I understand what you are saying I simply said what mods I had in case anyone wanted to know. It was simply meant as helpful advice. I realize not everyone has extra mods or even wants them. I get that perhaps mining could be more rewarding than farming wither skulls. For me however the rewards don't necessarily balance out the tedium. Going into the nether and fighting either zombie pigmen or wither skeletons just feels like an adventure for me and I would take it over staring down a tunnel of gray any day but that I guess is where are opinions are split.
I actually do prefer fighting to mining, but wither skeleton hunting is just too frustrating for me because it's so much running around and squinting into the darkness for so little reward, and adding a mod just to make that task easier feels like cheese. My opinion might change now that I know how to increase localized spawning without cheese. Even then, though, I would prefer to avoid content that's balanced around bulk use of loot that's supposed to be ultra-rare, it just bugs me on principle. Therefore I oppose putting stuff like that into "basic" mods like Thaumcraft, I think it belongs more in an add-on (especially when that loot is required for building, which is my favorite activity of all).
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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!!!
More bloat is never better. If an item or mechanic does not serve a clear and distinct purpose in the game, it must be removed.
True,that being said, the aspect count thats there currently makes sense to me,as does the intuition in its balancing,cept for forbidden magics superbia combination(Void+Flight) again with the that being said, azanor has their work cut out for them with the aspectual rebalancing
Also nodes,i have no idea how you would be able to move them for deadzone creation,or over large distances without something like a node in a jar,or a multiblock structure that uses aura to pull nodes towards a central location
I have a question. If you are scanning things randomly with your thaumometer, and it gives you the: "You have discovered a clue to new research" notification, and you don't have paper and scribing tools in your inventory, is there any way to get the research? And if not, is there any way to cheat in specific pieces of research?
I don't think you need a scribing tool in your inventory at all?
EDIT: Now that I think about it this idea would work better in an addon like thaumic tinkerer kami where nether star use is already prevalent. Also my idea for it being in base thaumcraft was that it would be used sparingly for endgame items and also one nether star could craft into many chunks of nether star crystal. The amount could be heavily tweaked for balance purposes. I was more just pitching the idea out there for it to be tweaked as needed and to see what people thought.
I prefer the use of primal pearls over nether stars for endgame content.
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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 prefer the use of primal pearls over nether stars for endgame content.
Primal pearls for specifically thaumcrafty rewards, nether stars for stuff that's meant to compete with whatever other mods use nether stars (there's a few!)
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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.
I have one noob question about Thaumcraft: After I've crafted the equipment and learned to do the magic, what can I do with it?
Fight mobs?
Fight, explore, farm, mine, build -- Thaumcraft has something for all those purposes.
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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.
When I saw Thaumcraft wasn't on the first 3 pages on the forums under mods, I was so surprised I fell off my chair. That's what, the first time in 5 months?
When I saw Thaumcraft wasn't on the first 3 pages on the forums under mods, I was so surprised I fell off my chair. That's what, the first time in 5 months?
The thread is merely biding its time, lurking in the shadows.
Yeah primal pearls make more sense its just that nether stars in magic sounded cool and at the moment I feel like nether stars aren't used very much. I mean indirectly they are but as far as using them as a specific resource they aren't used as much.
Well... I think they're not used that much because of the reasons already mentioned. At least with primal pearls though, it's more fun to get them with the mazes and bosses.
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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.
Maybe someone should make a mod that overhauls the wither boss battle or provides other ways of getting nether stars.
If I could mod, believe me, I would. Everything about the wither is just aweful. The reward, the fight and most importantly: the method of obtaining the summoning materials.
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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.
Other mods that may help you obtain nether stars
Roguelike Dungeons adds dungeons with rooms that may contain wither skeleton skulls as decoration.
Fathertoast's Specialmobs rarely spawns forms of wither skeletons in the overworld/from skeleton spawners.
Combine these two to get dungeons full of wither skeletons.
Pneumaticcraft adds a helmet, that, with the proper upgrades installed, can help you to easily track wither skeletons.
And for the really broken way (which I will only hint, to not spoil everything):
Gravity Gun + The Twilight Forest + one diamond = one nether star
Let me guess at the really broken way. Make the normal gravity gun, activate the twilight portal and stand in the lightning it creates with the gravity gun, uncraft your new wupercharged gravity gun in the uncrafting table. Win.
I have a question about unlocking Eldritch Tab. To unlock this you need to have hight permanent warp or just any warp (temporary, not-permanent etc.) ?
Just high overall warp for a while, the two researches at the base of the trees are gotten from warp events. If you're not keen on permanent warp, you can just pump yourself full of temporary warp through eating brains and bathing in soup.
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If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Just high overall warp for a while, the two researches at the base of the trees are gotten from warp events. If you're not keen on permanent warp, you can just pump yourself full of temporary warp through eating brains and bathing in soup.
Bathing in soup? I don't think flux goo gives warp, did you have something else in mind?
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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.
1. In tc5, where managing flux is of major importance, there should be a reason to in certain cases want flux, such as having devices that work better with more flux up to a point where more flux is detrimental. The rational behind this is if flux is instability in the universe, then wouldn't that make the universe easier to change. If something is structurally stable, it is hard to tip over, but if it isn't stable, it is easier to tip over. Likewise, the more flux there is in an area, the easier it would be to distort reality, as reality would already be weakened.
2. If you re-add portal sigils, maybe they could only be created at nodes, as nodes are supposed to be points of magical focus.
3. If someone makes a huge mess of the world, flooding it with flux and taint, it should be possible to clean it up, but very slowly and painfully, like in TC2.
4. Could there be more ways to massively destroy the world with magic, such as explosives based on condensed flux with huge explosions and other consequences.
I actually do prefer fighting to mining, but wither skeleton hunting is just too frustrating for me because it's so much running around and squinting into the darkness for so little reward, and adding a mod just to make that task easier feels like cheese. My opinion might change now that I know how to increase localized spawning without cheese. Even then, though, I would prefer to avoid content that's balanced around bulk use of loot that's supposed to be ultra-rare, it just bugs me on principle. Therefore I oppose putting stuff like that into "basic" mods like Thaumcraft, I think it belongs more in an add-on (especially when that loot is required for building, which is my favorite activity of all).
Prff, try hunting some Wither Skeletons with Lycanites Mobs installed.
RIP.
More bloat is never better. If an item or mechanic does not serve a clear and distinct purpose in the game, it must be removed.
True,that being said, the aspect count thats there currently makes sense to me,as does the intuition in its balancing,cept for forbidden magics superbia combination(Void+Flight) again with the that being said, azanor has their work cut out for them with the aspectual rebalancing
Also nodes,i have no idea how you would be able to move them for deadzone creation,or over large distances without something like a node in a jar,or a multiblock structure that uses aura to pull nodes towards a central location
I have no idea what im doing 90% of the time.
I don't think you need a scribing tool in your inventory at all?
It should just appear in your Thaumonomicon.
I prefer the use of primal pearls over nether stars for endgame content.
Primal pearls for specifically thaumcrafty rewards, nether stars for stuff that's meant to compete with whatever other mods use nether stars (there's a few!)
Fight, explore, farm, mine, build -- Thaumcraft has something for all those purposes.
You can go beyond the darkest reaches of your imagination and fight forces of evil.
...You think I'm kidding?
You can also do pretty much everything else you can do in Minecraft with it, as the other person mentioned.
When I saw Thaumcraft wasn't on the first 3 pages on the forums under mods, I was so surprised I fell off my chair. That's what, the first time in 5 months?
The thread is merely biding its time, lurking in the shadows.
Profile pic by Cheshirette c:
Well... I think they're not used that much because of the reasons already mentioned. At least with primal pearls though, it's more fun to get them with the mazes and bosses.
If I could mod, believe me, I would. Everything about the wither is just aweful. The reward, the fight and most importantly: the method of obtaining the summoning materials.
To amazing for words...and I'm even more amazed by all the work that has been put into this ever-growing mod! Thank you SO much!
-Stratos
You may dig. Or you may not dig.
Let me guess at the really broken way. Make the normal gravity gun, activate the twilight portal and stand in the lightning it creates with the gravity gun, uncraft your new wupercharged gravity gun in the uncrafting table. Win.
Just high overall warp for a while, the two researches at the base of the trees are gotten from warp events. If you're not keen on permanent warp, you can just pump yourself full of temporary warp through eating brains and bathing in soup.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Bathing in soup? I don't think flux goo gives warp, did you have something else in mind?
I think he meant soap.
1. In tc5, where managing flux is of major importance, there should be a reason to in certain cases want flux, such as having devices that work better with more flux up to a point where more flux is detrimental. The rational behind this is if flux is instability in the universe, then wouldn't that make the universe easier to change. If something is structurally stable, it is hard to tip over, but if it isn't stable, it is easier to tip over. Likewise, the more flux there is in an area, the easier it would be to distort reality, as reality would already be weakened.
2. If you re-add portal sigils, maybe they could only be created at nodes, as nodes are supposed to be points of magical focus.
3. If someone makes a huge mess of the world, flooding it with flux and taint, it should be possible to clean it up, but very slowly and painfully, like in TC2.
4. Could there be more ways to massively destroy the world with magic, such as explosives based on condensed flux with huge explosions and other consequences.