The Meaning of Life, the Universe, and Everything.
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12/26/2010
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Minecraft:
LunariusH
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[18:45:40] [Client thread/ERROR] [FML]: The mcmod.info file in TaintedMagic-1.1.6.4.jar cannot be parsed as valid JSON. It will be ignored
com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 7 column 5
A minor error, but somewhat irritating. Just letting you know it exists.
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
Modification in terms of armor is not very good ( ihorium armor is much better) , but Tainted Magic the most powerful weapon in Thaumcraft[/b] (sorry from my English)
Modification in terms of armor is not very good ( ihorium armor is much better) , but Tainted Magic the most powerful weapon in Thaumcraft (sorry from my English)
Well it's got the highest runic shielding and speed boosts (it's kind of insane how fast it is) I've seen. Attack power is really important though, on hardcore modpacks the best defence is good offence. That's why the ars wizards can do dungeons and me using the combined defenses of 3 magic mods cannot
Well it's got the highest runic shielding and speed boosts (it's kind of insane how fast it is) I've seen. Attack power is really important though, on hardcore modpacks the best defence is good offence. That's why the ars wizards can do dungeons and me using the combined defenses of 3 magic mods cannot
Wizard hats off to those cheeky little ars initiates.
Here's an idea. What about a staff that has a slightly lower physical attack, but compensates by having an effect on physical attacks depending on the focus equipped? So for the fire and efreet's flame foci, physical attacks set the target on fire, frost focus slows them, shadowbeam does piercing damage, pech's curse poisons, etc.
Alternately, permanently imbue a focus into the staff, granting a permanent status effect for physical attacks, consuming the focus in the process.
And yes, I did get this idea from Shattered Pixel Dungeon.
In the first screenshot (denoting the add-on works with other add-ons), you have a fireplace with green fire in it. Is that from Vanilla TC, your mod or another ne?
Mod sounds cool, Taint is always fun I wish I could live in a Tainted biome =3
The green fire is floo fire from floocraft, one of my favourite travel mods :3
Would it require some possible cross-mod integration to make the Magia Naturalis Dark Crystal Goggles and one of the Tainted Magic Fortess Helms? I tried it, but they didn't combine. (I tried the infusion.)
Plus, I'm sure you've heard this before, but can you possibly add a focus for the red elctric-y projectiles that the hooded cultists shoot at you? c:
I would add it myself when I get into my mod, but I've been too busy for coding, lately...
well it would still look almost exacltly the same as earth shock just different color and homing. there is also fireball.
The Cultist Spell is similar to both, yet neither. It has the appearance of Earth Shock, but without the AoE effect. It has the color and explosiveness of Fireball, but it is homing instead of a simple projectile, with additional electric effects on it.
If it were to be craftable, it should use a Shock focus, a Flame focus, and either a Nine Hells or a Pech's Curse focus.
I'm especially interested in the homing part; Primal focus goes to the closest target, but the fire bats attack the mod you're pointing at. The problem (for me I guess) is just that they aren't incredibly powerful. The cultist spell homes in (I'd assume, if it were integrated) on a target you're pointing at. That's why I would think it would be good; a more powerful homing projectile.
I actually suggested this "cultist red ball focus" quite a while back, but the only update I remember was that Yorke was having trouble getting the entity to function properly.
I actually suggested this "cultist red ball focus" quite a while back, but the only update I remember was that Yorke was having trouble getting the entity to function properly.
Indeed. But, unfortunately, I have not had much time for coding lately
what about a new wand focus (for when theres time): death pulse. basically, it would shoot out a projectile/beam like the one from the terra blade from botania, but it would be shorter and it would be the color of damage potions, it travels kinda slow but the cooldown is less than a second, meaning that it would be kinda spammy, but do a little bit of damage, making it useful for preventing your oppenent from coming near you. a upgrade would also make it so that the pulse does more damage the higher the health is, and would move faster, but when the targets health is low, it would do less damage and move slower. the name would be death grasp. the second upgrade is devastation wave. it would shoot out a multitude of death pulses, but they would do a little amount of damage. but the pulses move very quickly and they would have a 1 block radius.
How did the thaumium katana end if I may ask? From the two screenshots we saw they looked quite finished. And they looked. Awesome.
Lol... the graphics looked finished, they had zero function whatsoever, and their animations didn't work either. Didn't work like a sword, sheathe / unsheathe was buggy and rendered through body, the saya (sheathe) would go through you when you hit stuff.. etc, etc. needs a LOT of work and time I don't have.
what about a new wand focus (for when theres time): death pulse. basically, it would shoot out a projectile/beam like the one from the terra blade from botania, but it would be shorter and it would be the color of damage potions, it travels kinda slow but the cooldown is less than a second, meaning that it would be kinda spammy, but do a little bit of damage, making it useful for preventing your oppenent from coming near you. a upgrade would also make it so that the pulse does more damage the higher the health is, and would move faster, but when the targets health is low, it would do less damage and move slower. the name would be death grasp. the second upgrade is devastation wave. it would shoot out a multitude of death pulses, but they would do a little amount of damage. but the pulses move very quickly and they would have a 1 block radius.
Sounds very, very cool. When I pick up the project again for work this will be on my list.
Just a few things I've noticed while using the mod, it seems like shadow ore spawns far too commonly that it's making up most of the ore I find underground and the crimson fabric seems to have two recipes with the exact same crafting shape? The crimson cultist hood and the crimson cloth caps, I mean, you can get around this if you use the upper half of the crafting grid to get the crimson hood and the lower half for the caps, but most would probably miss this on a first glance, maybe you should use some salis mundis in the recipe like you do for the shadow cloth caps?
What do I need to scan/research in order to unlock the Voidwalker's Sash of Runic Shielding?
I think you need to study the opening of the eyes.
I encounter this crash at random on the latest build of this mod:
http://pastebin.com/FwDxVGtX
com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 7 column 5
A minor error, but somewhat irritating. Just letting you know it exists.
After a while thinking about this, I would like to see the Blade of primal corruption be a soulbound relic like the warped eye.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
Modification in terms of armor is not very good ( ihorium armor is much better) , but Tainted Magic the most powerful weapon in Thaumcraft[/b] (sorry from my English)
Well it's got the highest runic shielding and speed boosts (it's kind of insane how fast it is) I've seen. Attack power is really important though, on hardcore modpacks the best defence is good offence. That's why the ars wizards can do dungeons and me using the combined defenses of 3 magic mods cannot
Wizard hats off to those cheeky little ars initiates.
Here's an idea. What about a staff that has a slightly lower physical attack, but compensates by having an effect on physical attacks depending on the focus equipped? So for the fire and efreet's flame foci, physical attacks set the target on fire, frost focus slows them, shadowbeam does piercing damage, pech's curse poisons, etc.
Alternately, permanently imbue a focus into the staff, granting a permanent status effect for physical attacks, consuming the focus in the process.
And yes, I did get this idea from Shattered Pixel Dungeon.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The green fire is floo fire from floocraft, one of my favourite travel mods :3
Would it require some possible cross-mod integration to make the Magia Naturalis Dark Crystal Goggles and one of the Tainted Magic Fortess Helms? I tried it, but they didn't combine. (I tried the infusion.)
Plus, I'm sure you've heard this before, but can you possibly add a focus for the red elctric-y projectiles that the hooded cultists shoot at you? c:
I would add it myself when I get into my mod, but I've been too busy for coding, lately...
well it would still look almost exacltly the same as earth shock just different color and homing. there is also fireball.
The Cultist Spell is similar to both, yet neither. It has the appearance of Earth Shock, but without the AoE effect. It has the color and explosiveness of Fireball, but it is homing instead of a simple projectile, with additional electric effects on it.
If it were to be craftable, it should use a Shock focus, a Flame focus, and either a Nine Hells or a Pech's Curse focus.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I'm especially interested in the homing part; Primal focus goes to the closest target, but the fire bats attack the mod you're pointing at. The problem (for me I guess) is just that they aren't incredibly powerful. The cultist spell homes in (I'd assume, if it were integrated) on a target you're pointing at. That's why I would think it would be good; a more powerful homing projectile.
I actually suggested this "cultist red ball focus" quite a while back, but the only update I remember was that Yorke was having trouble getting the entity to function properly.
Indeed. But, unfortunately, I have not had much time for coding lately
what about a new wand focus (for when theres time): death pulse. basically, it would shoot out a projectile/beam like the one from the terra blade from botania, but it would be shorter and it would be the color of damage potions, it travels kinda slow but the cooldown is less than a second, meaning that it would be kinda spammy, but do a little bit of damage, making it useful for preventing your oppenent from coming near you. a upgrade would also make it so that the pulse does more damage the higher the health is, and would move faster, but when the targets health is low, it would do less damage and move slower. the name would be death grasp. the second upgrade is devastation wave. it would shoot out a multitude of death pulses, but they would do a little amount of damage. but the pulses move very quickly and they would have a 1 block radius.
[/pre]
Lol... the graphics looked finished, they had zero function whatsoever, and their animations didn't work either. Didn't work like a sword, sheathe / unsheathe was buggy and rendered through body, the saya (sheathe) would go through you when you hit stuff.. etc, etc. needs a LOT of work and time I don't have.
Sounds very, very cool. When I pick up the project again for work this will be on my list.
No clue, have not worked on it since last update.
Just a few things I've noticed while using the mod, it seems like shadow ore spawns far too commonly that it's making up most of the ore I find underground and the crimson fabric seems to have two recipes with the exact same crafting shape? The crimson cultist hood and the crimson cloth caps, I mean, you can get around this if you use the upper half of the crafting grid to get the crimson hood and the lower half for the caps, but most would probably miss this on a first glance, maybe you should use some salis mundis in the recipe like you do for the shadow cloth caps?
Other than that, loving this addon.