As I've mentioned in the past I've been thinking of ways to change research into less of a chore, without removing the achievement factor. That is a lot harder than it seems. I've mentioned that I am considering changing it into working sort of like the Hardcore Questing mod that many packs use, but that is not ideal for the TC 'feel'.
I have come up with a possible (if a bit abstract) solution and would like opinions and suggestions. First change:
No more guesswork as to what you are getting when you select a research. When you click on something in the thaumonomicon that you do not know yet you actually go to a page giving a description of what you want to get - for example nitor might say something about you trying to find a cheap, efficient energy/light source. The rest of the page will give the requirements for you to go about discovering something like that. (see change 3)
Second change:
All research is hidden - you have no idea what will open up if you go down a particular path, but there will be very little flailing around in the dark for the research you need - you may not know that nitor will eventually lead to essential smelting, but you will know exactly what you should do to unlock it. I will still keep the progress % that is show so you know your overall progress.
I'm still 50/50 on this change.
Third change:
Completing research will require various resources and observations. For example nitor might require you to have Observations on Light (basically you needed to have scanned a light source).
Resources required will vary from research to research and there will be several types. They are consumed to learn a research:
Field notes. These are gained as you scan things and will fall into a few broad categories (nature, constructs, monsters, etc.) So scanning a zombie for the first time might give you a Field Notes: The Undead. Unlike observations, field notes are small tidbits of knowledge on the subject so there is always more to learn about something.
Theorems (name still WIP). These are 'crafted' in the research table via a tweaked version of the existing mini-game. They represent abstract thaumaturgical knowledge and paths of reasoning that will help you discover something. They are not linked to a particular research - its just abstract knowledge basically. They do however come in different grades based on the standard mc rarity system (common, uncommon, rare, epic). The higher the rarity, the harder they are to craft. How efficiently the theorem is solved will also impact its quality. A particular research may require a 'common' theorem to learn, but you can choose to use a higher grade research than required for additional benefits - reduction in crafting costs is the obvious choice.
Higher tier research might require Lost knowledge. Pretty much the same as it was in TC 2 - ancient tablets, scroll fragments, etc. These cannot be crafted or gained through scanning - these will always be looted from mobs or dungeons and such. You will also have varying types - probably organized by research category (thaumaturgy, alchemy, golemancy, etc.)
Epiphanies. The rarest of the resources. You will only ever get a handful of them under very specific circumstances or milestones. Yes, it will basically be a gating mechanic of sorts. Alternatively you might actually get fewer epiphanies than there are researches that require them. I am not 100% a fan of this, but under certain circumstances it could be an interesting way to force a player to go down one chosen path if it makes sense - maybe there are two branches of research that are mutually exclusive for obvious reasons.
These resources may, or may not be tangible items that you can actually give to other people, or just a counter that is kept on your character. Or both (via config setting).
Thoughts?
This sounds AWESOME, except for the part about only being able to follow some paths. I think that you should be able to research EVERYTHING, rather than only being able to follow certain paths.
Can anyone else not enchant the Verdant Heart Band with the Sustaining enhancement? Infusion doesn't start for me, other infusions work so it's just this one. Might be the potion, but I'm using a Water breathing (3:00) like the recipe shows.
Any ideas?
Are you sure you are using both an Aer shard AND a Desiderium shard? They look pretty similar in the Thaumonomicon, so you might have only used one type instead of both.
being able to control everything is kind of overpowered honestly... i think specialization has a few balance puposes but who knows
By the time you've researched and made everything, you probably deserve to be slightly overpowered. Anyhow, there other ways to counteract balancing issues; perhaps more difficult to implement, but in my opinion, more fun. Actually, on consideration, specializations will be difficult to balance in their own way; each would need their own pros and cons that are viewed as equal enough to justify choosing a different specialization in your next game (and not just choosing the "best" one). Consider, these paths are rather different from each other; I'm no expert, but it doesn't sound fun.
I shouldn't have to start a new game or cheat to attain my rightful status as Omnipotent Arch-God of Everything.
Yup, made sure of that also, have you gotten it to work?
Edit: The Life Giver one works fine
Wut the... I just tried it, it didn't work for me either. If you really need it, just take all the stuff, throw it into lava or something, then get it from creative. That way you're technically "using up" all the items.
As I've mentioned in the past I've been thinking of ways to change research into less of a chore, without removing the achievement factor. That is a lot harder than it seems. I've mentioned that I am considering changing it into working sort of like the Hardcore Questing mod that many packs use, but that is not ideal for the TC 'feel'.
I have come up with a possible (if a bit abstract) solution and would like opinions and suggestions. First change:
No more guesswork as to what you are getting when you select a research. When you click on something in the thaumonomicon that you do not know yet you actually go to a page giving a description of what you want to get - for example nitor might say something about you trying to find a cheap, efficient energy/light source. The rest of the page will give the requirements for you to go about discovering something like that. (see change 3)
Second change:
All research is hidden - you have no idea what will open up if you go down a particular path, but there will be very little flailing around in the dark for the research you need - you may not know that nitor will eventually lead to essential smelting, but you will know exactly what you should do to unlock it. I will still keep the progress % that is show so you know your overall progress.
I'm still 50/50 on this change.
Third change:
Completing research will require various resources and observations. For example nitor might require you to have Observations on Light (basically you needed to have scanned a light source).
Resources required will vary from research to research and there will be several types. They are consumed to learn a research:
Field notes. These are gained as you scan things and will fall into a few broad categories (nature, constructs, monsters, etc.) So scanning a zombie for the first time might give you a Field Notes: The Undead. Unlike observations, field notes are small tidbits of knowledge on the subject so there is always more to learn about something.
Theorems (name still WIP). These are 'crafted' in the research table via a tweaked version of the existing mini-game. They represent abstract thaumaturgical knowledge and paths of reasoning that will help you discover something. They are not linked to a particular research - its just abstract knowledge basically. They do however come in different grades based on the standard mc rarity system (common, uncommon, rare, epic). The higher the rarity, the harder they are to craft. How efficiently the theorem is solved will also impact its quality. A particular research may require a 'common' theorem to learn, but you can choose to use a higher grade research than required for additional benefits - reduction in crafting costs is the obvious choice.
Higher tier research might require Lost knowledge. Pretty much the same as it was in TC 2 - ancient tablets, scroll fragments, etc. These cannot be crafted or gained through scanning - these will always be looted from mobs or dungeons and such. You will also have varying types - probably organized by research category (thaumaturgy, alchemy, golemancy, etc.)
Epiphanies. The rarest of the resources. You will only ever get a handful of them under very specific circumstances or milestones. Yes, it will basically be a gating mechanic of sorts. Alternatively you might actually get fewer epiphanies than there are researches that require them. I am not 100% a fan of this, but under certain circumstances it could be an interesting way to force a player to go down one chosen path if it makes sense - maybe there are two branches of research that are mutually exclusive for obvious reasons.
These resources may, or may not be tangible items that you can actually give to other people, or just a counter that is kept on your character. Or both (via config setting).
Thoughts?
Azanor... sometimes i wonder why you mod minecraft and arent making your own game...
on the subject of reasearch i think these are all great ideas exept maybe the epiphanys the way they are proposed. my suggestions are:
more ways to "skin a cat" for example reasearch paths could lead to diffrent prosses with the same result like the traditinal thaumium recipe
could be found going one way or a more or less efficient way to infuse a iron block with ordo and ignis to create a thaumium block.
or maybe the old nitor recipe and the other path found through reasearch of fire and light(praise the sun) would be blaze powder and lux for nitor,
the beauty of it is not knowing if theres a better way to do things.
2: maybe there could be a way to re-research things like say nitor which could lead to more efficient or alternate recipes. and epiphanys could be things that are not nessisary but are helpful. like maybe its a random chance to get a super efficient recipe(which could then be distributted on servers) or it could be a "inspired state that make you feal as though the next thing you reasearch would be easy"(next research is free sort thing).
though id prefer the first epiphany variant just cause i think it would be cool on servers for "those crazy mountain dudes" to have the closely gaured secret of three nitor from one glowstone and a bit of potetia, or getting more gold from trasmutation than should be possible, or a super essentia furnace with 100% efficency.
A sidenote on that for Azanor: Would that mean that you would get new epiphanies at the end of each epiphany research branch, that would allow you to unlock another epiphany branch that you earlier chose not to pour your juice into?
In theory yes. As well as completing certain 'big events' like entering the outer lands for the first time. So there might be what seems to be a branching choice early on, but if you later get a epiphany you can use it to unlock older branches.
In theory yes. As well as completing certain 'big events' like entering the outer lands for the first time. So there might be what seems to be a branching choice early on, but if you later get a epiphany you can use it to unlock older branches.
The plan originally was to make the various notes, theorems and such just counter on your character and not a physical item. I might make it items you can use to learn its contents, or possibly add a scribing table to turn the points into items if you want to give it to someone else.
Wut the... I just tried it, it didn't work for me either. If you really need it, just take all the stuff, throw it into lava or something, then get it from creative. That way you're technically "using up" all the items.
Turns out the damage values the mc wiki has for potions aren't accurate. Or to be precise - the id they give is a valid water breathing potion id, but not one obtainable ingame via crafting.
I have planned on making it just a normal tool in 1.9 and leaving it up to the player to enchant it. And obviously make the recipe a lot cheaper since out of the box it will only be a shovel/pick combo with no special abilities.
I actually changed my mind. Elemental Tools still are slightly more efficient harvesters and improving existing infusion enchants doesn't seem to have a chance to cause warping. The Crusher has the same efficiency as void tools, though. If it were up to par with the elemental tools (seeing as they get infused into it), it'd almost be worth a pearl, I think
If the recipe ends up being cheaper, with (i assume) no pearl in there and no special abilities, I'd maybe restyle it. The "crusher" does suggest a big smackdown on a large area. It'd seem ironic if it's only in it's pick+shovel for a single block-form, like the hulk dealing 1 damage. Maybe void ripper or something, where the void metal flows into the block and rips it out.
The plan originally was to make the various notes, theorems and such just counter on your character and not a physical item. I might make it items you can use to learn its contents, or possibly add a scribing table to turn the points into items if you want to give it to someone else.
I always found it weird that you make a research note and than eat it.
It would make more sense if research instantly was added to you as a point when researched, but fancy theorems would be an item that allows you to trade it to someone and would be hard to replicate.
This way someone could let someone use your theorem to make nitor more cheaply, but he would still need to research nitor first.
Well either that, or maybe you could re-research an theorem to improve it?
Anyway I really like the "crossroad" mechanic to choose a research and have a chance to go the other way later.
Couldn't find a tainted biome, so created my own in order to get taint shards. The taint has spread fine. I planted some crystals on stone by the taint, but as soon as the stone becomes tainted the shard pops as an entity, and is not tainted.
What's the best method to get taint shards?
The best method is to not have high enough flux to taint the land but to just taint the shards, the threshold for shards is lower than the tained lands.
Rollback Post to RevisionRollBack
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
In theory yes. As well as completing certain 'big events' like entering the outer lands for the first time. So there might be what seems to be a branching choice early on, but if you later get a epiphany you can use it to unlock older branches.
Ok, now I actually like epiphanies. Anyway will this new system be added in the next update or a different one?
Rollback Post to RevisionRollBack
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Couldn't find a tainted biome, so created my own in order to get taint shards. The taint has spread fine. I planted some crystals on stone by the taint, but as soon as the stone becomes tainted the shard pops as an entity, and is not tainted.
What's the best method to get taint shards?
Fibrous taint will spread on the surface and corrupt blocks. So bury your crystals deep deep underground.
I am not clear on the point at which the growth of taint depletes flux / vitium in the aura and when it actually starts to boost it. But, if you seed the aura with lots of vitium, shards will become tainted without being in a tainted lands biome. So you can actually clean up any taint using Ethereal blooms - which do not clear up flux in the aura.
I have some reasonably sized tainted crystal farm in the caves below my crafting area and I have not invested in anything other than an obsidian roof, and some ethereal blooms for flux control. No Silverwoods or pure nodes anywhere near my base.
but, I have never harvested that farm as I have stacks of tainted shards from a small industrial accident that you can replicate yourself thus:
1. Make that bottle of taint and throw it someplace with loads of stone.
2. Vent a whole bunch of Jars of stuff to fill the aura with flux to encourage further growth.
3. Have at least 1 Ethereal bloom on hand.
4. As the taint spreads, place more stone / cobble to be converted.
When you have a goodly supply of tainted stone, place the ethereal bloom. This will convert tainted stone into porous stone. Harvest the porous stone with a pickaxe with Fortune III. This gives you a 75% chance to get cobble, and a 25% chance to get a random TC item - with a 25% chance of that item being a tainted shard.
See the Thaumcraft 5 wiki for more details on what can drop from porous stone.
Yes, but the tainted land should taint the shards, right? Instead, they are just popping as entities as normal shards. I'm asking if I should get taint shards this way or not.
(i don't care about the land being tainted)
No. Why would it taint the shards? You are confusing cause and effect here: The shards become tainted by absorbing vitium from the aura, not having the block they are attached or area they are in becoming tainted.
The critical condition to having shards become tainted is high flux levels - which also, incidentally, tends to cause tainted lands biome to spawn via flux storms spreading purple goo about the place.
As I've mentioned in the past I've been thinking of ways to change research into less of a chore, without removing the achievement factor. That is a lot harder than it seems. I've mentioned that I am considering changing it into working sort of like the Hardcore Questing mod that many packs use, but that is not ideal for the TC 'feel'.
I have come up with a possible (if a bit abstract) solution and would like opinions and suggestions. First change:
No more guesswork as to what you are getting when you select a research. When you click on something in the thaumonomicon that you do not know yet you actually go to a page giving a description of what you want to get - for example nitor might say something about you trying to find a cheap, efficient energy/light source. The rest of the page will give the requirements for you to go about discovering something like that. (see change 3)
This would be very welcome.
Second change:
All research is hidden - you have no idea what will open up if you go down a particular path, but there will be very little flailing around in the dark for the research you need - you may not know that nitor will eventually lead to essential smelting, but you will know exactly what you should do to unlock it. I will still keep the progress % that is show so you know your overall progress.
I'm still 50/50 on this change.
Then the "hints" here on the forum would just shift to the path you need to get a given goal. The big problem is that despite the separation into pages, the research system is still deeply interdependent -- you need much of alchemy to get to smelting, need smelting for infusion, etc., you need wands of a given level to create various multiblocks, etc. And each branch represents major capabilities: No infusion, forget about elemental weapons, no golems no automation, and so on. And most players will still be trying for 100% completion, so they'll get to everything eventually.
Third change:
Completing research will require various resources and observations. For example nitor might require you to have Observations on Light (basically you needed to have scanned a light source).
Resources required will vary from research to research and there will be several types. They are consumed to learn a research:
Field notes. These are gained as you scan things and will fall into a few broad categories (nature, constructs, monsters, etc.) So scanning a zombie for the first time might give you a Field Notes: The Undead. Unlike observations, field notes are small tidbits of knowledge on the subject so there is always more to learn about something.
I like the idea of field notes in general, but "always more to learn about something" sounds like it could be a treadmill of repeatedly scanning things. On the other hand, it could be interesting to have an in-game reason to build zoos and museums.
Theorems (name still WIP). These are 'crafted' in the research table via a tweaked version of the existing mini-game. They represent abstract thaumaturgical knowledge and paths of reasoning that will help you discover something. They are not linked to a particular research - its just abstract knowledge basically. They do however come in different grades based on the standard mc rarity system (common, uncommon, rare, epic). The higher the rarity, the harder they are to craft. How efficiently the theorem is solved will also impact its quality. A particular research may require a 'common' theorem to learn, but you can choose to use a higher grade research than required for additional benefits - reduction in crafting costs is the obvious choice.
Hmm. This could be interesting, but I realized something about the lure of reduced crafting costs (or other permanent benefits) -- if the bennies are too important, players who miss out may feel that they've "screwed up their character".
Higher tier research might require Lost knowledge. Pretty much the same as it was in TC 2 - ancient tablets, scroll fragments, etc. These cannot be crafted or gained through scanning - these will always be looted from mobs or dungeons and such. You will also have varying types - probably organized by research category (thaumaturgy, alchemy, golemancy, etc.)
It's inevitable that some part of the system will require "foraging", but you'll need to be careful about "stuck gates". Mob drops are one thing, but "treasure only" items are chancier, especially as abandoned mineshafts and even dungeons are much harder to find than they used to be. In my current game, my first mineshaft and my second dungeon, are both attached to the stronghold I only just located.
Epiphanies. The rarest of the resources. You will only ever get a handful of them under very specific circumstances or milestones. Yes, it will basically be a gating mechanic of sorts. Alternatively you might actually get fewer epiphanies than there are researches that require them. I am not 100% a fan of this, but under certain circumstances it could be an interesting way to force a player to go down one chosen path if it makes sense - maybe there are two branches of research that are mutually exclusive for obvious reasons.
These resources may, or may not be tangible items that you can actually give to other people, or just a counter that is kept on your character. Or both (via config setting).
Exclusive paths are going to be controversial regardless -- while some will object to not being able to get 100% completion, there's also a contingent who'd love an exclusive "taint vs. purity" division. That gets eased if the split is only temporary, and advanced players can reclaim the path not taken.
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 have nothing against exclusive paths per se, but they should be really well done or they suck.
The problem with minecraft is that if a path is basically offering different items or recipes, someone else is able to craft them and give them to you, unless you implement some kind of class system and make certain items only usable by certain classes.
And while swapping items with other people in multiplayer can be kind of nice even, single player people would draw a short stick.
Also exclusive paths would require some kind of ingame reset so you don't get stuck with something you stop liking.
Ultimatively I'd probably settle for implicit exclusive paths.
Like with the Thaumium Fortress Armor and the Void Robes. You simply can't wear both.
Or maybe do something that rewards having low or high warp.
But, as I said, wouldn't even mind real exclusive paths, though I have no idea what that'd look like.
This sounds AWESOME, except for the part about only being able to follow some paths. I think that you should be able to research EVERYTHING, rather than only being able to follow certain paths.
I am the Enderhippo. FEAR ME!!!
Are you sure you are using both an Aer shard AND a Desiderium shard? They look pretty similar in the Thaumonomicon, so you might have only used one type instead of both.
I am the Enderhippo. FEAR ME!!!
Yup, made sure of that also, have you gotten it to work?
Edit: The Life Giver one works fine
By the time you've researched and made everything, you probably deserve to be slightly overpowered. Anyhow, there other ways to counteract balancing issues; perhaps more difficult to implement, but in my opinion, more fun. Actually, on consideration, specializations will be difficult to balance in their own way; each would need their own pros and cons that are viewed as equal enough to justify choosing a different specialization in your next game (and not just choosing the "best" one). Consider, these paths are rather different from each other; I'm no expert, but it doesn't sound fun.
I shouldn't have to start a new game or cheat to attain my rightful status as Omnipotent Arch-God of Everything.
Praise be Ro-naza, greatest among the thaumaturges!
Wut the... I just tried it, it didn't work for me either. If you really need it, just take all the stuff, throw it into lava or something, then get it from creative. That way you're technically "using up" all the items.
I am the Enderhippo. FEAR ME!!!
Wanted it for the server I'm on :/ Guess we'll have to wait for Lord and Savior Azanor to fix it.
Azanor... sometimes i wonder why you mod minecraft and arent making your own game...
on the subject of reasearch i think these are all great ideas exept maybe the epiphanys the way they are proposed. my suggestions are:
more ways to "skin a cat" for example reasearch paths could lead to diffrent prosses with the same result like the traditinal thaumium recipe
could be found going one way or a more or less efficient way to infuse a iron block with ordo and ignis to create a thaumium block.
or maybe the old nitor recipe and the other path found through reasearch of fire and light(praise the sun) would be blaze powder and lux for nitor,
the beauty of it is not knowing if theres a better way to do things.
2: maybe there could be a way to re-research things like say nitor which could lead to more efficient or alternate recipes. and epiphanys could be things that are not nessisary but are helpful. like maybe its a random chance to get a super efficient recipe(which could then be distributted on servers) or it could be a "inspired state that make you feal as though the next thing you reasearch would be easy"(next research is free sort thing).
though id prefer the first epiphany variant just cause i think it would be cool on servers for "those crazy mountain dudes" to have the closely gaured secret of three nitor from one glowstone and a bit of potetia, or getting more gold from trasmutation than should be possible, or a super essentia furnace with 100% efficency.
A good way to reduce the tedium in research would be multiple puzzle minigames, maybe one for each field of study
I still miss the old one
In theory yes. As well as completing certain 'big events' like entering the outer lands for the first time. So there might be what seems to be a branching choice early on, but if you later get a epiphany you can use it to unlock older branches.
I APPROVE.(Not that it was needed)
I made a D flip-flop!
The plan originally was to make the various notes, theorems and such just counter on your character and not a physical item. I might make it items you can use to learn its contents, or possibly add a scribing table to turn the points into items if you want to give it to someone else.
Turns out the damage values the mc wiki has for potions aren't accurate. Or to be precise - the id they give is a valid water breathing potion id, but not one obtainable ingame via crafting.
I will fix this for the next version.
I actually changed my mind. Elemental Tools still are slightly more efficient harvesters and improving existing infusion enchants doesn't seem to have a chance to cause warping. The Crusher has the same efficiency as void tools, though. If it were up to par with the elemental tools (seeing as they get infused into it), it'd almost be worth a pearl, I think
If the recipe ends up being cheaper, with (i assume) no pearl in there and no special abilities, I'd maybe restyle it. The "crusher" does suggest a big smackdown on a large area. It'd seem ironic if it's only in it's pick+shovel for a single block-form, like the hulk dealing 1 damage. Maybe void ripper or something, where the void metal flows into the block and rips it out.
I always found it weird that you make a research note and than eat it.
It would make more sense if research instantly was added to you as a point when researched, but fancy theorems would be an item that allows you to trade it to someone and would be hard to replicate.
This way someone could let someone use your theorem to make nitor more cheaply, but he would still need to research nitor first.
Well either that, or maybe you could re-research an theorem to improve it?
Anyway I really like the "crossroad" mechanic to choose a research and have a chance to go the other way later.
The best method is to not have high enough flux to taint the land but to just taint the shards, the threshold for shards is lower than the tained lands.
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016
Ok, now I actually like epiphanies. Anyway will this new system be added in the next update or a different one?
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016
Fibrous taint will spread on the surface and corrupt blocks. So bury your crystals deep deep underground.
I am not clear on the point at which the growth of taint depletes flux / vitium in the aura and when it actually starts to boost it. But, if you seed the aura with lots of vitium, shards will become tainted without being in a tainted lands biome. So you can actually clean up any taint using Ethereal blooms - which do not clear up flux in the aura.
I have some reasonably sized tainted crystal farm in the caves below my crafting area and I have not invested in anything other than an obsidian roof, and some ethereal blooms for flux control. No Silverwoods or pure nodes anywhere near my base.
but, I have never harvested that farm as I have stacks of tainted shards from a small industrial accident that you can replicate yourself thus:
1. Make that bottle of taint and throw it someplace with loads of stone.
2. Vent a whole bunch of Jars of stuff to fill the aura with flux to encourage further growth.
3. Have at least 1 Ethereal bloom on hand.
4. As the taint spreads, place more stone / cobble to be converted.
When you have a goodly supply of tainted stone, place the ethereal bloom. This will convert tainted stone into porous stone. Harvest the porous stone with a pickaxe with Fortune III. This gives you a 75% chance to get cobble, and a 25% chance to get a random TC item - with a 25% chance of that item being a tainted shard.
See the Thaumcraft 5 wiki for more details on what can drop from porous stone.
No. Why would it taint the shards? You are confusing cause and effect here: The shards become tainted by absorbing vitium from the aura, not having the block they are attached or area they are in becoming tainted.
The critical condition to having shards become tainted is high flux levels - which also, incidentally, tends to cause tainted lands biome to spawn via flux storms spreading purple goo about the place.
This would be very welcome.
Then the "hints" here on the forum would just shift to the path you need to get a given goal. The big problem is that despite the separation into pages, the research system is still deeply interdependent -- you need much of alchemy to get to smelting, need smelting for infusion, etc., you need wands of a given level to create various multiblocks, etc. And each branch represents major capabilities: No infusion, forget about elemental weapons, no golems no automation, and so on. And most players will still be trying for 100% completion, so they'll get to everything eventually.
I like the idea of field notes in general, but "always more to learn about something" sounds like it could be a treadmill of repeatedly scanning things. On the other hand, it could be interesting to have an in-game reason to build zoos and museums.
Hmm. This could be interesting, but I realized something about the lure of reduced crafting costs (or other permanent benefits) -- if the bennies are too important, players who miss out may feel that they've "screwed up their character".
It's inevitable that some part of the system will require "foraging", but you'll need to be careful about "stuck gates". Mob drops are one thing, but "treasure only" items are chancier, especially as abandoned mineshafts and even dungeons are much harder to find than they used to be. In my current game, my first mineshaft and my second dungeon, are both attached to the stronghold I only just located.
Exclusive paths are going to be controversial regardless -- while some will object to not being able to get 100% completion, there's also a contingent who'd love an exclusive "taint vs. purity" division. That gets eased if the split is only temporary, and advanced players can reclaim the path not taken.
I have nothing against exclusive paths per se, but they should be really well done or they suck.
The problem with minecraft is that if a path is basically offering different items or recipes, someone else is able to craft them and give them to you, unless you implement some kind of class system and make certain items only usable by certain classes.
And while swapping items with other people in multiplayer can be kind of nice even, single player people would draw a short stick.
Also exclusive paths would require some kind of ingame reset so you don't get stuck with something you stop liking.
Ultimatively I'd probably settle for implicit exclusive paths.
Like with the Thaumium Fortress Armor and the Void Robes. You simply can't wear both.
Or maybe do something that rewards having low or high warp.
But, as I said, wouldn't even mind real exclusive paths, though I have no idea what that'd look like.