Sidenote: Wisps should act as guardians of nature. Perhaps wisps spawn if the flux is at one of the two extremes. If flux is low, then they are peaceful. If not...
I actually like the idea of a higher wisp spawn rate. In a multiplayer server my friend runs, those things just make me paranoid as all get out due to wisp spawners in the obsidian totem collection areas, yet there's still a few peaceful ones that swing by and scope out place out. I'm constantly on alert though because i can't tell the friendlies from the baddies.
....Speaking of wisps, what if there was a tier of research that actually let you create your own wisps? like say...it took three full jars of whatever essentia you wanted the wisp to be, plus the life and whatnot that golems need to be created, combined with a dull shard to house all that would-be sentient magic. you'd click on a spot on the ground, and the newly created wisp would come to life, bringing the effects of its essentia to the area.
May I make some suggestions for new pieces of research?
Though TC3 has a marvelous research tree when it comes to useful and important things, I do miss the little things you could research from TC2, such as that one-use item made from Amber that turned it into daytime whose-name-escapes-me.
I'd love to see TC3 get more of these kinds of unnecessary but fun things, and I had a few suggestions myself.
1. Gold and Leather items can get a researchable Repair enchantment:
Advanced Repair Enchantments
Though you have easily been able to apply Repair enchantments to magical substances such as Thaumium and Enchanted Fabric, the art of giving more mundane substances the ability of self-repair has evaded you, until now.
After some research, you have discovered that items made from Leather and Gold can also be imbued with the Repair enchantment. Though perhaps not preferable to self-repairing Thaumium armors, it does give a fashion-conscious Thaumaturge more options when choosing what to wear.
2. An item that can give extra XP when breaking Mob Spawners, and that can be used as a weak melee:
Experience Scoop
When using this device to break Monster Spawners, you gain 4 times the normal amount of Experience, at the cost of creating a small amount of Flux in the local Aura. It can also be used to bludgeon Monsters to death, feeding off of their Experience to repair itself, though still leaving plenty for you.
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The best reply to the above is probably "Shut up, you fool!"
Is it just me, or are you ALWAYS the first one to comment on any of Azanor's new threads?
Thoughts on Proposed Changes to WorldGen and Aura
Anyways, let me just say that while I really like the idea of viz nodes and local auras, I would also LOVE to see some of the TC1-like structures come back. Discovering those structures and their functions was one of the best parts of TC1. And I absolutely adore the idea of storing essentia inside your body for use in Thaumomancy; always going back and forth between chests just to make your cool new equipment is just the worst. I also would love to have TC2's "viz/taint" dichotomy come back. Taint was great because it provided more of a challenge once you had high-level gear. Lastly, if you add some form of spellcasting, I'd love to see some sort of flying. I love the way TC2 did it with the Sword of the Zepher.
Ruminations on Aspects
As for the Aspect problem, I think getting rid of some of the more similar aspects; the plant-related ones are a good example. Magic and Aura, and maybe Flux could be combined. Fire and Destruction; Stone and Dirt; Weapon, Armor and Tool; all sets that could be combined into single aspects.
I think storing essentia inside your body would be great for research; just select which essentia to use from a list instead of using items. I made this a larger font because I think it's more important than the rest of my post.
Lastly, I would like to sincerely apologize for that large, space-consuming bit up there. I just really think it's a great thought and that Azanor and others might like to have it for consideration. That being said, I haven't read the whole thread, so I doubly apologize if I'm not the first one to think of this. I promise I will never make such large font again, unless I have a comparably awesome thought.
I for one think cutting down the aspects is a good idea. Lowering them down to say 10-15 wouldn't be a bad idea. As far as research, I wouldn't mind seeing a kind of exploration to the mix. For example, say you want to research Ignis. You could mining or crafting items with that aspect. You could collect research with your "experience" with the aspect. However, you could always go with adding a mini game of sorts (I don't know of any good examples), or you could do something wager an item for the experience.
I'd say keep the nodes, but re-purpose them. Maybe turn them into places of power, where it's easier to do magic, or spell-casting. I did like the corrupted nodes in the temples, maybe give the player incentive to purify it, make it better. Kind of like a quest for the player (Maybe if you add the RPG elements).
So, what if you implemented something similar to Doodle God (the flash game, google it) where you start with knowing only a few key elements, and only by experimenting and mixing the few, do you find the rest.
So I have been doing a lot of thinking and messing about this past week and this is what I'm thinking of doing so far.
IMPORTANT: I'm still in the design and planning stages so none of this is set in stone.
Aspects
I've both reduced the number of aspects and increased them. Whaat?!
I'm reducing the number of aspects to 8, namely Air, Earth, Fire, Water, Positive, Negative, Order, Chaos.
These are called the Primal (or Primordial) Aspects.
Taking inspiration from Pyro27 and his Doodle God idea you can then get derived aspects by combining those aspects together. For example you get Light from Positive and Fire. These combinations get more and more complex as you get continue combining these aspects. In theory the number of aspects are limitless.
However the Primal aspects are the only thing that you use to power your magical doodads and spells and when you break down items you only get primal aspects... at least initially.
Look, a kindly, broad request to everyone; please do not post unless you've either 1) actually played thaumcraft 3 or 2) used the search feature
Rollback Post to RevisionRollBack
"An optimist will tell you that your glass is half-full. A pessimist will tell you that your glass is half-empty. A process engineer will tell you that your glass is twice as large as it should be."
1.I think Changing reaserch is a great idea maybe you can add things that you have to research to make research easier like maybe you could add something that makes you use your eyes a bit more. 2. I like the idea of instead of spell casting you customize your wand.
Wait, your adding what is essentially different kinds of mana? Does this mean...
Yes. I'm adding spellcasting. One of the research trees I'd like to add will be all about casting spells. I'm going to remove all the various elemental wands and you will just have the basic casting wand that currently exists, which you will use for all your various spells and such. For example, instead of having a Wand of Fire, you will research how to cast the same effect through your normal wand.
I have resisted adding spellcasting for ages, but since the whole idea of TC3 was to move away from the tech mod concept spellcasting does feel like an obvious way to do it.
The magi-punk idea of TC will remain however - that is a big part of the mod and I will never get rid of it. Also I have now coined the phrase magi-punk. Your welcome.
Can the regular wands remain? To hand out to the "commoners" who can't spell cast but like the wands such as the wand of equal trade and such?
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I like helping others when it suits me. I also tend to ramble. I try to be nice but there will always be "that guy" who angers me. If I directed it at you by mistake, I'm sorry. If I offend you, please tell me. I strive to be a good person. I'll help you if you respect me.
Some great ideas you got there, i like them but please dont get rid of the nodes its really cool and makes the mod look really nice and thats what drew my attention to the mod please dont get rid of those and im playing in 1.5 so im waiting for update but yea great ideas with new spells
Im for most if not all of what you proposed! One thing i would like to see, is some eldrich creatures, maybe some bosses or even another dimension!( a hole dimension might be asking for a lot tho XD).
Let me know what you think if you can, and keep up the good work!
Note: I haven't read the previous posts (too much time consuming) so if I say something that has already been mentioned know that it wasn't my attention.
Azanor if you wanna make the research more fun and less resource consuming why don't you make it more "3D" like this for example:
When I first seen your new research system I immediately thought about life force (Qi) and how every element in this world has it's own different force. To add to this, the grid that your aspects make is like Feng shui arranging of space, so I thought what if instead of doing this in a table you could do this in the world, in "3D"? Lets say that the mossy cobble wall elements are the pilars on which you should place the items (log, string, cobble etc) and in the middle to be somewhat scroll holder altar thingy. Now I still don't have an idea how much pillars should be included but if this idea is accepted (doubt it) I will do my best to figure out. I am pretty sure in one thing only and that is that Fire,Water,Air and Earth should have a place but you could probably just place them near the altar (maybe some Wu Xing will help here). So, you have placed some items like Oak log, Sugarcane, Spider eye and Arrow, then place an empty scroll in your (more like on) altar and with your Wand of Elements (I just thought that out) click on Fire, Water, Air or Earth. This will activate an animation and you need to click on a corresponding material with your wand. Click on next element and so on. Each element will glow in different color towards it's materiall (Fire to Arrow, Water to Sugarcane, Air to Spider eye and Earth to Oak log - just an example). Now that we have all elements joined (don't need to be all four activated and you will not need all different materials) we need to determine the order of things. By pointing your wand on a material (and holding a mouse key) you will feel an energy and when replacing the order the energy will be more powerful or weaker depending on whether or not you are doing it right.
I have plenty of ideas on how to further develop this but I don't know if you are interested Azanor and also the people that use your mod. So if something is needed I will be more than glad to chip in and help.
Note: I haven't read the previous posts (too much time consuming) so if I say something that has already been mentioned know that it wasn't my attention.
Azanor if you wanna make the research more fun and less resource consuming why don't you make it more "3D" like this for example:
When I first seen your new research system I immediately thought about life force (Qi) and how every element in this world has it's own different force. To add to this, the grid that your aspects make is like Feng shui arranging of space, so I thought what if instead of doing this in a table you could do this in the world, in "3D"? Lets say that the mossy cobble wall elements are the pilars on which you should place the items (log, string, cobble etc) and in the middle to be somewhat scroll holder altar thingy. Now I still don't have an idea how much pillars should be included but if this idea is accepted (doubt it) I will do my best to figure out. I am pretty sure in one thing only and that is that Fire,Water,Air and Earth should have a place but you could probably just place them near the altar (maybe some Wu Xing will help here). So, you have placed some items like Oak log, Sugarcane, Spider eye and Arrow, then place an empty scroll in your (more like on) altar and with your Wand of Elements (I just thought that out) click on Fire, Water, Air or Earth. This will activate an animation and you need to click on a corresponding material with your wand. Click on next element and so on. Each element will glow in different color towards it's materiall (Fire to Arrow, Water to Sugarcane, Air to Spider eye and Earth to Oak log - just an example). Now that we have all elements joined (don't need to be all four activated and you will not need all different materials) we need to determine the order of things. By pointing your wand on a material (and holding a mouse key) you will feel an energy and when replacing the order the energy will be more powerful or weaker depending on whether or not you are doing it right.
I have plenty of ideas on how to further develop this but I don't know if you are interested Azanor and also the people that use your mod. So if something is needed I will be more than glad to chip in and help.
I would love to see a return of the terrain effects from taint back in the days but with an easier way to control the spreading. I had so much fun messing and testing with the tainted areas.
I would love to see a return of the terrain effects from taint back in the days but with an easier way to control the spreading. I had so much fun messing and testing with the tainted areas.
PFFFF, don't be a *****! Easier way to control the spreading would make everything too easy! HARDCORE!
Note: I haven't read the previous posts (too much time consuming) so if I say something that has already been mentioned know that it wasn't my attention.
Azanor if you wanna make the research more fun and less resource consuming why don't you make it more "3D" like this for example:...
So you put materials on the ground instead of research table? I already have enough running around between chests and now I will have to design the materials on the ground in the correct way? No. That would make researching way too time consuming and difficult.
I have followed thaumcraft almost from the begining and just wanted to say, TAINT was the best part of the mod. Really missed it in the newer versions. Taint added a chalenge to the game. Now flux is not scary at all. I have my house near a dark node and is always tainted but I have played more than 90 mc days there (on hardcore) and still havent died . Really wish a taint-like thingy will be added.
As for the aspects, only lowering the amount of aspects, would make research to eaasy. You could add a compination of aspects and artifacts , that would drop from mining certain ores or from mobs, for example as the zombie brains drop from angry zombie, or if you mined diamond there would be a small chance an research item would drop.
Nodes have a very nice system with them. Liked it. Dont really want to see them removed.
I have followed thaumcraft almost from the begining and just wanted to say, TAINT was the best part of the mod. Really missed it in the newer versions. Taint added a chalenge to the game. Now flux is not scary at all. I have my house near a dark node and is always tainted but I have played more than 90 mc days there (on hardcore) and still havent died . Really wish a taint-like thingy will be added.
As for the aspects, only lowering the amount of aspects, would make research to eaasy. You could add a compination of aspects and artifacts , that would drop from mining certain ores or from mobs, for example as the zombie brains drop from angry zombie, or if you mined diamond there would be a small chance an research item would drop.
Nodes have a very nice system with them. Liked it. Dont really want to see them removed.
make a public server
wait 2-3 days
world full of taint
???
profit! (or not)
Rollback Post to RevisionRollBack
Sorry about my english, my native language is spanish!
If you put 20$ in a box, I put 20$ in the box too and then I sell you the box for 30$, we both make a 10$ profit, right?
For me, Thaumcraft is one of the mods in the FTB pack that I play that feels 'minecraft-y', along with bees and the Twilight Forest, and I am really hoping that Thaumcraft continues to be that way.
As high on the priority as mechanics are, I would like to see a little world-gen. I am personally a fan of crystals (so cool!) - they were really attractive to me as part of the mod, and I think it would be awesome if they were a little more prominent. Now, on the minecraft wiki, under upcoming features, there used to be an idea where they would add crystalline caves. That idea isn't there anymore, but I think it would be very appropriate (and amazing) for this mod to have it. The crystals would give off light and be harvestable, but I haven't thought about it much more beyond that.
Regarding the aura and vis stuff I've noticed a lot of suggestions of 'eldritch' and beings from another place. Thaumcraft could include a dimension similar to the Far Realms described in D&D. It would have floating islands similar to the End, with alien, cthulu-like mobs, and there would be no gravity so the player would travel in the direction he is looking. On the Overworld, if the taint or the flux gets too high in a certain aura node, a small rift would form between it and the other dimension, temporarily allowing the cthulu-like beings to come through and wreak havoc on the Overworld. That could also be used to create a permanent portal if the player wanted to, you know, for scie...er...research!
I actually like the idea of a higher wisp spawn rate. In a multiplayer server my friend runs, those things just make me paranoid as all get out due to wisp spawners in the obsidian totem collection areas, yet there's still a few peaceful ones that swing by and scope out place out. I'm constantly on alert though because i can't tell the friendlies from the baddies.
....Speaking of wisps, what if there was a tier of research that actually let you create your own wisps? like say...it took three full jars of whatever essentia you wanted the wisp to be, plus the life and whatnot that golems need to be created, combined with a dull shard to house all that would-be sentient magic. you'd click on a spot on the ground, and the newly created wisp would come to life, bringing the effects of its essentia to the area.
Though TC3 has a marvelous research tree when it comes to useful and important things, I do miss the little things you could research from TC2, such as that one-use item made from Amber that turned it into daytime whose-name-escapes-me.
I'd love to see TC3 get more of these kinds of unnecessary but fun things, and I had a few suggestions myself.
1. Gold and Leather items can get a researchable Repair enchantment:
Advanced Repair Enchantments
Though you have easily been able to apply Repair enchantments to magical substances such as Thaumium and Enchanted Fabric, the art of giving more mundane substances the ability of self-repair has evaded you, until now.
After some research, you have discovered that items made from Leather and Gold can also be imbued with the Repair enchantment. Though perhaps not preferable to self-repairing Thaumium armors, it does give a fashion-conscious Thaumaturge more options when choosing what to wear.
2. An item that can give extra XP when breaking Mob Spawners, and that can be used as a weak melee:
Experience Scoop
When using this device to break Monster Spawners, you gain 4 times the normal amount of Experience, at the cost of creating a small amount of Flux in the local Aura. It can also be used to bludgeon Monsters to death, feeding off of their Experience to repair itself, though still leaving plenty for you.
Is it just me, or are you ALWAYS the first one to comment on any of Azanor's new threads?
I think storing essentia inside your body would be great for research; just select which essentia to use from a list instead of using items. I made this a larger font because I think it's more important than the rest of my post.
Lastly, I would like to sincerely apologize for that large, space-consuming bit up there. I just really think it's a great thought and that Azanor and others might like to have it for consideration. That being said, I haven't read the whole thread, so I doubly apologize if I'm not the first one to think of this. I promise I will never make such large font again, unless I have a comparably awesome thought.
I'd say keep the nodes, but re-purpose them. Maybe turn them into places of power, where it's easier to do magic, or spell-casting. I did like the corrupted nodes in the temples, maybe give the player incentive to purify it, make it better. Kind of like a quest for the player (Maybe if you add the RPG elements).
*facepalm*
Look, a kindly, broad request to everyone; please do not post unless you've either 1) actually played thaumcraft 3 or 2) used the search feature
Can the regular wands remain? To hand out to the "commoners" who can't spell cast but like the wands such as the wand of equal trade and such?
If I directed it at you by mistake, I'm sorry. If I offend you, please tell me. I strive to be a good person. I'll help you if you respect me.
I LIKE NODES
Let me know what you think if you can, and keep up the good work!
electro-
Azanor if you wanna make the research more fun and less resource consuming why don't you make it more "3D" like this for example:
When I first seen your new research system I immediately thought about life force (Qi) and how every element in this world has it's own different force. To add to this, the grid that your aspects make is like Feng shui arranging of space, so I thought what if instead of doing this in a table you could do this in the world, in "3D"? Lets say that the mossy cobble wall elements are the pilars on which you should place the items (log, string, cobble etc) and in the middle to be somewhat scroll holder altar thingy. Now I still don't have an idea how much pillars should be included but if this idea is accepted (doubt it) I will do my best to figure out. I am pretty sure in one thing only and that is that Fire,Water,Air and Earth should have a place but you could probably just place them near the altar (maybe some Wu Xing will help here). So, you have placed some items like Oak log, Sugarcane, Spider eye and Arrow, then place an empty scroll in your (more like on) altar and with your Wand of Elements (I just thought that out) click on Fire, Water, Air or Earth. This will activate an animation and you need to click on a corresponding material with your wand. Click on next element and so on. Each element will glow in different color towards it's materiall (Fire to Arrow, Water to Sugarcane, Air to Spider eye and Earth to Oak log - just an example). Now that we have all elements joined (don't need to be all four activated and you will not need all different materials) we need to determine the order of things. By pointing your wand on a material (and holding a mouse key) you will feel an energy and when replacing the order the energy will be more powerful or weaker depending on whether or not you are doing it right.
I have plenty of ideas on how to further develop this but I don't know if you are interested Azanor and also the people that use your mod. So if something is needed I will be more than glad to chip in and help.
Cheers
This would be quite cool! I like it!
Be even more amazing if you could research entities -- researching creepers would be fun. And rage-inducing, but fun.
PFFFF, don't be a *****! Easier way to control the spreading would make everything too easy! HARDCORE!
So you put materials on the ground instead of research table? I already have enough running around between chests and now I will have to design the materials on the ground in the correct way? No. That would make researching way too time consuming and difficult.
make a public server
wait 2-3 days
world full of taint
???
profit! (or not)
As high on the priority as mechanics are, I would like to see a little world-gen. I am personally a fan of crystals (so cool!) - they were really attractive to me as part of the mod, and I think it would be awesome if they were a little more prominent. Now, on the minecraft wiki, under upcoming features, there used to be an idea where they would add crystalline caves. That idea isn't there anymore, but I think it would be very appropriate (and amazing) for this mod to have it. The crystals would give off light and be harvestable, but I haven't thought about it much more beyond that.
Regarding the aura and vis stuff I've noticed a lot of suggestions of 'eldritch' and beings from another place. Thaumcraft could include a dimension similar to the Far Realms described in D&D. It would have floating islands similar to the End, with alien, cthulu-like mobs, and there would be no gravity so the player would travel in the direction he is looking. On the Overworld, if the taint or the flux gets too high in a certain aura node, a small rift would form between it and the other dimension, temporarily allowing the cthulu-like beings to come through and wreak havoc on the Overworld. That could also be used to create a permanent portal if the player wanted to, you know, for scie...er...research!