Still, I have not yet committed to "Thaumcraft II".
I could swear there was already a Thaumcraft II. I guess it was all just a an extremely vivid dream then huh?
But no, seriously, calling this possible rewrite "Thaumcraft II" is just as ridiculous as Microsoft with it's Xbox names. It makes no sense and it's just gonna cause confusion. When someone is talking about Thaumcraft two are they talking about the 2nd Thaumcraft, or the 6th Thaumcraft? It's just another rewrite after all. It might have much larger conceptual differences compared to the previous version, but it would still be yet another rewrite. If the next version is really that different from all previous versions of Thaumcraft, then why not just create a new name?
And that's the end of my semi-off topic, petty and nitpicky rant about the mod's names. Sorry. Still looking forward to whatever you plan on doing with your mod. My vote goes to working on the rewrite instead of a port. If you want to let go of TC5 then do it. I mean you've already let go of TC1, TC2, TC3 and TC4. If people want to use TC5 then they can use whatever version of Minecraft it was built on. Nothing is stopping them from using an older version.
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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 am actually taking my time to properly think things trough this time and design a proper structure for the changes and consider all the possible ramifications. In the past I've just tended to start working on major changes only to discover unintended problems or balance issues - usually when it is too late to reverse the changes.
As for those asking that I update first and then start working on something new: That is fine and well, but my limited time is forcing me to choose one or the other - I won't have time for both.
Still, I have not yet committed to "Thaumcraft II". I am still seeing how it will work and how the balance will be. If I am not satisfied with the results and I will just do a port of TC 5.
I still don't understand how "big" these changes are that you need to make a distinction between "Thaumcraft: Next" and "Thaumcraft 6.0". From Thaumcraft (that I never say) to Arcanacraft (that I have only seen in videos) to Thaumcraft 3, 4 and 5, the mechanics of each version have varied wildly but the geist of the mod has remained consistent.
So, basically, a major change to the mechanics I think is quite fine: assuming that the new Thaumcraft will deliver a range of magical tools, armor and enhancements to aid with exploration combat and building - and require large multiblock devices to incorporate into builds in the process.
All I ask is, in considering the balance of the new mechanic - it should encourage ongoing exploration.
As for those asking that I update first and then start working on something new: That is fine and well, but my limited time is forcing me to choose one or the other - I won't have time for both.
After playing with TC on 1.8.9 it seems fun and pretty balanced. 1.8.9 also seems like a dead version since the usage of 1.10.2 has spiked I would put my vote into bringing the already really good and fun and sorely missed TC5 up to date with 1.10.2. Granted, of course you do what you want...its your mod, but you asked for people's thoughts, so there is mine.
So I have been toying around with a few ideas (because thinking about TC is about all I have time for most days).
One of these has been a complete rewrite of TC from the ground up. I'm not just talking Thaumcraft 6.0 here. More accurately it would be Thaumcraft II.
In the past most of my updates have built upon previous versions and in general mechanics between versions had been evolutions instead of complete redesigns. This time around I am thinking about fundamental changes with only some of the core concepts and the flavor of the mod remaining the same.
The question is: should I? I usually get a itch to shake things up during a big update push, but this will probably be one of the biggest departures yet. Would you guys be cool with something like this?
You are probably wondering what I want to change. Honestly, I am not 100% sure yet.
One of the basic changes I am toying with is turning the whole burn-items-for-aspects thing on its head. I have floated the idea in the past with mixed opinions.
In short: Instead of breaking complex aspects down into simple ones it will work the other way around. You will start out with primals and combine them till you get the aspects you want. Burning items for aspects might not even survive this change - raw primal essentia will probably be gathered for worldgen crystals initially and later using some aura related mechanic. See what I mean with big changes?
What is your opinion on all of this?
I guess what I end up thinking is, you're the author here. If you think it's time for a ground-up rewrite, it's probably time. You know most of the traps and pitfalls now. You know a lot of what works and what doesn't. And if you're going to rewrite, a new Minecraft version that requires major changes is a good time to do it. It would make a lot more sense than updating what you have now, THEN rewriting mid-version. That sounds like a recipe for complete confusion.
If you want to rename it, that's your call. But if so, calling it Thaumcraft II would be confusing. In your place, I would try to think of something along the lines of Thaumcraft Evolved, Thaumcraft Refined, Thaumcraft Arcanum, something in that general vein, and then keep the 6.0 version number. So Thaumcraft 5.2 would be followed by Thaumcraft Evolved 6.0.
Personally, I liked TC3 and TC4 a lot, but in TC5 I spent way too much time trying to control the spread of taint. I never got around to trying out the new TC5 golems. I did like the ability to distill items into their component essences, but I always tried to avoid getting into the massive industrial-scale processes burning endless streams of blocks and items for their essentia, only to throw most of it away and keep one or two aspects. It just seemed so inelegant, and it's always seemed to me that thaumaturgy should strive for elegance, not brute force. If progressively building up higher tier aspects from lower tiers and primals would lead to more elegant mechanics and the ability to work with less waste, I am totally in favor of that, but as people have pointed out it does lead to problems with the idea of certain aspects being rare. (Then again, rare aspects are part of what leads to smelteries burning their way through vast quantities of resources.) I'm also in favor of there being more than one way to accomplish things, where possible. Not that there should be multiple ways to do enchantment within Thaumcraft, say (though I will note once again that Thaumcraft infusion enchanting is the BEST. ENCHANTING. SYSTEM. EVER), but it would be nice to have more than one route to some discoveries. (I'd also like to have more than one way to manage essentia storage, having never really had much joy of trying to get golems to do it reliably. But that's a personal preference, and as noted, I never got around to trying TC5 golems.)
Another thing that seems to cause a lot of strenuous division is the question of taint. Some players like every day to be a battle for existence against the spread of taint. Others prefer taint to be mostly a consequence of really screwing up. (I'm in the latter camp. I have better things to do with my Minecraft play time than spend all of it trying to prevent taint from devouring my world.) Perhaps the taint mechanics could be constructed in such a way that there could be a simple config file option for, say, invasive taint vs. non-invasive? (Or something like that.) Then both sets of players can be happy — those whose Thaumcraft experience is defined by the imminent threat of taintopocalypse, and those who would rather be building and doing research.
Speaking of research, how about some kind of mechanism for refining what you already know, to improve the efficiency of your arcane workings and the purity of your thaumaturgical vision?
I also like the suggestion of having some kind of counterpart to the eldritch tab. Perhaps there could be a choice to be made at some point between madness and purity — you could discover the first hints and the beginning levels of both, but then realize that you cannot pursue both paths past a certain point and must either content yourself with partial mastery of both, or choose only one to follow to its ultimate conclusion. Each would eventually yield comparable, but different, benefits, and by different routes. Or perhaps you find only one at first, and then discover much later, far too late to change your mind, that there was another path you could have taken, but that path is closed to you now. It doesn't have to be order vs. chaos ... but it would be good to have alternate paths to the endgame, and have a different endgame depending on how you got there. Perhaps subtly different, perhaps dramatically different, perhaps just a different perspective.
(Yes, I realize some of what I've said here duplicates issues others have raised. But I'm not going back to multiquote eleven days of thread history.)
Also - I have played on a server with "just" Thaumcraft, and if any features could be added to make a Thaumcraft + Vanilla gameplay more tolerable they would be:
* "barrels" or crates - containers that hold a lot of a single item. And chests that hold a double chest worth of contents and can be placed adjacent.
.
Minecraft doesn't need yet ANOTHER competing barrel implementation. Seriously look at Router Reborn if you want barrels; Tom Voll's Storage Units are the best barrel implementation in the MCverse, bar none. And larger chests that can be placed next to each other? You just described the Iron Chests Mod, and it's already updated for 1.10.2. Better yet, they're upgradeable.
I am actually taking my time to properly think things trough this time and design a proper structure for the changes and consider all the possible ramifications. In the past I've just tended to start working on major changes only to discover unintended problems or balance issues - usually when it is too late to reverse the changes.
As for those asking that I update first and then start working on something new: That is fine and well, but my limited time is forcing me to choose one or the other - I won't have time for both.
Still, I have not yet committed to "Thaumcraft II". I am still seeing how it will work and how the balance will be. If I am not satisfied with the results and I will just do a port of TC 5.
Just going on the record as reiterating that to first update, THEN rewrite in the middle of an MC version, would be madness. Even if you had time for both, I would advise against it.
I also like the suggestion of having some kind of counterpart to the eldritch tab. Perhaps there could be a choice to be made at some point between madness and purity
There is a choice. When Forbidden researches come up don't take them, and you stay pure. I do it sometimes because I don't want to wrestle with warp issues (unnatural hunger or Guardian attacks while on exploration expeditions are VERY inconvenient). I really like the "some magic has a price" mechanic and hope it stays that way.
If you are that strapped for time, I would suggest having some people help you out. I'm sure that some of the addon creators might be willing to help you out and would be the best choice as they know how Thaumcraft works and how you want to go with it.
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Happiness is like peeing in your pants, everyone sees it but only you feel its warmth.
Thaumcraft 3, 4 and 5 gave us (me) items like the Sword of the Zephyr, Void Thurmatage Robes etc. These were all fantastic items and have formed the basis of my equipment choices since I first discovered Thaumcraft. But, Thaumcraft 5 did something interesting: It broke the unique abilities of these items out into "Infusion Enchantments" that could be applies to anything. This, ironically, made me a little sad, as the Items themselves were available first, for a lower cost, and were typically better than anything than the enhancement might be applied to.
So, my idea for Thaumcraft II is to continue that direction with Thaumcraft - Whether its about composing or decomposing aspects - I think the actual payoff for Thaumcraft II could be a mod that provides a system that lets players upgrade armor and tools. Thaumium - and void metal - would not be used to make their own tools and armor, but be combined with vanilla (and compatible tools/armor from other mods" armor as a trim to raise the level of, and make that armor enchantable using Thaumcraft infusion.
So I would make Diamond Armor. Trim it with Thaumium, and then Infuse it with various other properties. Trimming it with Void Metal would confer self-repair.
Assuming the Outerlands or some equivalent dungeon content remains, the actual elemental tools would get moved into there as treasure to find (perhaps as crafting recipes that must be found to be learn't)
Azanor this is your mod and you have to do things your way, but as a long time fan I would say I miss or have always wanted a few things.This is just a list of things to think about if you like seeing you said you will be redoing the whole mod for the most part.
1. I love the fact that your mod makes it so magic is something you study and Magic is a part of everything. if anything please keep this.
2. On the note of nodes have you looked into magical Ley lines with nodes being a kind of a focus point between two or more.
3.Baubles are great but I only wish you did more with them.In real magic, crystals unique have magical properties to them such as emeralds are good for healing, protection, wisdom, courage. or lapis lazuli used to strengthen psychic awareness. Quartz can take any form of energy but is much weaker than the others. diamonds are associated with purification. At this point I'm sure you get the idea.
4. The golems are a must keep because they are both cool and cute but the new stuff is also cool as i have always wanted a way to cast spells to protect my home when I am not there.
5.Taint is cool but can get out of control fast and the ethereal bloom seem like a great start but they never felt like something that worked for the large taint problems. not without making more than you really can without cheating in items.
6.I love the tc candles more than any other mods candles but please give us the floating candles so we can live our Harry Potter fantasies out. on the same note if you can add more blocks to give the look of a lab that would be great such as a mortar and pestle,alembic, microscope, and such.
7. A mod that I loved that is no longer being made called Alchemy plus plus covered potion making both in a way that I loved and that fit well with the look of the whole magic lab that Thaumcraft made me want to build. I think looking into that would be great for things that you could add to your own. ( note more maigcal plants are great for this part helps make a cool magicl lab
8.You had many ways to move essentia around making some of your ideas unneeded but that does not mean you should get rid of them such as the magic mirrors. These items were great from both looks and function but seeing as I said the function has be taken up in so many ways why not just use them for items golems and people. you can have golems use magic mirrors to get around your base fast the hand mirror put and pull things out and make a tow block tall mirror to portal around in. (note the hand mirror can be linked to a chest that golems can manage so you never have to worry about too many items in your inventory or running out of items you may need really bad.
9. The wands and staves are cool on every level, but I always felt that you could do a little more with cores.
The last thing you did seemed like a good starting off point as you gave us ways to upgrade the cores for more spell types, but I myself would love to see wind and water cores.
Things you could do with wind make sounds for the arcane ear, push players and mobs back, or throw them into the air. ( note one add on made and air wand that made it so you could fly in a tornado and that was really cool. water can be use for healing and work like a chain lightning spell this would be great for friendly fire with undead mobs but a bubble prison is also a cool idea. You could also add a wet debuff that alone does nothing but could freeze people hit with ice spells or in cold biomes and put out fires with a water gun like spell. As for the rod of nine hells a summoning wand is what I think of with that you could summon the flying books from Twilight forest or undead soldiers or whatever. that last spell I really want to see is from your old warps seals I think from tc2 to me it would be a great upgrade from the portable hole
As for water you could use for healing and work make it like a chain lightning spell. This would be great for friendly fire with undead mobs but a bubble prison is also a cool idea. You could also add a wet debuff that alone does nothing but could freeze people hit with ice spells or in cold biomes and put out fires with a water gun like spell. a mage light spell is also not a bad idea.
As for the rod of nine hells a summoning wand is what I think of with that you could summon the flying books from Twilight forest or undead soldiers or whatever. that last spell I really would love to see is from your old warps seals, I think from tc2 to me it would be a great upgrade from the portable hole. making a portal system in your base to tp around with just feels like the kind of thing a mage would do I mean who uses doors anyways.
Once more these are just idea because I love your mod things I would put into a mod if I could/ when I can. your mod makes me want to learn how to mod and even if you do none of these things I will still always ALWAYS keep an eye out for what you are doing next. What you have made is a muse have for minecraft I just hope you like any of my things listed
On the subject of Invasive/non-invasive taint: Perhaps there should be two types of taint.
One aggressive and invasive, Created from accidents or extensively damaging the aura. It spreads and acts as taint currently does.
The other, Docile and non-invasive, Having already metastasized to an semi-stable equilibrium. Found "naturally" spread across the world.
This "stable" form of taint would not actively spread and be relatively peaceful unless disturbed. It additionally offers a unique ecosystem that its more aggressive counterpart doesn't.
It also possess a more concentrated variant of taint, Along with various monstrous creatures born from its presence.
And, Perhaps, If the aggressive one is allowed to run wild for a sufficient amount time it could eventually stabilize and form the docile one.
There is a choice. When Forbidden researches come up don't take them, and you stay pure. I do it sometimes because I don't want to wrestle with warp issues (unnatural hunger or Guardian attacks while on exploration expeditions are VERY inconvenient). I really like the "some magic has a price" mechanic and hope it stays that way.
I never said anything about not having a price for either path. You choose which price you are willing to pay ... or you decline to pay either, and must content yourself with only touching the fringes of either path.
So I would make Diamond Armor. Trim it with Thaumium, and then Infuse it with various other properties. Trimming it with Void Metal would confer self-repair.
Assuming the Outerlands or some equivalent dungeon content remains, the actual elemental tools would get moved into there as treasure to find (perhaps as crafting recipes that must be found to be learn't)
I always thought the idea of diamond armor was rather silly, but it's Minecraft canon. Canonical or not, though, I always saved my diamonds for things that really needed them. In particular, given the choice of diamond armor or Thaumium Fortress, I will wear the Thaumium Fortress every time. Not only because it's really fantastically good armor, without being ridiculously over the top (I've seen mods create weapons and armor with infinite durability, for example) but because it looks awesome.
If you plan to do a ground-up rewrite (without updating TC5 to the newest minecraft version) I would hope you release the source code of thaumcraft 5 to the community- similar to what greg did with Gregtech 5, handing it off to blood asp so he could write GT6. This "Thaumcraft 5 unofficial" could be continued and updated by the community, perhaps allowing a 1.10 version of thaumcraft for the (presumably long) while until TC6 is in a fully playable state. I hope you consider my suggestion.
On the subject of Invasive/non-invasive taint: Perhaps there should be two types of taint.
One aggressive and invasive, Created from accidents or extensively damaging the aura. It spreads and acts as taint currently does.
The other, Docile and non-invasive, Having already metastasized to an semi-stable equilibrium. Found "naturally" spread across the world.
This "stable" form of taint would not actively spread and be relatively peaceful unless disturbed. It additionally offers a unique ecosystem that its more aggressive counterpart doesn't.
It also possess a more concentrated variant of taint, Along with various monstrous creatures born from its presence.
And, Perhaps, If the aggressive one is allowed to run wild for a sufficient amount time it could eventually stabilize and form the docile one.
I don't really like the idea of docile taint myself, but I do think taint (and ways of fighting it) should be expanded on in tc6.
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I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
I could swear there was already a Thaumcraft II. I guess it was all just a an extremely vivid dream then huh?
But no, seriously, calling this possible rewrite "Thaumcraft II" is just as ridiculous as Microsoft with it's Xbox names. It makes no sense and it's just gonna cause confusion. When someone is talking about Thaumcraft two are they talking about the 2nd Thaumcraft, or the 6th Thaumcraft? It's just another rewrite after all. It might have much larger conceptual differences compared to the previous version, but it would still be yet another rewrite. If the next version is really that different from all previous versions of Thaumcraft, then why not just create a new name?
And that's the end of my semi-off topic, petty and nitpicky rant about the mod's names. Sorry. Still looking forward to whatever you plan on doing with your mod. My vote goes to working on the rewrite instead of a port. If you want to let go of TC5 then do it. I mean you've already let go of TC1, TC2, TC3 and TC4. If people want to use TC5 then they can use whatever version of Minecraft it was built on. Nothing is stopping them from using an older version.
On that subject, I saw an old Direwolf20 mod review of Arcanacraft and that was a pretty awesome mod too.
I still don't understand how "big" these changes are that you need to make a distinction between "Thaumcraft: Next" and "Thaumcraft 6.0". From Thaumcraft (that I never say) to Arcanacraft (that I have only seen in videos) to Thaumcraft 3, 4 and 5, the mechanics of each version have varied wildly but the geist of the mod has remained consistent.
So, basically, a major change to the mechanics I think is quite fine: assuming that the new Thaumcraft will deliver a range of magical tools, armor and enhancements to aid with exploration combat and building - and require large multiblock devices to incorporate into builds in the process.
All I ask is, in considering the balance of the new mechanic - it should encourage ongoing exploration.
hey everyone, I'm working on an addon for TC that focuses on lore and wanted some suggestions for an "Oath of the Thaumaturge" any ideas?
What sort of content does the addon add? Might help point us in the right direction for making up an oath.
I have to agree that calling it "Thaumcraft II" would be confusing.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
After playing with TC on 1.8.9 it seems fun and pretty balanced. 1.8.9 also seems like a dead version since the usage of 1.10.2 has spiked I would put my vote into bringing the already really good and fun and sorely missed TC5 up to date with 1.10.2. Granted, of course you do what you want...its your mod, but you asked for people's thoughts, so there is mine.
I guess what I end up thinking is, you're the author here. If you think it's time for a ground-up rewrite, it's probably time. You know most of the traps and pitfalls now. You know a lot of what works and what doesn't. And if you're going to rewrite, a new Minecraft version that requires major changes is a good time to do it. It would make a lot more sense than updating what you have now, THEN rewriting mid-version. That sounds like a recipe for complete confusion.
If you want to rename it, that's your call. But if so, calling it Thaumcraft II would be confusing. In your place, I would try to think of something along the lines of Thaumcraft Evolved, Thaumcraft Refined, Thaumcraft Arcanum, something in that general vein, and then keep the 6.0 version number. So Thaumcraft 5.2 would be followed by Thaumcraft Evolved 6.0.
Personally, I liked TC3 and TC4 a lot, but in TC5 I spent way too much time trying to control the spread of taint. I never got around to trying out the new TC5 golems. I did like the ability to distill items into their component essences, but I always tried to avoid getting into the massive industrial-scale processes burning endless streams of blocks and items for their essentia, only to throw most of it away and keep one or two aspects. It just seemed so inelegant, and it's always seemed to me that thaumaturgy should strive for elegance, not brute force. If progressively building up higher tier aspects from lower tiers and primals would lead to more elegant mechanics and the ability to work with less waste, I am totally in favor of that, but as people have pointed out it does lead to problems with the idea of certain aspects being rare. (Then again, rare aspects are part of what leads to smelteries burning their way through vast quantities of resources.) I'm also in favor of there being more than one way to accomplish things, where possible. Not that there should be multiple ways to do enchantment within Thaumcraft, say (though I will note once again that Thaumcraft infusion enchanting is the BEST. ENCHANTING. SYSTEM. EVER), but it would be nice to have more than one route to some discoveries. (I'd also like to have more than one way to manage essentia storage, having never really had much joy of trying to get golems to do it reliably. But that's a personal preference, and as noted, I never got around to trying TC5 golems.)
Another thing that seems to cause a lot of strenuous division is the question of taint. Some players like every day to be a battle for existence against the spread of taint. Others prefer taint to be mostly a consequence of really screwing up. (I'm in the latter camp. I have better things to do with my Minecraft play time than spend all of it trying to prevent taint from devouring my world.) Perhaps the taint mechanics could be constructed in such a way that there could be a simple config file option for, say, invasive taint vs. non-invasive? (Or something like that.) Then both sets of players can be happy — those whose Thaumcraft experience is defined by the imminent threat of taintopocalypse, and those who would rather be building and doing research.
Speaking of research, how about some kind of mechanism for refining what you already know, to improve the efficiency of your arcane workings and the purity of your thaumaturgical vision?
I also like the suggestion of having some kind of counterpart to the eldritch tab. Perhaps there could be a choice to be made at some point between madness and purity — you could discover the first hints and the beginning levels of both, but then realize that you cannot pursue both paths past a certain point and must either content yourself with partial mastery of both, or choose only one to follow to its ultimate conclusion. Each would eventually yield comparable, but different, benefits, and by different routes. Or perhaps you find only one at first, and then discover much later, far too late to change your mind, that there was another path you could have taken, but that path is closed to you now. It doesn't have to be order vs. chaos ... but it would be good to have alternate paths to the endgame, and have a different endgame depending on how you got there. Perhaps subtly different, perhaps dramatically different, perhaps just a different perspective.
(Yes, I realize some of what I've said here duplicates issues others have raised. But I'm not going back to multiquote eleven days of thread history.)
Minecraft doesn't need yet ANOTHER competing barrel implementation. Seriously look at Router Reborn if you want barrels; Tom Voll's Storage Units are the best barrel implementation in the MCverse, bar none. And larger chests that can be placed next to each other? You just described the Iron Chests Mod, and it's already updated for 1.10.2. Better yet, they're upgradeable.
Just going on the record as reiterating that to first update, THEN rewrite in the middle of an MC version, would be madness. Even if you had time for both, I would advise against it.
There is a choice. When Forbidden researches come up don't take them, and you stay pure. I do it sometimes because I don't want to wrestle with warp issues (unnatural hunger or Guardian attacks while on exploration expeditions are VERY inconvenient). I really like the "some magic has a price" mechanic and hope it stays that way.
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.
If you are that strapped for time, I would suggest having some people help you out. I'm sure that some of the addon creators might be willing to help you out and would be the best choice as they know how Thaumcraft works and how you want to go with it.
Happiness is like peeing in your pants, everyone sees it but only you feel its warmth.
<DELETED>
Hehe, it was probably not clear but my calling it TC II is sort of a joke in a way. I've already just listed it as TC 6.0.0 in the code.
As to the exact scope of the changes - no idea yet. I'll let you know once I have hammered it down (assuming I still plan on doing it).
We await with bated breath.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Thaumcraft II: Item Customization
Thaumcraft 3, 4 and 5 gave us (me) items like the Sword of the Zephyr, Void Thurmatage Robes etc. These were all fantastic items and have formed the basis of my equipment choices since I first discovered Thaumcraft. But, Thaumcraft 5 did something interesting: It broke the unique abilities of these items out into "Infusion Enchantments" that could be applies to anything. This, ironically, made me a little sad, as the Items themselves were available first, for a lower cost, and were typically better than anything than the enhancement might be applied to.
So, my idea for Thaumcraft II is to continue that direction with Thaumcraft - Whether its about composing or decomposing aspects - I think the actual payoff for Thaumcraft II could be a mod that provides a system that lets players upgrade armor and tools. Thaumium - and void metal - would not be used to make their own tools and armor, but be combined with vanilla (and compatible tools/armor from other mods" armor as a trim to raise the level of, and make that armor enchantable using Thaumcraft infusion.
So I would make Diamond Armor. Trim it with Thaumium, and then Infuse it with various other properties. Trimming it with Void Metal would confer self-repair.
Assuming the Outerlands or some equivalent dungeon content remains, the actual elemental tools would get moved into there as treasure to find (perhaps as crafting recipes that must be found to be learn't)
Azanor this is your mod and you have to do things your way, but as a long time fan I would say I miss or have always wanted a few things.This is just a list of things to think about if you like seeing you said you will be redoing the whole mod for the most part.
1. I love the fact that your mod makes it so magic is something you study and Magic is a part of everything. if anything please keep this.
2. On the note of nodes have you looked into magical Ley lines with nodes being a kind of a focus point between two or more.
3.Baubles are great but I only wish you did more with them.In real magic, crystals unique have magical properties to them such as emeralds are good for healing, protection, wisdom, courage. or lapis lazuli used to strengthen psychic awareness. Quartz can take any form of energy but is much weaker than the others. diamonds are associated with purification. At this point I'm sure you get the idea.
4. The golems are a must keep because they are both cool and cute but the new stuff is also cool as i have always wanted a way to cast spells to protect my home when I am not there.
5.Taint is cool but can get out of control fast and the ethereal bloom seem like a great start but they never felt like something that worked for the large taint problems. not without making more than you really can without cheating in items.
6.I love the tc candles more than any other mods candles but please give us the floating candles so we can live our Harry Potter fantasies out. on the same note if you can add more blocks to give the look of a lab that would be great such as a mortar and pestle,alembic, microscope, and such.
7. A mod that I loved that is no longer being made called Alchemy plus plus covered potion making both in a way that I loved and that fit well with the look of the whole magic lab that Thaumcraft made me want to build. I think looking into that would be great for things that you could add to your own. ( note more maigcal plants are great for this part helps make a cool magicl lab
8.You had many ways to move essentia around making some of your ideas unneeded but that does not mean you should get rid of them such as the magic mirrors. These items were great from both looks and function but seeing as I said the function has be taken up in so many ways why not just use them for items golems and people. you can have golems use magic mirrors to get around your base fast the hand mirror put and pull things out and make a tow block tall mirror to portal around in. (note the hand mirror can be linked to a chest that golems can manage so you never have to worry about too many items in your inventory or running out of items you may need really bad.
9. The wands and staves are cool on every level, but I always felt that you could do a little more with cores.
The last thing you did seemed like a good starting off point as you gave us ways to upgrade the cores for more spell types, but I myself would love to see wind and water cores.
Things you could do with wind make sounds for the arcane ear, push players and mobs back, or throw them into the air. ( note one add on made and air wand that made it so you could fly in a tornado and that was really cool. water can be use for healing and work like a chain lightning spell this would be great for friendly fire with undead mobs but a bubble prison is also a cool idea. You could also add a wet debuff that alone does nothing but could freeze people hit with ice spells or in cold biomes and put out fires with a water gun like spell. As for the rod of nine hells a summoning wand is what I think of with that you could summon the flying books from Twilight forest or undead soldiers or whatever. that last spell I really want to see is from your old warps seals I think from tc2 to me it would be a great upgrade from the portable hole
As for water you could use for healing and work make it like a chain lightning spell. This would be great for friendly fire with undead mobs but a bubble prison is also a cool idea. You could also add a wet debuff that alone does nothing but could freeze people hit with ice spells or in cold biomes and put out fires with a water gun like spell. a mage light spell is also not a bad idea.
As for the rod of nine hells a summoning wand is what I think of with that you could summon the flying books from Twilight forest or undead soldiers or whatever. that last spell I really would love to see is from your old warps seals, I think from tc2 to me it would be a great upgrade from the portable hole. making a portal system in your base to tp around with just feels like the kind of thing a mage would do I mean who uses doors anyways.
Once more these are just idea because I love your mod things I would put into a mod if I could/ when I can. your mod makes me want to learn how to mod and even if you do none of these things I will still always ALWAYS keep an eye out for what you are doing next. What you have made is a muse have for minecraft I just hope you like any of my things listed
On the subject of Invasive/non-invasive taint: Perhaps there should be two types of taint.
One aggressive and invasive, Created from accidents or extensively damaging the aura. It spreads and acts as taint currently does.
The other, Docile and non-invasive, Having already metastasized to an semi-stable equilibrium. Found "naturally" spread across the world.
This "stable" form of taint would not actively spread and be relatively peaceful unless disturbed. It additionally offers a unique ecosystem that its more aggressive counterpart doesn't.
It also possess a more concentrated variant of taint, Along with various monstrous creatures born from its presence.
And, Perhaps, If the aggressive one is allowed to run wild for a sufficient amount time it could eventually stabilize and form the docile one.
I never said anything about not having a price for either path. You choose which price you are willing to pay ... or you decline to pay either, and must content yourself with only touching the fringes of either path.
I always thought the idea of diamond armor was rather silly, but it's Minecraft canon. Canonical or not, though, I always saved my diamonds for things that really needed them. In particular, given the choice of diamond armor or Thaumium Fortress, I will wear the Thaumium Fortress every time. Not only because it's really fantastically good armor, without being ridiculously over the top (I've seen mods create weapons and armor with infinite durability, for example) but because it looks awesome.
If you plan to do a ground-up rewrite (without updating TC5 to the newest minecraft version) I would hope you release the source code of thaumcraft 5 to the community- similar to what greg did with Gregtech 5, handing it off to blood asp so he could write GT6. This "Thaumcraft 5 unofficial" could be continued and updated by the community, perhaps allowing a 1.10 version of thaumcraft for the (presumably long) while until TC6 is in a fully playable state. I hope you consider my suggestion.
-Joel
I don't really like the idea of docile taint myself, but I do think taint (and ways of fighting it) should be expanded on in tc6.
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016