The essential issue of Flux/Taint/Aura balance is in several parts:
It's too easy to cause problems.
When problems are caused, they're too difficult to fix.
#1 manifests as sudden explosions of flux, crazy taint spread, and the unfortunate fate of the Infernal Furnace, which literally becomes a useless polluting nightmare if Flux exists at the time. Also, your own wands being able to instantly bankrupt the aura in your inventory (!!!). Like, really, look at the cost of anything: the base aura value in the config is about 100. Compare that to even basic uses of the Focal Manipulator.
#2 manifests as the various downsides of aura blooms (breaking when dust forms, small range, no effect on Flux) and the nerfing of pure nodes (no flux =/= no taint), as well as the lack of the Flux Scrubber, which I garpabarped about before. I'm very much in favor of previously suggested machines to absorb Vitium from the aura as well as means of forcibly resupplying the Aura.
Thaumcraft is sometimes about extremes-- ripping nodes through the world, tearing portals to new places and shaking the foundation of reality. The basis is there for cleaning up/preventing some death-goop, even if it's persnickety and expensive and a tough research to crack. Magic shouldn't beimpossible to do well/safely, just difficult and/or expensive. The issue is that even spamming anti-flux/taint measures right now, it's still prohibitively hard to ever beat it back. That means the bad stuff potential is higher than the good stuff, meaning you will only ever fight a losing battle unless you supersaturate the entire world with worldedited nodes/blooms or instantly recognize a problem before it happens (which it -can- happen virtually anywhere at any time due to Tainted Nodes and the flux production of most things).
6. Elemental rings being stronger (1% vis discount might sound usefull in the long run, but it really feels more like junk than a treasure)
7. Make you feel more powerfull in the early game, I just feel like I'm learning these awesome things, but can't do much with them, or have a reason to use them.
In TC4 the elemental rings were most definitely not worth it. It's more hassle to juggle rings than to go mana hunting 1% more often.
I've always thought TC was not useful until midgame - I never cared about anything I could do until I'd gotten to the Nether. Before that TC was a lot of work for very little reward. There's plenty of payoff in the end, and the minigames were fun (at least the first playthrough) but it does seem like TC could use a little more early rewards.
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The essential issue of Flux/Taint/Aura balance is in several parts:
It's too easy to cause problems.
When problems are caused, they're too difficult to fix.
#1 manifests as sudden explosions of flux, crazy taint spread, and the unfortunate fate of the Infernal Furnace, which literally becomes a useless polluting nightmare if Flux exists at the time. Also, your own wands being able to instantly bankrupt the aura in your inventory (!!!). Like, really, look at the cost of anything: the base aura value in the config is about 100. Compare that to even basic uses of the Focal Manipulator.
#2 manifests as the various downsides of aura blooms (breaking when dust forms, small range, no effect on Flux) and the nerfing of pure nodes (no flux =/= no taint), as well as the lack of the Flux Scrubber, which I garpabarped about before. I'm very much in favor of previously suggested machines to absorb Vitium from the aura as well as means of forcibly resupplying the Aura.
Thaumcraft is sometimes about extremes-- ripping nodes through the world, tearing portals to new places and shaking the foundation of reality. The basis is there for cleaning up/preventing some death-goop, even if it's persnickety and expensive and a tough research to crack. Magic shouldn't beimpossible to do well/safely, just difficult and/or expensive. The issue is that even spamming anti-flux/taint measures right now, it's still prohibitively hard to ever beat it back. That means the bad stuff potential is higher than the good stuff, meaning you will only ever fight a losing battle unless you supersaturate the entire world with worldedited nodes/blooms or instantly recognize a problem before it happens (which it -can- happen virtually anywhere at any time due to Tainted Nodes and the flux production of most things).
it might be a bit out of whack, but somewhere there is a balance point of flux generation, and aura draining from devices and wands and cleaning/resupply mechanisms.
id say the problem of the aura draining too fast could be fixed by adjusting base costs + the reintroduction of vis capacitors that would build a good enough buffer for the aura.
the same could be done with capacitors that would immediately drain vitium from the aura until theyre full, connected to devices that slowly get rid of the taint. again a buffer mechanism to allow machines to run for a certain time untill they start overflowing and the aura gets affected, and they have to be turned off again.
i havent played that far into the mod yet, but the strain on the aura and the large flux generation might be possible to mitigate by growing a very large node to supply vis. or does that not work? i got a 16 aqua node from a silverwood tree close to my base and it filled the aura already noticably. not even started with node merging.
as far as I know, it has about the same amount, if not more stuff than thaumcraft 4.
nope, some things are still missing. while most of the stuff is there, noticably animations (due to 1.8 forge until its updated), golems and some small stuff like manabeans didnt make the jump.
golems are next on the list though. i think thaumcraft villagers arent yet in either. plus aura and flux have yet to be balanced properly. thats gonna take a little bit of time and experimenting.
good thing that we can still play both versions 4, and 5
its still awesome how thaumcraft 5 turned out so far.
nope, some things are still missing. while most of the stuff is there, noticably animations (due to 1.8 forge until its updated), golems and some stuff like manabeans didnt make the jump.
golems are next on the list though. i think thaumcraft villagers arent yet in either.
good thing that we can still play both versions 4, and 5
well, we do have new tiers to exsisting stuff, new aura related items, new golemancy stuff and stuff from tc4, so its a fully playable mod.
I haven't been able to play very much though, i'm busy doing crimson rites ;P
well, we do have new tiers to exsisting stuff, new aura related items, new golemancy stuff and stuff from tc4, so its a fully playable mod.
I haven't been ale to play very much though, i'm busy doing crimson rites ;P
oh yea, no. i didnt say its not playable. just saying there are some things still being worked on until theyre quite there. i mean judging from the front page, az isnt quite happy with the new thaumometer either.
I planted some silverwood trees to start building my own node to supply my needs. But it turns out when nodes fuse the weaker one is eaten and the stronger one gains a small increase in its own power. That is to say, a node of 20 aer that eats a node of 17 terra will result in a node of 23 aer give or take. I expected the new node to be comprised of both aspects, but that does not seem to be the case. Seems its better to have several small nodes instead of one mega node.
Seems like just about every thing generates flux but nothing that I know of save for the few pure nodes iv made clear it. I cant even safly break items down for essence with out fear of another taint outbreak that iv already suffered through and moved far away from. Am I suppose to make a taint crystal seed to turn the flux my machines make into crystals? Because I still need more taint crystals to make filters and junk. Seems like taint crystals are ment to be more abundant that they are. So to me it makes sense that every thing is ment to make flux so you can feed that into the taint crystal seed to get taint crystals to make stuff. I'm just scared my thinking is wrong and I will ruin my new house like the first.
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Hmmm, with players not being able to destroy nodes for wispy essences I just realised aurum essentia might suddenly be quite hard to get. I will have to add an alternate means of getting it.
Why not simply let the aura spawn wisps at low or medium-low flux levels like in TC3 to rid itself of some flux and make ethereal essences a bit easier to obtain? That way you'll kill two birds with one stone so to speak
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
Ok so after a lot of lurking, discussing a bunch of stuff with my friends, and giving the game some tries of my own both in survival and creative. I think I finally got a chunk of feedback to give. Apologies in advance if it isn't that organized, I've just noted things down as they came to me. xD
Gonna stick it all in a spoiler tag cause I dunno how long this is gonna get and dont wanna possibly spoil anything for anyone. Apologies for any grammar flubs. I dont English well.
I actually like the gameplay to this...but I don't at the same time. While I cant say much about the taint because I generally choose to live in or around tainty patches anyway and found the taint storms and the visuals REALLY cool. I honestly felt like I was playing TC4 with new gameplay mechanics and a few things missing. There weren't much changes to the lore (Or at least the parts I was REALLY into and wanting to know more.) to really make me want to really go at it in all honesty. Unless I missed something I didn't see anything new on the Eldritch or the cult, two things that really had me the most. (Aside from a crimson portal opening in my backyard and the resulting cleric chasing me into a ravine and burning down my precious mega taiga along the way. xD)
When I finally got bored and dipped into creative and got me a cheaty thauminomicon, I began exploring the outerlands since I noticed the texture changes and Eldritch stone and wanted to see how it looked. The outerlands is honestly in my opinion 300% better in appearance. (Cant say much for gameplay since I went in creative XP) But I did notice crimson portals were opening a LOT there, yet the book still says the cultists had not figured out how to perfect the ritual. That came off as weird to me. (Unless thats the point or I just missed something) I liked the addition of eldritch stone and the autocasters, but honestly was disappointing that It (at least currently) didn't have anything new after getting a pearl. I'm hoping to see more in the future. :'D
I do like the idea of the aura, BUT, I like how TC4 was with actually having to actively work to fill your wand and power machines. One of my favorite things was building node gardens around my recharge pedestal and working to have a huge node for energizing. When talking with friends we were discussing how awesome it would be to see perhaps a combination of the two methods. Where the aura is still a thing that can be monitored, maintained, and even tainted. But the wands still have to be filled through nodes. I would honestly like to see a method where to work machines a certain vis to be used from the wand to start it up. Like.. whack the furnace and use .5 perditio to get it started each time and maybe it runs for x amount of ticks before having to be started again. And later on can be fed essentia for those who like to automate. Same for other things. The furnace needing ignis, etc. Then again thats just me wanting the wand to be more involved with things especially since in tc4 it just kinda....sat around and got in the way until I got to the point I felt like making foci. (I usually waited until I got the silverwood wand to make any.) Would also make flux flu something to worry about too. I always ignored it, honestly.
This is a simple gripe but... I really liked the totems with sinister nodes. ;A; And I am not seeing them anymore. Any chance of their return in the future? I loved mining them and taking them home. xD The popped nodes always made at least some auram available too.
Taint... I like this version of taint better. I do admit that it shouldn't be so hard NOT to taint everything. Since I imagine taint being something that comes from the use and abuse of the aura over time. Not just like I did and decide to have a porkchop dinner near the crucible, not realizing that right clicking will throw a rather large amount of porkchops into the crucible. ;n; I wont go on about this though. Theres already LOTS of feedback on the taint already.
I do like the new hungry nodes as sapping magic over eating your world. But at the same time I do miss the old hungry nodes. They gave a bit of fear over approaching nodes, especially early on in the game when you didn't have the goggles yet. I can honestly say im on the fence about this. Though honestly I would like to see them drain the vis from your wand if you're within their range.
I like that the sinister nodes at obelisks being traded for an itty bitty portal. The idea of opening the portal seems more... real... legit... idk how to describe it. It works better imo! But mostly I like it because I saw an idea tossed around the forum(I think) a while back while lurking that sinister nodes were created when something rather terrible happened that was bad enough to impact the aura or something ot that effect. I loved it and like to imagine that.
Research. I liked TC4 research better. Scanning became a pain in the ass after the first few playthroughs but I still liked it. The idea of having to learn all your aspects before being able to use them. Right now its way too easy for me and the minigame bores me. Even if I only get a set amount I finish the puzzle just fine. Before I had to worry about how many points I had in terms of all of the research I had to do. And if I ran out I had to go node hunting, scanning, or deconstructing. Now if I flub it, I just pitch the note out the window and get another until I get it right, without the screwups having any impact on my research later on. "Oh looks like I ran out of ordo again, redo button time." Compared to "Crap I ran out of ordo that stuffs hard to find. D8 -mad dash across country side looking for nodes-"
I guess that also goes back to me liking having to work to fill my wand too rather then have it fill for me. The threat of taint really doesn't scare me off, I practically roll in it in all my former games and enjoy every moment.
Still loving the warp, even if it did give me a heart attack with that creeper sound.
I found a baby shambler. It was so freaking cute. Love it. Can we have tiny clerics too? -bricked-
I keep seeing it said that the eldritch biome is gone. Here and from a few friends. Is that true? I love eldritch biomes! If they are gone is there chances of them returning? They were my favourite places to go kick some guardian booty for some eyes. Also if they do return any chances of them having their own specialized dirt block? The one I had in my TC4 world turned into a grassland after a while and it ruined the aesthetic of it for me. Maybe something like the biomes o plenty wastelands dried dirt, but more fitting to the biome theme. (Heck even just eldritch dirt and have it be a bit darker and more fitting to the eerie and dismal feel I always thought they were meant to give.)
Before I mentioned a crimson portal spawning in my backyard. That was actually the last time I had it happen, and there was an update posted not long after that I downloaded. Has the portal spawning in the overworld been taken out or is it just SUPER rare and I just got really (un)lucky with my shipment of clerics on my back doorstep? I really hope they still spawn in the overworld. I liked seeing that a lot. Even if my forest got burned up and I got killed a few times. xD
Ehh I guess here is where I will just post some random ideas that came to me just because that are just more my own wishful thinking over anything major.
My suggestion I made before in the forum about cult activity being different/more likely depending on moon phases (Minus the blood moon bit). Maybe they spawn naturally without portals on full moons. Also I always wondered if there were more followers to the cult then just the knights and clerics. Be kinda cool to see a cultist villager once forge updates so they can be re-added. Maybe hostile unless you walk in at the right times or holding something specific.
Tamable clerics? Even if making whatever to take them with would be VERY complicated. My server had them thanks to customNPCs custom spawns. But its not the same. D:
Dreams, ehh... doesn't really apply anymore since I actually thought of this months ago with TC4 but I'm still gonna type it. Where after sleeping theres a tiny chance of getting a random fact message with a research point (or effect/knowledge fragment/something TC5able) or something worse.
Very low possibility of temporary warp when consuming knowledge fragments. If there bits of lost knowledge.. who says there cant be bits of forbidden knowledge?
Thats all I had noted. o.o I may edit later as I find mistakes. Again this is all mostly just my own babblings and the result of some discussions with friends. I'd like to see some other input on it.
Also does the primal focus really cause that much issue now? That was my favourite! ;n; I get its supposed to be unpredictable and all but I figured that came from its POTENTIAL to create taint, and blow myself up Dx. -runs off to creative to test-
considering all the incredibly valuable items were carrying around with us at some point, i feel what thaumcraft is missing is a safety net to getting killed in a dungeon, or even worse - somewhere in the nether.
the thought of a primal staff burning up in lava *shudders*
i wonder if it would be a good idea to add something like twilight forests charm of keeping to the rarer thaumcraft loot bags as a potential reward. an item thats consumed upon death but causes us to respawn with (part of) our inventory/armor/baubles.
or just a 1 off gravestone like thaumic tinkerer 1's rune of thanatos. either way, it would make sense if its a very rare item from a rare, or at least uncommon treasure.
Honestly, the amount of times I've lost my silverwood wands to falling off a ledge in the nether, I'd honestly think it'd be cool if you could soulbind items with "magical affinity" to yourself, especially when trying to stay conservent with the aura, making a lot of wand backups doesnt seem like the best.
unrelated, but i have yet to attempt this myself, is it possible to create localized taint in the nether? the thaumometer reads that there atleast is an aura to the nether, i have yet to try to deplete it though
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I'm thinking something to do with Eldritch/Flux would be pretty cool.
Imagine setting up an spire in the middle of a tainted land to catch some flux for powering your 1UP.
Get Eldritch blocks,Make a Flux Spire out of them,put your Primal Pearl and Mundane Amulet on it,wait for the lightning to hit and voila:Amulet of Keeping.
Honestly, the amount of times I've lost my silverwood wands to falling off a ledge in the nether, I'd honestly think it'd be cool if you could soulbind items with "magical affinity" to yourself, especially when trying to stay conservent with the aura, making a lot of wand backups doesnt seem like the best.
unrelated, but i have yet to attempt this myself, is it possible to create localized taint in the nether? the thaumometer reads that there atleast is an aura to the nether, i have yet to try to deplete it though
i mean it still should take some efford. so making it at least kindof exploration gated by making it a consumable from rarer loot bags seems reasonable. i dont know how i feel about giving the chance to always respawn with the items via enchant.
So i did it again... I had an idea and i made a model. Basically an upgraded basic turret with shields and targetig options
Its just an IDEA, not something requested my azanor
dude, your models are amazing. please dont stop. like ever.
what program are you using to craft your models by the way? i might try myself at a gargolye. its an idea ive been having a long time ago, a flying version of golems. its already in my head how it looks like, but i want to make it into an actual model.
FORTRESS CROSSB-- ahem, anyway. I support d95's additions to Thaumcraft fully and would love to see them implemented. More things in Thaumcraft ought to involve brains and turrets and turret-brains. Golemancy is gonna get real weird with it, I hope.
The essential issue of Flux/Taint/Aura balance is in several parts:
#1 manifests as sudden explosions of flux, crazy taint spread, and the unfortunate fate of the Infernal Furnace, which literally becomes a useless polluting nightmare if Flux exists at the time. Also, your own wands being able to instantly bankrupt the aura in your inventory (!!!). Like, really, look at the cost of anything: the base aura value in the config is about 100. Compare that to even basic uses of the Focal Manipulator.
#2 manifests as the various downsides of aura blooms (breaking when dust forms, small range, no effect on Flux) and the nerfing of pure nodes (no flux =/= no taint), as well as the lack of the Flux Scrubber, which I garpabarped about before. I'm very much in favor of previously suggested machines to absorb Vitium from the aura as well as means of forcibly resupplying the Aura.
Thaumcraft is sometimes about extremes-- ripping nodes through the world, tearing portals to new places and shaking the foundation of reality. The basis is there for cleaning up/preventing some death-goop, even if it's persnickety and expensive and a tough research to crack. Magic shouldn't be impossible to do well/safely, just difficult and/or expensive. The issue is that even spamming anti-flux/taint measures right now, it's still prohibitively hard to ever beat it back. That means the bad stuff potential is higher than the good stuff, meaning you will only ever fight a losing battle unless you supersaturate the entire world with worldedited nodes/blooms or instantly recognize a problem before it happens (which it -can- happen virtually anywhere at any time due to Tainted Nodes and the flux production of most things).
In TC4 the elemental rings were most definitely not worth it. It's more hassle to juggle rings than to go mana hunting 1% more often.
I've always thought TC was not useful until midgame - I never cared about anything I could do until I'd gotten to the Nether. Before that TC was a lot of work for very little reward. There's plenty of payoff in the end, and the minigames were fun (at least the first playthrough) but it does seem like TC could use a little more early rewards.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
it might be a bit out of whack, but somewhere there is a balance point of flux generation, and aura draining from devices and wands and cleaning/resupply mechanisms.
id say the problem of the aura draining too fast could be fixed by adjusting base costs + the reintroduction of vis capacitors that would build a good enough buffer for the aura.
the same could be done with capacitors that would immediately drain vitium from the aura until theyre full, connected to devices that slowly get rid of the taint. again a buffer mechanism to allow machines to run for a certain time untill they start overflowing and the aura gets affected, and they have to be turned off again.
i havent played that far into the mod yet, but the strain on the aura and the large flux generation might be possible to mitigate by growing a very large node to supply vis. or does that not work? i got a 16 aqua node from a silverwood tree close to my base and it filled the aura already noticably. not even started with node merging.
as far as I know, it has about the same amount, if not more stuff than thaumcraft 4.
nope, some things are still missing. while most of the stuff is there, noticably animations (due to 1.8 forge until its updated), golems and some small stuff like manabeans didnt make the jump.
golems are next on the list though. i think thaumcraft villagers arent yet in either. plus aura and flux have yet to be balanced properly. thats gonna take a little bit of time and experimenting.
good thing that we can still play both versions 4, and 5
its still awesome how thaumcraft 5 turned out so far.
well, we do have new tiers to exsisting stuff, new aura related items, new golemancy stuff and stuff from tc4, so its a fully playable mod.
I haven't been able to play very much though, i'm busy doing crimson rites ;P
oh yea, no. i didnt say its not playable. just saying there are some things still being worked on until theyre quite there. i mean judging from the front page, az isnt quite happy with the new thaumometer either.
some balance stuff in regards to auram etc.
yeah, that bit about playability was aimed at people who are on the fence about downloading and playing TC5.
I can't wait to see more new stuff
I planted some silverwood trees to start building my own node to supply my needs. But it turns out when nodes fuse the weaker one is eaten and the stronger one gains a small increase in its own power. That is to say, a node of 20 aer that eats a node of 17 terra will result in a node of 23 aer give or take. I expected the new node to be comprised of both aspects, but that does not seem to be the case. Seems its better to have several small nodes instead of one mega node.
Seems like just about every thing generates flux but nothing that I know of save for the few pure nodes iv made clear it. I cant even safly break items down for essence with out fear of another taint outbreak that iv already suffered through and moved far away from. Am I suppose to make a taint crystal seed to turn the flux my machines make into crystals? Because I still need more taint crystals to make filters and junk. Seems like taint crystals are ment to be more abundant that they are. So to me it makes sense that every thing is ment to make flux so you can feed that into the taint crystal seed to get taint crystals to make stuff. I'm just scared my thinking is wrong and I will ruin my new house like the first.
Why not simply let the aura spawn wisps at low or medium-low flux levels like in TC3 to rid itself of some flux and make ethereal essences a bit easier to obtain? That way you'll kill two birds with one stone so to speak
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
Ok so after a lot of lurking, discussing a bunch of stuff with my friends, and giving the game some tries of my own both in survival and creative. I think I finally got a chunk of feedback to give. Apologies in advance if it isn't that organized, I've just noted things down as they came to me. xD
Gonna stick it all in a spoiler tag cause I dunno how long this is gonna get and dont wanna possibly spoil anything for anyone. Apologies for any grammar flubs. I dont English well.
I actually like the gameplay to this...but I don't at the same time. While I cant say much about the taint because I generally choose to live in or around tainty patches anyway and found the taint storms and the visuals REALLY cool. I honestly felt like I was playing TC4 with new gameplay mechanics and a few things missing. There weren't much changes to the lore (Or at least the parts I was REALLY into and wanting to know more.) to really make me want to really go at it in all honesty. Unless I missed something I didn't see anything new on the Eldritch or the cult, two things that really had me the most. (Aside from a crimson portal opening in my backyard and the resulting cleric chasing me into a ravine and burning down my precious mega taiga along the way. xD)
When I finally got bored and dipped into creative and got me a cheaty thauminomicon, I began exploring the outerlands since I noticed the texture changes and Eldritch stone and wanted to see how it looked. The outerlands is honestly in my opinion 300% better in appearance. (Cant say much for gameplay since I went in creative XP) But I did notice crimson portals were opening a LOT there, yet the book still says the cultists had not figured out how to perfect the ritual. That came off as weird to me. (Unless thats the point or I just missed something) I liked the addition of eldritch stone and the autocasters, but honestly was disappointing that It (at least currently) didn't have anything new after getting a pearl. I'm hoping to see more in the future. :'D
I do like the idea of the aura, BUT, I like how TC4 was with actually having to actively work to fill your wand and power machines. One of my favorite things was building node gardens around my recharge pedestal and working to have a huge node for energizing. When talking with friends we were discussing how awesome it would be to see perhaps a combination of the two methods. Where the aura is still a thing that can be monitored, maintained, and even tainted. But the wands still have to be filled through nodes. I would honestly like to see a method where to work machines a certain vis to be used from the wand to start it up. Like.. whack the furnace and use .5 perditio to get it started each time and maybe it runs for x amount of ticks before having to be started again. And later on can be fed essentia for those who like to automate. Same for other things. The furnace needing ignis, etc. Then again thats just me wanting the wand to be more involved with things especially since in tc4 it just kinda....sat around and got in the way until I got to the point I felt like making foci. (I usually waited until I got the silverwood wand to make any.) Would also make flux flu something to worry about too. I always ignored it, honestly.
This is a simple gripe but... I really liked the totems with sinister nodes. ;A; And I am not seeing them anymore. Any chance of their return in the future? I loved mining them and taking them home. xD The popped nodes always made at least some auram available too.
Taint... I like this version of taint better. I do admit that it shouldn't be so hard NOT to taint everything. Since I imagine taint being something that comes from the use and abuse of the aura over time. Not just like I did and decide to have a porkchop dinner near the crucible, not realizing that right clicking will throw a rather large amount of porkchops into the crucible. ;n; I wont go on about this though. Theres already LOTS of feedback on the taint already.
I do like the new hungry nodes as sapping magic over eating your world. But at the same time I do miss the old hungry nodes. They gave a bit of fear over approaching nodes, especially early on in the game when you didn't have the goggles yet. I can honestly say im on the fence about this. Though honestly I would like to see them drain the vis from your wand if you're within their range.
I like that the sinister nodes at obelisks being traded for an itty bitty portal. The idea of opening the portal seems more... real... legit... idk how to describe it. It works better imo! But mostly I like it because I saw an idea tossed around the forum(I think) a while back while lurking that sinister nodes were created when something rather terrible happened that was bad enough to impact the aura or something ot that effect. I loved it and like to imagine that.
Research. I liked TC4 research better. Scanning became a pain in the ass after the first few playthroughs but I still liked it. The idea of having to learn all your aspects before being able to use them. Right now its way too easy for me and the minigame bores me. Even if I only get a set amount I finish the puzzle just fine. Before I had to worry about how many points I had in terms of all of the research I had to do. And if I ran out I had to go node hunting, scanning, or deconstructing. Now if I flub it, I just pitch the note out the window and get another until I get it right, without the screwups having any impact on my research later on. "Oh looks like I ran out of ordo again, redo button time." Compared to "Crap I ran out of ordo that stuffs hard to find. D8 -mad dash across country side looking for nodes-"
I guess that also goes back to me liking having to work to fill my wand too rather then have it fill for me. The threat of taint really doesn't scare me off, I practically roll in it in all my former games and enjoy every moment.
Still loving the warp, even if it did give me a heart attack with that creeper sound.
I found a baby shambler. It was so freaking cute. Love it. Can we have tiny clerics too? -bricked-
I keep seeing it said that the eldritch biome is gone. Here and from a few friends. Is that true? I love eldritch biomes! If they are gone is there chances of them returning? They were my favourite places to go kick some guardian booty for some eyes. Also if they do return any chances of them having their own specialized dirt block? The one I had in my TC4 world turned into a grassland after a while and it ruined the aesthetic of it for me. Maybe something like the biomes o plenty wastelands dried dirt, but more fitting to the biome theme. (Heck even just eldritch dirt and have it be a bit darker and more fitting to the eerie and dismal feel I always thought they were meant to give.)
Before I mentioned a crimson portal spawning in my backyard. That was actually the last time I had it happen, and there was an update posted not long after that I downloaded. Has the portal spawning in the overworld been taken out or is it just SUPER rare and I just got really (un)lucky with my shipment of clerics on my back doorstep? I really hope they still spawn in the overworld. I liked seeing that a lot. Even if my forest got burned up and I got killed a few times. xD
Ehh I guess here is where I will just post some random ideas that came to me just because that are just more my own wishful thinking over anything major.
My suggestion I made before in the forum about cult activity being different/more likely depending on moon phases (Minus the blood moon bit). Maybe they spawn naturally without portals on full moons. Also I always wondered if there were more followers to the cult then just the knights and clerics. Be kinda cool to see a cultist villager once forge updates so they can be re-added. Maybe hostile unless you walk in at the right times or holding something specific.
Tamable clerics? Even if making whatever to take them with would be VERY complicated. My server had them thanks to customNPCs custom spawns. But its not the same. D:
Dreams, ehh... doesn't really apply anymore since I actually thought of this months ago with TC4 but I'm still gonna type it. Where after sleeping theres a tiny chance of getting a random fact message with a research point (or effect/knowledge fragment/something TC5able) or something worse.
Very low possibility of temporary warp when consuming knowledge fragments. If there bits of lost knowledge.. who says there cant be bits of forbidden knowledge?
Thats all I had noted. o.o I may edit later as I find mistakes. Again this is all mostly just my own babblings and the result of some discussions with friends. I'd like to see some other input on it.
Also does the primal focus really cause that much issue now? That was my favourite! ;n; I get its supposed to be unpredictable and all but I figured that came from its POTENTIAL to create taint, and blow myself up Dx. -runs off to creative to test-
I lurk a lot. If I don't respond and you want to discuss something just poke me with PM I don't bite.
I've always meant to ask this, but why are there no Thaumium Fortress boots? It's always driven me crazy that I can't have a complete set haha.
You're supposed to use Boots of the Traveller or Thaumaturge's Boots with them.
considering all the incredibly valuable items were carrying around with us at some point, i feel what thaumcraft is missing is a safety net to getting killed in a dungeon, or even worse - somewhere in the nether.
the thought of a primal staff burning up in lava *shudders*
i wonder if it would be a good idea to add something like twilight forests charm of keeping to the rarer thaumcraft loot bags as a potential reward. an item thats consumed upon death but causes us to respawn with (part of) our inventory/armor/baubles.
or just a 1 off gravestone like thaumic tinkerer 1's rune of thanatos. either way, it would make sense if its a very rare item from a rare, or at least uncommon treasure.
Honestly, the amount of times I've lost my silverwood wands to falling off a ledge in the nether, I'd honestly think it'd be cool if you could soulbind items with "magical affinity" to yourself, especially when trying to stay conservent with the aura, making a lot of wand backups doesnt seem like the best.
unrelated, but i have yet to attempt this myself, is it possible to create localized taint in the nether? the thaumometer reads that there atleast is an aura to the nether, i have yet to try to deplete it though
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
I'm thinking something to do with Eldritch/Flux would be pretty cool.
Imagine setting up an spire in the middle of a tainted land to catch some flux for powering your 1UP.
Get Eldritch blocks,Make a Flux Spire out of them,put your Primal Pearl and Mundane Amulet on it,wait for the lightning to hit and voila:Amulet of Keeping.
So i did it again... I had an idea and i made a model. Basically an upgraded basic turret with shields and targetig options
Its just an IDEA, not something requested my azanor
i mean it still should take some efford. so making it at least kindof exploration gated by making it a consumable from rarer loot bags seems reasonable. i dont know how i feel about giving the chance to always respawn with the items via enchant.
dude, your models are amazing. please dont stop. like ever.
what program are you using to craft your models by the way? i might try myself at a gargolye. its an idea ive been having a long time ago, a flying version of golems. its already in my head how it looks like, but i want to make it into an actual model.
Fortress Crossbow? . . . FORTRESS CROSSBOW
FORTRESS CROSSB-- ahem, anyway. I support d95's additions to Thaumcraft fully and would love to see them implemented. More things in Thaumcraft ought to involve brains and turrets and turret-brains. Golemancy is gonna get real weird with it, I hope.
wouldn't the recoil from the release damage the brain?
pretty much the only issue i have is that the only use for vitium aura is for growing shards,
and unless you're spamming focus turrets everywhere *cough*, you don't need many.