You know, Thaumcraft has a lot of sinister-node-containing structures now. Obelisks, shrines, barrows and totems all have them, plus the ones that generate normally. Other node-bearing buildings all have standard-generation aura nodes. It'd be nice if there were a couple structures with pure nodes or something, just for balance.
In fact, all worldgen thaumaturgical works seems to be bad news, aside from villager thaumaturges who are really just dabblers. Eldritch artifacts all have nasty sinister nodes, which spawn monsters, and taint comes from alchemical disasters or severe warp. Magical forests, meanwhile, are not the work of mortal thaumaturges, and anyway they aren't exactly warm and fuzzy either.
Personally, I would love to see some sort of structure that generates with a Hungry Node in it. Maybe with some sort of large central room with the Node suspended in the center, as if it's eaten away at whatever was there before.
Magical Forests are such pleasant places, aren't they? >:3
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
You know, Thaumcraft has a lot of sinister-node-containing structures now. Obelisks, shrines, barrows and totems all have them, plus the ones that generate normally. Other node-bearing buildings all have standard-generation aura nodes. It'd be nice if there were a couple structures with pure nodes or something, just for balance.
In fact, all worldgen thaumaturgical works seems to be bad news, aside from villager thaumaturges who are really just dabblers. Eldritch artifacts all have nasty sinister nodes, which spawn monsters, and taint comes from alchemical disasters or severe warp. Magical forests, meanwhile, are not the work of mortal thaumaturges, and anyway they aren't exactly warm and fuzzy either.
Wait, obelisk, check. totems, check. shrines (those circle things with wisp spawners?) check. But what's a barrow?
EDIT: Ooooooooooooh I'm stupid. Nevermind I know what they are.
So now that more people have had a chance to explore the dungeons and fight the bosses, what are your opinion?
Are the fights hard, easy, just right? Is the dungeon a bit boring? How is the loot?
I am planning on adding a few more rooms and features to the dungeon and at least one more native mob type. More boss fight might also make their way in.
Just a quick note: Some people have noticed that the bosses have random names and titles, like "the Bold" etc. That is actually not just cosmetic. For example, "bold" means the boss spawns with a big run speed boost. In theory this means there is currently more than 3 different bosses since the effects can change the dynamics of the fight quite a bit.
Mini bosses are also a possibility especially to guard locations like the tablet room. I could in theory use the same "title" system I use for the bosses on normal mobs. This is a large change however and I will probably leave this for the next major revision.
since im busy right now over the holidays, i didnt get a lot of chances to play right now. but from what ive seen of it, it looks pretty awesome.
i love the fact that you have a title system for those bosses. if you want to add difficulty to the dungeon, the title system could be used to spawn the occational champion creature that acts as a mini boss on your way through.
other than that, i could only add what we discussed for extra fluff. if its possible.
looking outside into the void, you could occationally see moving shadows. and sometimes you get a glimpse of something staring back at you into the maze. a giant eye, that pops up and looks at you. maybe even something tries to reach in, if you destroy too many blocks in the wall.
one of the boss rooms could be a big circular, and largely destroyed room with a big hole into the void. and the alien creature could emergy from it, and fight you as a final boss.
one thing added for extra spookyness could be a constant fog inside the maze. maybe it would vanish after defeating a certain miniboss, or the boss at the end.
otherwise your loot system, and the knowledge fragments and balanced shards make it very well worthwile to explore. i especially like the way you have set up the random loot from bosses. i heared if youre lucky, those bags can even contain a nether star.
Will there be some sort of Obelisk compass? Those things are damn hard to find.
Just use a mapping mod (I like JourneyMap). Eerie biomes in general are usually dead obvious, and the eldritch obelisks (also wisp shrines) are big enough to show directly on the usual map scales.
Also, does the Eldritch Dimension generate alongside the Overworld at world creation? I ask this because I placed an NEI-spawned Eldritch Portal block, and it just led to the void, so it seems that the obelisk ones lead to dungeons because they correspond to the locations of the dungeons.
Or do they generate the dungeons when activated, and it just has to be a natural one?
IIRC Azanor has said before that new obelisks can either connect to an existing dungeon (close enough), or generate a new dungeon, or drop you into the void, depending on distance from existing portals, I wouldn't count on a bare portal block making the new dungeon though...
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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.
Perhaps scanning certain Outer Lands materials could unlock secret researches? 'By infusing [whoop] with certain [zwoop], you've figured out how to recreate the strange materials you found within the labyrinth without having to subject yourself to its perils'. I wouldn't even mind if obelisks didn't do anything, they're a kickin' decoration and I love anything with a space aesthetic. Besides, we clearly need more excuses to use Alienis essentia.
Someone already said there are new researches to be found there. But some of those materials sound like naturals for Entropic Processing. By the way, "noping" yourself by entering on peaceful... well that would actually test whether the dungeons are pregenerated, if you try a second (natural or at least distant) obelisk on Hard mode. If that comes up bossless, you might need to delete and (hopefully) regenerate the Eldritch Dimension.
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.
For the "Eldritch eyes should point towards obelisks" thing:
When you hold the eye and hold down right click it would change to look like the thaumometer (3Dy), The eye will turn or maybe float slightly toward the location of the closest obelisk or maybe the pupil itself will look towards the closest one, Giving it the illusion of turning.
Someone already said there are new researches to be found there. But some of those materials sound like naturals for Entropic Processing. By the way, "noping" yourself by entering on peaceful... well that would actually test whether the dungeons are pregenerated, if you try a second (natural or at least distant) obelisk on Hard mode. If that comes up bossless, you might need to delete and (hopefully) regenerate the Eldritch Dimension.
I'd like to clarify, the difficulty only matters when you're opening the boss room, as that's when Thaumcraft seems to decide when to spawn the boss, even if it pre-decides what the boss will be. I can enter and go through the whole dungeon on Peaceful, as long as I turn it to Easy before the Eldritch Locking Mechanism finishes opening.
No, they generate them. I think they spawn in biomes that can spawn villages (deserts and plains, as well as any that 1.7.x added).
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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!!!
oh, azanor. by the way. i dont think it would be that helpful in a dungeon like that anyways.
but i applaud you for disabling flight in your dungeon. that has to be one of the mechanics thats exploited the most, when it comes to adventure content. the amount of times ive seen people on stream just fly up a caramite tower in the twilight forest straight to the boss, is a little bit stupid.
oh, azanor. by the way. i dont think it would be that helpful in a dungeon like that anyways.
but i applaud you for disabling flight in your dungeon. that has to be one of the mechanics thats exploited the most, when it comes to adventure content. the amount of times ive seen people on stream just fly up a caramite tower in the twilight forest straight to the boss, is a little bit stupid.
I know how you feel, 100%.
When I did the caramite tower, I restricted myself from just "lolflying" to the top with my herness, and cleared the all the rooms instead.
I really wish the dev of TF would do something like that, prevent flight in the biome until the Ur-Ghast has been defeated.
since twilight forest doesnt have a flight mechanic anyways, they could just disable it in the entire dimension tbh.
Not by me they can't -- that would be a wall-banger. I like being able to fly up to the canopy, attack hollow hills from above, etc. I'd put up with him disabling it for boss fights, but not the whole dimension.
Also, skipping the interim encounters means skipping the loot and experience from them too, and the carmenite stuff is a lot of unique loot! On the other hand, if you've done it before and want to cut to the chase (say, for a video), then why not?
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 would be kindof cool, if guard golems would have a "follow" mode, like the hungry chest, where theyre just following the player. just saying, the thought of bringing a squad of golems into a dungeon with you would be kindof awesome.
the difficulty would have to be seriously raised though.
has any of you actually tried to go with a bunch of thaumium guard golems into a boss fight? i feel like they would come in really handy against one of the bosses in particular
maybe it could be balanced out by only allowing 1 golem to follow you at a time. at least that way youd have one little buddy beside you, covering your back.
i feel like defeating the golem in the dungeon should also give you the research/resources to build one of those for yourself.
Possibly because they're duplication recipes. Check how many of the item get outputted.
No, they generate them. I think they spawn in biomes that can spawn villages (deserts and plains, as well as any that 1.7.x added).
The wisp altars like high places (Extreme Hills, Savanna Mesa), And obelisks like Savanna Mesa, Savanna, and Desert Mesa. This is not meant to be complete, that's just what I've got.
Rollback Post to RevisionRollBack
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.
i feel like defeating the golem in the dungeon should also give you the research/resources to build one of those for yourself.
It would be neat if all bosses gave a unique research upon defeating them. In the case of the crimson cultists boss it could allow you to craft a version of their armor that could be dyed (with the praetor armor being the real prize).
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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.
The wisp altars like high places (Extreme Hills, Savanna Mesa), And obelisks like Savanna Mesa, Savanna, and Desert Mesa. This is not meant to be complete, that's just what I've got.
"Altars" might mean either obelisks or wisp shrines, I've seen people use them for both, that's why I always say "obsidianhenge." I assumed obelisks.
Yeah, henges always spawn high up, though they're technically biome-independent. Likewise, I think barrows only spawn on completely level, grassy ground. I got a Mystcraft age once with flat terrain, a ground height of 123 and a checkerboard of frozen ocean and Highlands tropical island (neither has any structures allocated), and there were henges and barrows everywhere.
I've only seen obelisks in deserts, plains and Highlands meadows so far, but village biomes seems most likely to me.
Rollback Post to RevisionRollBack
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!!!
Personally, I would love to see some sort of structure that generates with a Hungry Node in it. Maybe with some sort of large central room with the Node suspended in the center, as if it's eaten away at whatever was there before.
Magical Forests are such pleasant places, aren't they? >:3
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Wait, obelisk, check. totems, check. shrines (those circle things with wisp spawners?) check. But what's a barrow?
EDIT: Ooooooooooooh I'm stupid. Nevermind I know what they are.
since im busy right now over the holidays, i didnt get a lot of chances to play right now. but from what ive seen of it, it looks pretty awesome.
i love the fact that you have a title system for those bosses. if you want to add difficulty to the dungeon, the title system could be used to spawn the occational champion creature that acts as a mini boss on your way through.
other than that, i could only add what we discussed for extra fluff. if its possible.
looking outside into the void, you could occationally see moving shadows. and sometimes you get a glimpse of something staring back at you into the maze. a giant eye, that pops up and looks at you. maybe even something tries to reach in, if you destroy too many blocks in the wall.
one of the boss rooms could be a big circular, and largely destroyed room with a big hole into the void. and the alien creature could emergy from it, and fight you as a final boss.
one thing added for extra spookyness could be a constant fog inside the maze. maybe it would vanish after defeating a certain miniboss, or the boss at the end.
otherwise your loot system, and the knowledge fragments and balanced shards make it very well worthwile to explore. i especially like the way you have set up the random loot from bosses. i heared if youre lucky, those bags can even contain a nether star.
Thanks, That means the issue I'm having is with me shoving the updated thaumcraft into a pack of mods not ready for it.
Just use a mapping mod (I like JourneyMap). Eerie biomes in general are usually dead obvious, and the eldritch obelisks (also wisp shrines) are big enough to show directly on the usual map scales.
IIRC Azanor has said before that new obelisks can either connect to an existing dungeon (close enough), or generate a new dungeon, or drop you into the void, depending on distance from existing portals, I wouldn't count on a bare portal block making the new dungeon though...
Someone already said there are new researches to be found there. But some of those materials sound like naturals for Entropic Processing. By the way, "noping" yourself by entering on peaceful... well that would actually test whether the dungeons are pregenerated, if you try a second (natural or at least distant) obelisk on Hard mode. If that comes up bossless, you might need to delete and (hopefully) regenerate the Eldritch Dimension.
When you hold the eye and hold down right click it would change to look like the thaumometer (3Dy), The eye will turn or maybe float slightly toward the location of the closest obelisk or maybe the pupil itself will look towards the closest one, Giving it the illusion of turning.
I'd like to clarify, the difficulty only matters when you're opening the boss room, as that's when Thaumcraft seems to decide when to spawn the boss, even if it pre-decides what the boss will be. I can enter and go through the whole dungeon on Peaceful, as long as I turn it to Easy before the Eldritch Locking Mechanism finishes opening.
Possibly because they're duplication recipes. Check how many of the item get outputted.
No, they generate them. I think they spawn in biomes that can spawn villages (deserts and plains, as well as any that 1.7.x added).
that includes biomes o plenty biomes right?
but i applaud you for disabling flight in your dungeon. that has to be one of the mechanics thats exploited the most, when it comes to adventure content. the amount of times ive seen people on stream just fly up a caramite tower in the twilight forest straight to the boss, is a little bit stupid.
I know how you feel, 100%.
When I did the caramite tower, I restricted myself from just "lolflying" to the top with my herness, and cleared the all the rooms instead.
I really wish the dev of TF would do something like that, prevent flight in the biome until the Ur-Ghast has been defeated.
since twilight forest doesnt have a flight mechanic anyways, they could just disable it in the entire dimension tbh.
Not by me they can't -- that would be a wall-banger. I like being able to fly up to the canopy, attack hollow hills from above, etc. I'd put up with him disabling it for boss fights, but not the whole dimension.
Also, skipping the interim encounters means skipping the loot and experience from them too, and the carmenite stuff is a lot of unique loot! On the other hand, if you've done it before and want to cut to the chase (say, for a video), then why not?
it would be kindof cool, if guard golems would have a "follow" mode, like the hungry chest, where theyre just following the player. just saying, the thought of bringing a squad of golems into a dungeon with you would be kindof awesome.
the difficulty would have to be seriously raised though.
has any of you actually tried to go with a bunch of thaumium guard golems into a boss fight? i feel like they would come in really handy against one of the bosses in particular
maybe it could be balanced out by only allowing 1 golem to follow you at a time. at least that way youd have one little buddy beside you, covering your back.
i feel like defeating the golem in the dungeon should also give you the research/resources to build one of those for yourself.
The wisp altars like high places (Extreme Hills, Savanna Mesa), And obelisks like Savanna Mesa, Savanna, and Desert Mesa. This is not meant to be complete, that's just what I've got.
It would be neat if all bosses gave a unique research upon defeating them. In the case of the crimson cultists boss it could allow you to craft a version of their armor that could be dyed (with the praetor armor being the real prize).
Dunno, I don't play with that.
"Altars" might mean either obelisks or wisp shrines, I've seen people use them for both, that's why I always say "obsidianhenge." I assumed obelisks.
Yeah, henges always spawn high up, though they're technically biome-independent. Likewise, I think barrows only spawn on completely level, grassy ground. I got a Mystcraft age once with flat terrain, a ground height of 123 and a checkerboard of frozen ocean and Highlands tropical island (neither has any structures allocated), and there were henges and barrows everywhere.
I've only seen obelisks in deserts, plains and Highlands meadows so far, but village biomes seems most likely to me.