to have an infusion start up, suck in a pile of items and essentia, and then find out that one of the items can't be taken because it's enchanted or damaged or was a golem that was placed one time or whatever the hell was preventing my Salis Mundus from being absorbed the other night.
I suppose the current way at least gives you a hint as to what item is causing the problem, where you wouldn't have that if it just refused to start...my ideal solution would be some kind of effect (like an aura on the pedestal, or even a console message) pointing out the unusable items, when a recognizable recipe was present but some of the items were unusable..
Nope same thing happens with all vanilla thaumcraft research unlocked. I was in a test world and unlocked all research for testing purposes. After that seven eldritch guardians came out of the fog within a few moments. I was also finding some effects lasting for eight minutes or longer without playing around to much with it.
It's been why i've held off on warp effects till I can make a bath salts factory. Mind spiders, death vision, and super natural hunger I can sit through. Guardians that shoot perma warp lazers spawning in packs... No thanks... =x
That's one of those Eldritch Guardians we keep talking about.
Mana beans?
Have they changed in 4.2 in terms of output?
My 4.0 mana bean farm, that slowly filled chests with beans, all but completely stalled in 4.1 - With a lamp of growth I got 1 stack each of the primals over the last few months of play and not enough of any complex essentia to bother with. It got all my overflow herba so I really expected more.
Apparently you can breed the beans now. So while growth might be slow, you can control the type of essentia you're growing. I haven't done this myself though as I never bothered to keep any and all the existing beans in my world vanished (most likely due to them lacking a supporting block as they now grow on the bottom of the block).
I have a very conflicted opinion of mod authors who don't update timeously. On the one hand its completely unfair to make demands of people doing something for free as a hobby. On the other hand, it gets really old not being able to update ones mod pack as a couple of mods are holding out.
I am looking forward to mana bean breeding, but don't really understand how my bana bean farm is going to be layed out with the pods only on the bottom of branches (someones imgur gallery of a 4.2 TC setup would be appreciated
If the mana beans continue to yield non primals at their current rate, well at this point its easier to get all my essence some other way.
you can easily add both of those in later. unless you want to play an already existing world, its probably not a reason to wait tbh.
My suggestion, getting effects for the first time should unlock a research that allows you to counter them. IE you get Flux Flu and get a research clue for a vaccine, research it and craft it and you are now permanently immune to Flux Flue, same deal with phage. Maybe Sunscorned unlocks an enchantment you put on your helmet that makes you immune to getting it as long as you wear that helmet. Unnatural hunger unlocks some easily craftable food that instantly cures it when you get it and doubles as a normal food item, like zombie flesh plus 1 herba makes Soylent Green that's as filling as a cooked steak. The guardians unlock a device that creates a barrier that prevents them from spawning in a certain radius, powered by CV, maybe even a lot so you need a really strong node to use it. etc.
How it works now, it's not challenging or fun, it's just tedious and frustrating, I feel like I'm being punished, and I'm spending a lot of time standing in a corner in a puddle waiting for stuff to end.
Edit: I should also note, I haven't crafted a single warp item. I only did the vanilla research with warp, and a couple of the mostly harmless researches from Thaumic Tinkerer, nothing else (no Kami). So I haven't even "gone overboard" with the warp. I have pretty much the bare minimum to unlock the eldtrich tree, and apparently not enough yet to research everything in it.
What bug would that be? The shovel works for me.
I have come to far prefer the TC4 way.
There are some good ideas here, especially the static temporary warp idea - much better than my current way of handling it. I think someone also mentioned "sticky" warp. Basically permanent warp you can get rid of.
As I mentioned there are already several changes to warp in my current dev build and I will be tinkering with it a bit more. I'm sure the soft caps I put in place will help a lot.
Seeing these ideas I am also considering changing all warp from crafted items into sticky warp instead. The void items might use something like the static warp idea mentioned above.
It was a heavily requested change that the shovel break and place on the same plane as the block face you click on.
Two ideas I like
Killing a guardian could have a small chance of reducing "sticky" warp.
Yeah, Azanor has been trying to come up with a workable nerf. In 4.1 he just slowed the growth to uselessness. In 4.2 I dunno about growth rates, but now wild beans are all primal and you get to breed your own compounds. And they're on the bottom of the logs for extra awkwardness. (I'm not looking forward to placing the marks for golems.)
That seems odd. It goes from being a tool you can build with and terraform with, to a tool only good for terraforming.
Maybe have shift-right click to use the old "wall" mode and normal right click for the new "fill in" mode?
cool. sticky warp sounds like a great concept.
oh yes, thanks. thats great.
Unfortunately, that was a shortsighted request you fulfilled. Sure, it makes it easier to fill volumes and make 3x3 pillars, but you lose the ability to rapidly extend a wall, floor, or ceiling without hanging your butt over the edge.
i dont know about the placing of blocks, but the digging was kind of awkward, when you wanted to dig a layer of dirt horizontally from the top, and it dug out vertically.
kind of prefer it taking the block side into account. i think between digging and placing, the digging is probably the more important function, as placing blocks is a lot faster by default, than breaking them.