I've been thinking about infusion instability a bit. Maybe instead of being a single direct stat like it is currently it could be more like a saturation effect.
Currently it is a number that determines how likely it is for a random effect to activate, From popping an item of a pedestal to vaporizing it.
But what if instead it slowly saturated the area with invisible "flux buildup" and once the field becomes saturated enough it triggers an effect, Which consumes a amount of the saturation.
The amount of saturation determines the potential severity the effect and the severity of the effect determines how much saturation is consumed.
That way it is possible to have many small effects or a few powerful ones depending on how much saturation there is.
Basically there's Flux Field and saturation. Flux Field determines the size of the saturation, (2 blocks/5 blocks etc.) While saturation is how much flux buildup is within that field. (5% 60% etc.)
The more saturation the worse things can get, The larger the field the more it affects. But the bigger the field the lower the saturation is cause it gets spread out, So.. Flux Field is basically how spread out the saturation is.
Also, while saturation dissipates over time it does not instantly disappear after a infusion.
This could also give more of a purpose to the flux scrubbers.. Which gives me the idea of pumping taint around in tubes like in TC2...
So.. what if you cant just dissipate "industrial" flux but have to contain and purify it, Otherwise it is absorbed into the aura and makes taint... Anyways, I'm just rambling.
Semi- related to this idea is a flux resistant pedestal.
It would be a pedestal that allows the item to resist a flux effect, Whether it resists or not depends on the severity of the effect and how much power it is fed. Though it would only resist one effect before needing to recharge.
Also, A few new flux instability effect ideas.
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Flux Thunder: Triggers if saturation levels reaches extreme. Very low chance.(basically you have to let it build up to trigger it.)
Effect: When triggered a massive bolt of lightning hits the infusion matrix, Simultaneously stopping the infusion and knocking all the items of their pedestals.
Possible beneficial effect: As it would be a large release of energy it might be used to provide a final charge to especially powerful items at the peak of their creation.
Expediation: Triggers if saturation levels reaches high. Low chance.
Effect: Up to all remaining items are absorbed simultaneously. 50/50 chance of completing infusion process or failing, resulting in a small flux-splosion.
Possible beneficial effect: May be used in time sensitive infusion processes.
Node Tapper: Triggers if saturation level reaches Medium to high and there's a node nearby. Low chance.
Effect: Starts draining vis from a nearby node manifesting a a straight beam traveling from the node into the infusion matrix.
Possible beneficial effect: Maintains the infusion process if it is interrupted, but only for a short time. otherwise may provide a small amount of charge to item infusion.
Flux Solidification: Triggers if saturation level reaches Medium to Extreme. medium chance.
Effect: Causes flux saturation to convert into gaseous flux.
Possible beneficial effect: None.
Zipper Spawn: Triggers if saturation level reaches low or higher. High to Medium chance.
Effect: Creates a Zipper. Zippers are 1/10 the size of a wisp but equally bright and moves in an erratic pattern. Fast but harmless and naturally decays after a few seconds.
Possible beneficial effect: Pretty light show.
fallatus, your idea has given me a thought. Quite a few thoughts.
In TC 5 the 'flux field' you describe is already built into the aura system - flux builds up in a chunk if you do thaumy stuff. Infusion crafting could be default be a big flux producer. Having an unbalanced system increases the amount of flux it creates during its operation. If the flux builds up enough it can start messing with the infusion process itself above and beyond the normal bad effects it has (causing taint, etc,).
There will eventually be mechanics to manage flux. Thanks to this idea they will become quite vital for expensive/complicated infusions. This adds gameplay. Gameplay is good.
Flux Thunder: Triggers if saturation levels reaches extreme. Very low chance.(basically you have to let it build up to trigger it.)
Effect: When triggered a massive bolt of lightning hits the infusion matrix, Simultaneously stopping the infusion and knocking all the items of their pedestals.
Possible beneficial effect: As it would be a large release of energy it might be used to provide a final charge to especially powerful items at the peak of their creation.
this sounds pretty interesting and dangerous.
for the creation of very powerful items, you can only finish off the infusion by overcharging the matrix with ever increasing flux effects. and it all ends in a final bang that creates the item.
Azanor, i have an awesome idea! could you please make a 3D model for the goggles of revealing?
I would be amazed if such models weren't around. Heck, there was just a link posted to someone's Thaumcraft model set, a few days ago.
Personally, I'd like to see the eldritch eye get a 3D model in-game. I guess that usually goes with it becoming a placeable block, but even if it wasn't placeable, a 3D model would at least make it look decent on a pedestal.
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.
How can i make THE BIGGEST NODE EVAH or add it into small mod?
Get a hungry node and just start dumping a continuous stream of junk into it.
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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!!!
possably a stupid question but how hard would it be to make a D@D game/ character based off of thuamcraft? i had the idea from reading an story about D@D while playing with the thaumcraft mod. also where did azanor get the idea for the mod in the first place?
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any animal on a druids shoulder is his family, the land under his feet his home
possably a stupid question but how hard would it be to make a D@D game/ character based off of thuamcraft? i had the idea from reading an story about D@D while playing with the thaumcraft mod. also where did azanor get the idea for the mod in the first place?
Apparently Ars Magica. The PnP role playing system. Not the other mod. Which is also, in fact, inspired by the pencil and paper roleplaying system of the same same - Allthough it seems that ironically @Mithion made up the name of his as yet incubating mod before learning of the system.
Scepters are intended as vis batteries for the arcane workbench. Crafting them and putting them in the table (full of vis) allows you to craft items with higher vis costs as they have 150% capacity for that wand core and an additional vis-cost discount beyond what you get from whichever caps you use in the crafting.
Example: Only with the void capped silverwood scepter can you get the amount of vis you have and the discounted cost of the recipe adjusted to craft a thaumium capped primal staff.
Note--by this point you should have a node or few energized and some relays set up, so you don't have to worry about carrying that thing around charging it. The relays will keep it charged on the table for you.
possably a stupid question but how hard would it be to make a D@D game/ character based off of thuamcraft? i had the idea from reading an story about D@D while playing with the thaumcraft mod. also where did azanor get the idea for the mod in the first place?
the artificer class is probably what comes closest to the idea of a thaumaturge. they are like magical engineers, who specialize on building magic powered devices and machines. at least in dnd 4. i havent played the new edition. so its pretty much spot on.
ok Thin what is the point of making scepter staff's?
the capacity. its basically a giant vis battery to bottle nodes, and power runic shielding and repair enchants. a silverwood scepter/staff should have a capacity of what? more than 350 vis? charging one up and keeping it in your inventory should keep your repair enchants goinf for quite some time. especially with another 250 vis from the amulet.
ok Thin what is the point of making scepter staff's?
A scepter-staff is actually an unintended "feature". They're just a really, really big vis battery that's good for fueling runic shielding and items with repair. They can also be handy when jarring lots of nodes due to their high vis storage and vis discount.
ok Thin what is the point of making scepter staff's?
Staffters are pure vis batteries -- no crafting, no foci, just constructs, Repair, and Runic Shielding. A fully charged Thaumium-capped Primal Staffter can jar 6 nodes with just a few aspect orbs (4/aspect) to top up for the last one.
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.
The Meaning of Life, the Universe, and Everything.
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If that the point of them thin why not jest call them batteries instead of the misleading scepter. Wands and Batteries because that's basically what they are. Anyway ya that's all i'm saying about scepters also thanks for replying to my comments.
Hello! I am a new creator of a Modpack called Minecraft RPG (MRPG) and I was wondering if you could verify my Thaumcraft insulation, and I was just gonna say that Im going to set up a donation for a MC server that I want to make for this pack, it will be non-profit able, and all donations will go directly to the server funding, so pls let me use dis mod because I love it so!
I've been thinking about infusion instability a bit. Maybe instead of being a single direct stat like it is currently it could be more like a saturation effect.
Currently it is a number that determines how likely it is for a random effect to activate, From popping an item of a pedestal to vaporizing it.
But what if instead it slowly saturated the area with invisible "flux buildup" and once the field becomes saturated enough it triggers an effect, Which consumes a amount of the saturation.
The amount of saturation determines the potential severity the effect and the severity of the effect determines how much saturation is consumed.
That way it is possible to have many small effects or a few powerful ones depending on how much saturation there is.
Basically there's Flux Field and saturation. Flux Field determines the size of the saturation, (2 blocks/5 blocks etc.) While saturation is how much flux buildup is within that field. (5% 60% etc.)
The more saturation the worse things can get, The larger the field the more it affects. But the bigger the field the lower the saturation is cause it gets spread out, So.. Flux Field is basically how spread out the saturation is.
Also, while saturation dissipates over time it does not instantly disappear after a infusion.
This could also give more of a purpose to the flux scrubbers.. Which gives me the idea of pumping taint around in tubes like in TC2...
So.. what if you cant just dissipate "industrial" flux but have to contain and purify it, Otherwise it is absorbed into the aura and makes taint... Anyways, I'm just rambling.
Semi- related to this idea is a flux resistant pedestal.
It would be a pedestal that allows the item to resist a flux effect, Whether it resists or not depends on the severity of the effect and how much power it is fed. Though it would only resist one effect before needing to recharge.
Also, A few new flux instability effect ideas.
\\\\\\\\\\\\\\\\\\\\////////////////////////
Flux Thunder: Triggers if saturation levels reaches extreme. Very low chance.(basically you have to let it build up to trigger it.)
Effect: When triggered a massive bolt of lightning hits the infusion matrix, Simultaneously stopping the infusion and knocking all the items of their pedestals.
Possible beneficial effect: As it would be a large release of energy it might be used to provide a final charge to especially powerful items at the peak of their creation.
Expediation: Triggers if saturation levels reaches high. Low chance.
Effect: Up to all remaining items are absorbed simultaneously. 50/50 chance of completing infusion process or failing, resulting in a small flux-splosion.
Possible beneficial effect: May be used in time sensitive infusion processes.
Node Tapper: Triggers if saturation level reaches Medium to high and there's a node nearby. Low chance.
Effect: Starts draining vis from a nearby node manifesting a a straight beam traveling from the node into the infusion matrix.
Possible beneficial effect: Maintains the infusion process if it is interrupted, but only for a short time. otherwise may provide a small amount of charge to item infusion.
Flux Solidification: Triggers if saturation level reaches Medium to Extreme. medium chance.
Effect: Causes flux saturation to convert into gaseous flux.
Possible beneficial effect: None.
Zipper Spawn: Triggers if saturation level reaches low or higher. High to Medium chance.
Effect: Creates a Zipper. Zippers are 1/10 the size of a wisp but equally bright and moves in an erratic pattern. Fast but harmless and naturally decays after a few seconds.
Possible beneficial effect: Pretty light show.
fallatus, your idea has given me a thought. Quite a few thoughts.
In TC 5 the 'flux field' you describe is already built into the aura system - flux builds up in a chunk if you do thaumy stuff. Infusion crafting could be default be a big flux producer. Having an unbalanced system increases the amount of flux it creates during its operation. If the flux builds up enough it can start messing with the infusion process itself above and beyond the normal bad effects it has (causing taint, etc,).
There will eventually be mechanics to manage flux. Thanks to this idea they will become quite vital for expensive/complicated infusions. This adds gameplay. Gameplay is good.
Thanks for the idea
this sounds pretty interesting and dangerous.
for the creation of very powerful items, you can only finish off the infusion by overcharging the matrix with ever increasing flux effects. and it all ends in a final bang that creates the item.
No prob. Glad i could help.
Azanor, i have an awesome idea! could you please make a 3D model for the goggles of revealing?
I would be amazed if such models weren't around. Heck, there was just a link posted to someone's Thaumcraft model set, a few days ago.
Personally, I'd like to see the eldritch eye get a 3D model in-game. I guess that usually goes with it becoming a placeable block, but even if it wasn't placeable, a 3D model would at least make it look decent on a pedestal.
How can i make THE BIGGEST NODE EVAH or add it into small mod?
Get a hungry node and just start dumping a continuous stream of junk into it.
possably a stupid question but how hard would it be to make a D@D game/ character based off of thuamcraft? i had the idea from reading an story about D@D while playing with the thaumcraft mod. also where did azanor get the idea for the mod in the first place?
Apparently Ars Magica. The PnP role playing system. Not the other mod. Which is also, in fact, inspired by the pencil and paper roleplaying system of the same same - Allthough it seems that ironically @Mithion made up the name of his as yet incubating mod before learning of the system.
Who knows the truth really.
Scepters worthless cant use focuses on them why?
Because they're for crafting, nothing else.
Scepters are intended as vis batteries for the arcane workbench. Crafting them and putting them in the table (full of vis) allows you to craft items with higher vis costs as they have 150% capacity for that wand core and an additional vis-cost discount beyond what you get from whichever caps you use in the crafting.
Example: Only with the void capped silverwood scepter can you get the amount of vis you have and the discounted cost of the recipe adjusted to craft a thaumium capped primal staff.
Note--by this point you should have a node or few energized and some relays set up, so you don't have to worry about carrying that thing around charging it. The relays will keep it charged on the table for you.
While this is awesome, it's also exactly why I don't agree with the combination for Gelum. You shouldn't be able to melt snow and ice down into fire.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
ok Thin what is the point of making scepter staff's?
the artificer class is probably what comes closest to the idea of a thaumaturge. they are like magical engineers, who specialize on building magic powered devices and machines. at least in dnd 4. i havent played the new edition. so its pretty much spot on.
the capacity. its basically a giant vis battery to bottle nodes, and power runic shielding and repair enchants. a silverwood scepter/staff should have a capacity of what? more than 350 vis? charging one up and keeping it in your inventory should keep your repair enchants goinf for quite some time. especially with another 250 vis from the amulet.
A scepter-staff is actually an unintended "feature". They're just a really, really big vis battery that's good for fueling runic shielding and items with repair. They can also be handy when jarring lots of nodes due to their high vis storage and vis discount.
EDIT: Ninja'd
Staffters are pure vis batteries -- no crafting, no foci, just constructs, Repair, and Runic Shielding. A fully charged Thaumium-capped Primal Staffter can jar 6 nodes with just a few aspect orbs (4/aspect) to top up for the last one.
If that the point of them thin why not jest call them batteries instead of the misleading scepter. Wands and Batteries because that's basically what they are. Anyway ya that's all i'm saying about scepters also thanks for replying to my comments.
Hello! I am a new creator of a Modpack called Minecraft RPG (MRPG) and I was wondering if you could verify my Thaumcraft insulation, and I was just gonna say that Im going to set up a donation for a MC server that I want to make for this pack, it will be non-profit able, and all donations will go directly to the server funding, so pls let me use dis mod because I love it so!
http://www.technicpack.net/modpack/minecraft-rpg-mrpg.662126