Third --- No Nether Stars. Please, no Nether Stars. Repetitive grinding through an average of 120 Wither Skeletons to get a single Nether Star is the antithesisof what makes Minecraft fun. Make no mistake, TC endgame content should be extremely difficult, but it shouldn't be drudgery---and drudgery, thy name is Wither-grinding. A difficult and dangerous sequence of steps---a real mad-magic experiment, fraught with risk, requiring planning, preparation, steady progress and lots of lightning---could have as its end result a powerful crystal-ma-bob-a-jig that stands in for the Nether Star in TC endgame content. (I swear, those Nether Star recipes were a brick wall to me: one look, "hells no!... Maybe I'll invent some convoluted process that, upon completion, will let me give myself permission to cheat one in...")
Fourth --- A minor point, and I know it's a critique of something that's been in TC for awhile... but ... why include a plant that makes Blaze Powder easier to acquire than Cactus Green? Dramatically changing the rarity of a vanilla item adversely impacts other mods that rely on that rarity to ground their own balance---and, since ThaumCraft doesn't use Blaze Powder, it doesn't seem especially necessary to risk that collateral damage. (And yeah, I'm harping on pahimar regarding EE3's 4x Iron Ingot = Ender Pearl recipe for the same reason.) Perhaps you could include a toggle in the config that makes Cinderpearl always drop as the plant (like with Shears), rather than the powder? Because the flower itself is gorgeous.
Oh yes please, these things, yes. These are things that I have been thinking a lot lately too.
Maybe make Cinderpearl flowers each be really useful for crafting Nitor, too? I mean, have them have the same aspects you need for Nitor, in the same ratio. (If maybe not in the same amount. You could need two Cinderpearls to make one Nitor, or three Cinderpearls to make two, or, you know, whatever.)
What about making the Aura a personal thing, unique to each player, defined by the Aspects that player has had the most exposure to? These individual Auras could then interact with Aspect-themed blocks in the world (call 'em "loci" for now); the interactions between players' Auras and nearby loci could then create all the fun Flux effects we've come to love---and more.
Basically, each player's Aura is a record of the Aspects they're most "infused" with, giving each player a unique Aspect fingerprint. The nature of a player's Aura determines what happens when they approach a locus of a certain Aspect: Someone with a lot of Visum in their personal Aura might find themselves enjoying a night vision buff when they come in range of an Luxlocus... but someone who's been practicing too much Tenebris might suffer blindness or tunnel vision (think pumpkin head overlay) in the same place. A few things really excite me about this:
Two people standing side-by-side could have wildly different experiences, as in the example given above. Considering the vast range of possible Aura effects, this could get really fun: "Why are you going that way? That's a cliff!""I'm.... it's... oh no, I'm being blown! Ack! I KNEW I shouldn't have spilled all that Aur-AAAAAAaaaaaah.....")
This system could be entirely amoral: An "evil wizard" who's attuned themselves to Malum, Mutatio and Mortuus might be able to walk safely into places that would be very dangerous to anyone else... but getting too close to a Silverwood Tree might set him on fire. A "mad scientist" who recklessly hurls Fractus and Potentia around might have to endure the odd lightning strike... unless he's near a Potentia loci, which harmonizes with his Aura to grant him lightning-immunity. (Important aside: The object here isn't to make reckless/dangerous thaumaturgy safe, but to make these various paths more appealing... by giving that mad scientist a few fun perks to make up for the fact that his lab just exploded for the fifth time this week.)
Setting up shop around a locus that's tuned to your Aura would enable some really fun base defense/improvement mechanics: That evil wizard might build his base over a strong Mortuus loci, where his similarly-corrupt Aura keeps him safe and sound in a home that would be deadly for anyone else. A mad scientist thaumaturge might saturate his Aura with Fractus, then build his lab over a Fractus loci---and enjoy some measure of protection from the explosive consequences of his work.
Pretty much all of the more sweeping effects of the current system could be implemented here, by triggering things like storms, angry zombies and wisp-spawning off of the interactions between player-Auras and the loci they come within range of.
I'm not a technical expert, but I suspect these "loci" would cause less lag---they'd be more reactive, similar to vanilla Spawners (with a longer range) rather than a world-spanning network of interconnected nodes. And a "player-focused" Aura would make the ThaumCraft experience easier to understand and control in SMP, removing some of the confusion when figuring out whether an uptick in Flux is your fault or someone else's. Finally, if the natural/derived Aspects idea appeals to you, the number of different loci wouldn't have to be high: only the natural Aspects would need to be represented, with derived Aspects being associated with their source Aspect (e.g. an Ignis locus could also count as a Lux and Visum locus). Corrupted Aspects could simply appear in "dark" versions of the basic loci (ditto for Charged and "unstable" loci, possibly).
Now, this DOES sound super complex, I realize. But, that's only because I'm using the current roster of ~50 Aspects for my examples. Given a shorter list---made even shorter if derived Aspects are excluded from the possible types of loci in the world---the range of effects should be much more manageable.
I'm with you on this one, and will buck overwhelming opinion to throw my support behind replacing Vis with Aspects/Essentia. Aspects are wonderfully flavorful and, as I hope I've hinted at above, offer a ton of creative ways to personalize each thaumaturge. I think TC would benefit by focusing on the Aspects system, rather than have to share brainspace with Vis. As a possible compromise, maybe one or more Aspects could be conceptualized as working somewhat like Vis, having more flexibility for powering a wide variety of thaumic devices/undertakings (Praecantatio being the obvious choice)? Of course, using Praecantatio instead of Aer to fling lightning is going to be more risky/costly---maybe using Praecantatio as a substitute for the appropriate Aspect interferes with your Aura; wielding unfiltered magic could randomize some of the Aspects that define you.
This sort of personalization---making each thaumaturge unique---underpins pretty much every suggestion I've been making, and I love it. I'm going to again emphasize the idea for players to have a unique Aura, defined by the Aspects they use most, which governs how the world responds to the thaumaturge's presence through its interaction with Aspect-themed loci. Having flowers bloom in my wake, or being known as the guy who brings storms, or having skeletons treat me as friendly when I return home to my swampy bone-castle would make for some really awesome game experiences, especially in multiplayer.
As for the details, I would advise against raw percentage increases---they're a bit bland and hard to get excited about, from an user's perspective. More qualitative perks are much more appealing, to me at least. E.g. instead of "increase Wand of Fire damage by 20%", something like "Wand of Fire has a chance to make enemies flee", or "Wand of Fire can hold one additional enchantment", or "Wand of Fire can ignite stone" (!) would be MUCH more interesting!
Yes!! Yes, I do like this stuff. I like it very much indeed.
(For the purposes of this post, I'll refer to these aspect-based quirks as Anomalies.)
I've been going back and forth about an idea I've been toying with--specifically, about whether it would be too forward for me to actually propose it here--but since it dovetails so well with what you're suggesting, here it is:
I think it would be awesome if part of the Thaumcraft research-and-crafting process were about trying to isolate aspects out of items whose aspect compositions are too complex, too specific, too cluttered with extra unwanted aspect associations?
The easier to implement way could just give you some unpredictable, unhelpful random flux when you make items out of raw materials that are extra-aspect-heavy; you could be able to mitigate this with filtering equipment, better wands and crafting stations and so on, better raw materials, and of course just straight-up more research. (Each of the big Theory research items could naturally make you better at mitigating aspect creep.)
On the harder to implement way, you could have aspect-based item Anomalies creep into the items you make--like Eunomiac suggested above! For instance,
If your character's current Wand of Fire schematic gets its Fire from coal, you're going to get a huge amount of Earth in there too--which is going to make the wand hit harder and knock back more, but also work much, much more slowly, and be more affected by gravity, and more easily stopped when it makes contact with a physical obstacle (like, if the projectile comes within X+1 inches of the object's center, rather than only X inches, you know?).-
-If your character's current Wand of Fire schematic gets its Fire from gunpowder... well, for one thing, you're going to have to use a lot of gunpowder and the wand is going to be weaker in general, because gunpowder doesn't have a lot of Fire in it; gunpowder is mostly things like Fractus and Volatility and Potential Energy and, to get really specific, Explosions. But the Wand will also have a lot of other weird nonsense associated with it: that extra Volatility will give it more variable damage, as well as making it (more easily) breakable and giving it a chance of just plain blowing up in your face when you try to use it. That extra Explosions will give it a chance of causing weak explosions where it hits. And that Fractus aspect will make it do a little damage to blocks--which is of course cool but also a serious drawback, because you care about the state of your windowpanes a lot more than the enemy does--and leave it more prone to exploding in your face, a chance which would of course stack with the one it gets from Volatility.-
-If your character's Golems use a ton of zombie brains, you're going to have a lot of Malice (or Malus, or Malevolence, or whatever other unsavory aspects you would expect from zombie brains) in there as well, and you just know how badly that's asking for trouble. The only question is which type of critical failure will strike first--will it be possessed by a malevolent spirit and go on a rampage? Will a malevolent spirit explode out of it and then go on a rampage? Or will it be possessed by a malevolent spirit and go on a rampage andthen have that malevolent spirit explode out of it and go on another rampage as soon as you manage to kill the golem itself? Who knows!
In addition to the stuff I mentioned in the easier-to-implement path, this path could also include the ability to research individual aspects more and more; as you grow more knowledgeable about Stone, not only would you open up new tech tree paths that build on your mastery of Stone, and use the Stone aspect more efficiently in alchemy, but you could also learn how to choose which Stone anomalies to include in any magic items you make--to exclude from them the anomalies you find detrimental, and to imbue them with the ones you find especially cool. If you master Stone enough, you might decide to start throwing extra Stone into your items just to get the advantages its anomalies could provide!
Ii for one wish there was a way to crystalize aura nodes and take them from mystcraft ages. Or just areas far from my base and bring them home. (Even if it could cause a giant zombie to spawn during the process.
Or a crystal golem that spews out wisps.
I like your tables used for beginning crafting often I just use it as decoration when its a nonactive table. I was wondering if you could or would make chairs that fit the style of the table or even make a kingly or mage-like chair.(I would like to sit and watch my golems work)
Not sure what your plans are but I would like to see a thumcraft thaumium ingot golem. A crystal golem (maybe crystal wisps) other thought would be a quartz golem and redstone blocks golem(thinking about 1.5 no idea on function though)
Also not sure if you have thought of a way to make a thumcraft enchantment table but it would be nice if yours just added a modification that makes the table just use a set of enchants. (Example locks book to sword enchants or armor you would just add a button to depress or scroll wheel in interface books still only give 1 enchant but in a less random way.)
Azanor i couldn't help noticing a golem animation core that had all 4 cores in one when i was editing the textures for a personal texture pack so is that going to be a super golem i also noticed the infuser from tc2 texture in there is that something that might be coming back?
That's okay! I hope it's all right if I post a spelling-corrected version of your post, though, since people tend to just skip over reading things that are hard to read, and spelling difficulties do tend to make things harder to read? So if I do this, it increases the chance that other people--like Azanor!--will hear what you have to say.
Again, though, if you'd rather I not kind of put words in your mouth like this--which would be totally understandable!--just let me know and I'll take this down.
Another "fun" thing would be if wisps could possess golems... More problems from high flux levels!
Evil aspect golems that attack everything and Nature aspect golems that plant stuff everywhere. Also healing aspect golems that heal you? A new research tree for enslaving wisp-possessed golems.
Haha...totally envisioning "fractus" golems. "This unit will self-destruct in 10 seconds..."
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"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."
Like a golem crafting table that a bunch of worker golems can use to craft items after a recipe you gave them.
I would use the out of this. Make a freakin' Santa's Workshop. 'Cept the elves are all made of wood.
Seriously though, anyone else really like the idea of an entire factory manned by golems tirelessly running about producing items to your specifications? I'd also really like it if they could mine or chop down trees in some way, but that's not really expected, especially since we have the mining ray already.
Well, the same worker golems that work with the crafting table could also chop down trees when you give them an axe instead of a building plan.
There could also be added a golem that carries a pickaxe and follows you around.
And when you click on an ore with your wand they will automatically mine it.
A bit like in the Minecraft Minions Mod.
The lumberjacking would be nice, certainly, but has some feasibility issues. I mean, they're half as tall as the player, so they presumably have half the reach, which makes it strange that they'd be knocking out trees 8 to 10 times as tall as them. I'd definitely enjoy the functionality somewhere, but I'm not sure if golems are the place to get it, and I definitely don't want to see just another automated tree farmer. So it's firmly on my list of "amusing ideas, but not actually logical to implement."
Mining golems... I feel like having some sort of functionality would be nice, but I don't think manual designation of blocks is the way to go. After all, with a good pick/shovel you can remove most blocks as fast as you can click them (well, with my reflexes anyway), which means designating would just lead to an unnecessary delay. Plus, the arcane bore already fills that role already. Though, as I'm writing this, I'm having some mild inspiration, so I'm going to try and flesh out the idea now...
Well, the same worker golems that work with the crafting table could also chop down trees when you give them an axe instead of a building plan.
There could also be added a golem that carries a pickaxe and follows you around.
And when you click on an ore with your wand they will automatically mine it.
A bit like in the Minecraft Minions Mod.
i was actually thinking about that today.
1- put golomancy and brain in a jar, under the order aspect for research.
2-the big brain:you use brain in a jar with multiple blocks to create a network that control your golems, ( like a big brain in a jar or multiple brains, that you put in the middle of your golem room to manage there usage, also give a GUI (see the brain patern), to help you color manage what action they order out and for what condition.
3- the casquet:make golem alcove ( with a brain in a jar attached). these casquet would serve when golem are idle or have been ordered on stand by ( see the big brain ). the casquet could be redstone activated, or activated trought psychic wave ( see the big brain). via a gui ( see the brain patern).Having the casquet piston able , we could make it dissapea, and appear only to release or take back its golem. making golem automation easier but with style! ( this could also be a risk if chaos aspect gets out of control, giving way to golems uprising and epic battles agains the big brain.
4- the brain pattern: this could be the brain GUI. you shape it like a brain, and interact with section of the brain to stimultate the type of action you want your golem to do ( vision, mouvement etc...). further research could lead to essence infusion in the brain. ( air in movement so golems can float, order in the knowledge section to create the big brain. etch...). the big brain itself could be a giant communication stand, making im able to send psychic commands to other brain or maybe even sound wave to activate arcane ears to activate your redstone contraption.
well that sums the concept.
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There are no country's, only one planet, no race, Only humans.
no religion only hope, no stupidity only knowledge in training.
Something interesting to ponder would be the ability of certain tools/weapons/armor to change their effects depending on the most prevalent aspect in the environment. Using Eunomiac's ideas, there could be a form of channeling wand. When near an Ignis locus, the wand could discharge a gout of flame. Likewise, when next to a Gelum locus, the wand would cause water would freeze, snow would cover the landscape, entities' movement speed would be greatly decreased, and there would be a slight 'frostbite' effect that would cause damage.
Of course not all aspects could be weaponized. Some, like Flos or Fungus would cause flowers and mushrooms to sprout, dirt turning to grass and mycelium, respectively. Others even, could be used in armor. Aura would make the player jump higher and suffer reduced fall-damage, while Tutamen would decrease the damage received. In this seting, Ignis could create a 'shield' of flame that sets attackers on fire, and Venenum would poison them.
Aspects could even effect Vanilla mechanics; high Messis would cause crops to grow faster, Lignum would allow saplings to grow taller, Herba could let tendrils of leaves grow out from their parent trees, and vines would grow to the ground. Bestiola would allow Spiders to place webs occaisionally when the walked. Bestia would cause animals to have litters rather than single offspring when they mated. Cognitio could reduce enchantment costs, Carus would slowly change iron ore to gold to diamond to emerald (slowly, of course), Corpus would increase the meat drops of animals, Fabrico could occaisionally cause a crafting recipe to not consume the resources. Fractus would slowly cause stone and stone brick to become cobblestone to gravel to sand. Instrumentum: An 'unbreaking' effect. Imperito: The player sometimes loses control of his movement. Lux: No mob spawns during night; Tenebris: Mob spawns during day. I could go on for a loooooong time (and it seems I have) but I'll stop myself here so everyone can actually finish reading my post.
I love all the ideas posted in the OP mostly. I think vis and flux need to stay. I think vis should be the aspect of Order and Flux be chaos. Maybe take a page from the Egyptians and have a soft of constant war thing.
More magical stuff. The basis of magic has always been making oneself better by aligning with the forces around you. I suggest adding things very difficult to create without true mastery but not impossible. I like the idea of being able to manipulate air to allow oneself to fly.
True thaumaturgy. I think that things now are cool but there needs to be a kind of progression and a goal to reach. You need to add a kind of tiering where the player grow better and better at magic and eventually can influense the forces of nature.
Finnally, a realm of magic. A world where anyone but a true thaumaturge would be destroyed. Vis and Flux are in harmony and the forces of nature are free to roam. Special minerals and the ability to harness the forces of nature are the perks of going there.
I'm not sure if someone mentioned this already, but a quick note. I really like the warded jars filled with essentia, especially when you have a small army of golems filtering and carrying vials.
I thought of a 'research machine' which combines the research table, a crucible, and some alembics. A big brass monstrosity, multiblock like the furnace. You could slot filled jars into various spots on the machine, and maybe it would slowly drain essentia to speed up some aspect of the machine.
I'm not sure - but that's what comes to mind when I think "magi-punk".
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.
UPDATE:
Spellcasting
Nope. Well, not in the traditional sense of the word at least - it will have a definite magi-punk flavor
Aww and here I was thinking how awesome it would be would be crushing coals to absorb their fire essence, and then using it to shoot fireballs with my wand.
What irked me most about research is that you can only research one thing at the time.While most great discoveries are done while doing research on other stuff. So how about gaining knowledge about "aspects" while mining/harvesting. Every insight you get gets written down in your thaumonomicon (if you have it on you). Then when you get back to your base you put the thaumonomicon in your research table and figure out if the stuff you have learned may fit together to a valid recipe, by doing some thorough research on the materials you have mined/harvested.
Maybe we could use the scribing tools from TC3 to record them?
As this new thread has re sparked allot of ideas I decided to throw my ideas in to the great blender. First of all I like the idea of expanding lay lines. I think lay lines should have a decent impact on the world. For example a lay line with a lot of fire aspect( yes I like the idea of aspect nodes) would cause tall grass to slowly turn to dead shrubs. I think that the lay lines should also carry flux and in order to return to a stable level the effects would slowly magnify. For example at a high flux level spontaneous fire would spawn and all grass would die. I picture the aura as a dam for this idea. slowly the dam leaks coursing small problems But as more and more flux builds up the dam can not hold for ever. When it finally gives it would course big problems. For the fire lay lines it could course a swarm of blazes to spawn and then evaporate all water. A less noticeable effect would be almost all shards would be turned to fire shards and flux levels would return to normal (the lake behind the dam is dry). I think that nodes should be much rarer but much more prominent For example an air node would be surrounded by smooth floating islands and there would be no definable ground.
On research I think it could use some modification. I think the process from theory to knowledge is relatively good but getting theories is not brilliant. It is fine for early research and core research but I think side research should be inspired by things you see. For example if you see lightning strike some iron ore a message would pop up saying "You have an idea. You should find some paper and right it down." And then when you go to your desk you get the theory of a device that could extract metals from ore very efficiently. I do also like the lost knowledge you can only find and if this was added it would create 3 main different ways that theories can be created.
Well, the message sounds like a good idea to implement, although, maybe you could write it down on a piece of paper and a set of scribing tools?
I've only played Thaumcraft 3 and I must say that I like it very much as it is. While I haven't gotten to the very end of the researches, I do love playing with the Crucible and multiple Essences. I like putting them into jars and storing them away just in case I need to whip out a bottle for some extra specific research. I'm sad to hear that you think there are too many essences. I must disagree and I think the amount is great as it is. I like hunting for that specific essence that is required for your next creation. It makes you need to explore ALL of minecraft instead of making all items generic so that you only need Dirt or Stone for earth. Each item has it's own function and trying to reduce the massive amounts of them into only 10 essences would drastically reduce the amount of hunting and gathering you need to do. While some hate to hunt and gather, it really doesn't sound fun throwing thousands of one type of item into your Crucible.
If anything, I'd say add more Shards that you can mine and make THOSE your 10 special essences. Give them something specific that only they have to make them used for more than just making wands. I find I have tons of Shards from mining and I never use them. They look too shiny to waste for simple research and I really don't need hundreds of wands.
The research is so-so. I'm the type who hates to look at complete walk-throughs to learn how things work, so I LOVE how the only hint given was to make the Thaumanomicon and the rest you learn on your own. However, I hate throwing items away blindly wondering if I need them or not. A more specific type of research would be nice, and give maybe a percentage of each type of essence as a hint of how much more you need of it until you need to either unlock more types of research or that's the end of the line for that type of essence research. An example would be in the Thaumonomicon or another type of book that lists all the creations you've researched with a type of essence and the percentage of all the things you have learned to do with that essence compared to what's still unknown.
I have had no problems with lag and the Aura nodes. I've also never had a corrupted file/node save so I have no qualms with the current system. I would however request a bit more explanation on how one goes about manipulating these auras in the ways I hear people talk about. Moving them? Strengthening them? Erasing them? While I haven't gotten end game Thaumcraft3, I really didn't know any of this was even possible. I've gotten to the point where there were a lot of items wasted trying to find unlockable research with no luck, but I don't know if that's end game or just bad items thrown in. There's no indication that you've reached 'the end' of your researching.
As some have said, more Flux instabilities would be cool. The Whisps can be OP and annoying as hell, and I like the Forest Fire dangers with the lightning and all too. More bad things happening would be cool. Also, nodes that are connected to the Shards you can dig up would be cool as well. Maybe you could charge the Dull Shards you find or give Shards special properties by using them with specific nodes. Maybe a way to charge them so you can cast your spells. I liked reading about the nodes interacting with stone and charging stone with elements and Vis. I've sadly never seen and Vis appear where there was none before, but I have found Dull Shards and I love to think that I'm ACTUALLY messing with my environment in unpredictable ways.
To sum up my experience with Thaumcraft 3, I love it. If it stayed the same, I'd still love it. But if I were to change it, it'd be more Shards, more uses for Shards, more aura nodes, more research hints so I'm not throwing away feathers to see if there's any more air research to be done, and more Angry Zombies. Also more cool storage units for holding all my Essence. Storage tanks would be really cool to look at. It would give your alchemy den a really cool feel to it.
I'm just going to keep going and going if I don't stop... MOAR THAUMCRAFT.
I would really like if you were to keep the grinding as an alternative or an option in the config because I liked having it as a resource sink so it would be near the end of BC, RP2 and Middle of Gregtech IC2/Forestry Tech tree where id be nearing the end of Thaumcraft. I was able to extend that time by adding Thaumic Bees but that was poorly put onto the tree even though I love that addon.
I think doing the tech like Skyrim's Skill Trees would be lovely, while researching you would choose the kind of research you want to go into be it Life Modulation, Aura Manipulation or some other awesome stuff. I think that doing a chosen research tree would make things interesting as well as research that cant be passed unless all research is done before it and another one where theres that one research on all the trees and it requires you to research it on each tree before being able to continue (You would have to research everything before it before your able to research it as well so it would require you to get everything). I think a little grinding in this would be wanted but not too much. Forcing the player to research a few things would be a good thing.
I like the idea of "cutting out some of the dead wood" and consolidating some plant aspects.
I also like the idea of having to make choices about what areas you will research. This will encourage trade on SMP servers and make your character feel more unique.
There should be more explosions, implosions, and general risk of death associated with advanced thaumic research, especially if you try to take a shortcut.
Wizards should also be opposed by balrogs or some sort of eldritch abomination. I know that kind of thing is a lot of work to create, but something very dangerous should live in strongholds. I do not think a balrog-type enemy would fit if it were just another boss mob. The creature should be utterly impossible to kill but easily lured, repelled and trapped for exploitation. This could be as simple as an unusually hostile and mobile aura node that follows you around but is deathly afraid of magic candles if you want to recycle things you've already animated.
What's missing from v3 that was in versions 1 & 2? I don't necessarily mean processes and the main crafting & research engines but items and concepts, graphics even. Some stuff is bound to conflict with what's already there but is there anything that has been overlooked? I can think of farming vis ore as one example as you could with crystals in 2.
Oh yes please, these things, yes. These are things that I have been thinking a lot lately too.
Maybe make Cinderpearl flowers each be really useful for crafting Nitor, too? I mean, have them have the same aspects you need for Nitor, in the same ratio. (If maybe not in the same amount. You could need two Cinderpearls to make one Nitor, or three Cinderpearls to make two, or, you know, whatever.)
Yes!! Yes, I do like this stuff. I like it very much indeed.
(For the purposes of this post, I'll refer to these aspect-based quirks as Anomalies.)
I've been going back and forth about an idea I've been toying with--specifically, about whether it would be too forward for me to actually propose it here--but since it dovetails so well with what you're suggesting, here it is:
I think it would be awesome if part of the Thaumcraft research-and-crafting process were about trying to isolate aspects out of items whose aspect compositions are too complex, too specific, too cluttered with extra unwanted aspect associations?
The easier to implement way could just give you some unpredictable, unhelpful random flux when you make items out of raw materials that are extra-aspect-heavy; you could be able to mitigate this with filtering equipment, better wands and crafting stations and so on, better raw materials, and of course just straight-up more research. (Each of the big Theory research items could naturally make you better at mitigating aspect creep.)
On the harder to implement way, you could have aspect-based item Anomalies creep into the items you make--like Eunomiac suggested above! For instance,
Or a crystal golem that spews out wisps.
I like your tables used for beginning crafting often I just use it as decoration when its a nonactive table. I was wondering if you could or would make chairs that fit the style of the table or even make a kingly or mage-like chair.(I would like to sit and watch my golems work)
Not sure what your plans are but I would like to see a thumcraft thaumium ingot golem. A crystal golem (maybe crystal wisps) other thought would be a quartz golem and redstone blocks golem(thinking about 1.5 no idea on function though)
Also not sure if you have thought of a way to make a thumcraft enchantment table but it would be nice if yours just added a modification that makes the table just use a set of enchants. (Example locks book to sword enchants or armor you would just add a button to depress or scroll wheel in interface books still only give 1 enchant but in a less random way.)
thank you for the coreso to my spelling so peaple can read it thank you
Haha...totally envisioning "fractus" golems. "This unit will self-destruct in 10 seconds..."
I would use the out of this. Make a freakin' Santa's Workshop. 'Cept the elves are all made of wood.
Seriously though, anyone else really like the idea of an entire factory manned by golems tirelessly running about producing items to your specifications? I'd also really like it if they could mine or chop down trees in some way, but that's not really expected, especially since we have the mining ray already.
The lumberjacking would be nice, certainly, but has some feasibility issues. I mean, they're half as tall as the player, so they presumably have half the reach, which makes it strange that they'd be knocking out trees 8 to 10 times as tall as them. I'd definitely enjoy the functionality somewhere, but I'm not sure if golems are the place to get it, and I definitely don't want to see just another automated tree farmer. So it's firmly on my list of "amusing ideas, but not actually logical to implement."
Mining golems... I feel like having some sort of functionality would be nice, but I don't think manual designation of blocks is the way to go. After all, with a good pick/shovel you can remove most blocks as fast as you can click them (well, with my reflexes anyway), which means designating would just lead to an unnecessary delay. Plus, the arcane bore already fills that role already. Though, as I'm writing this, I'm having some mild inspiration, so I'm going to try and flesh out the idea now...
But that's not really relevant to the 3.1 patch I don't think, so I'm going to put it in the main Thaumcraft thread. If anyone wants to see it, look here:
http://www.minecraftforum.net/topic/1585216-thaumcraft-303-updated-122013/page__st__9460#entry21365275
Otherwise, carry on with your life.
i was actually thinking about that today.
1- put golomancy and brain in a jar, under the order aspect for research.
2-the big brain:you use brain in a jar with multiple blocks to create a network that control your golems, ( like a big brain in a jar or multiple brains, that you put in the middle of your golem room to manage there usage, also give a GUI (see the brain patern), to help you color manage what action they order out and for what condition.
3- the casquet:make golem alcove ( with a brain in a jar attached). these casquet would serve when golem are idle or have been ordered on stand by ( see the big brain ). the casquet could be redstone activated, or activated trought psychic wave ( see the big brain). via a gui ( see the brain patern).Having the casquet piston able , we could make it dissapea, and appear only to release or take back its golem. making golem automation easier but with style! ( this could also be a risk if chaos aspect gets out of control, giving way to golems uprising and epic battles agains the big brain.
4- the brain pattern: this could be the brain GUI. you shape it like a brain, and interact with section of the brain to stimultate the type of action you want your golem to do ( vision, mouvement etc...). further research could lead to essence infusion in the brain. ( air in movement so golems can float, order in the knowledge section to create the big brain. etch...). the big brain itself could be a giant communication stand, making im able to send psychic commands to other brain or maybe even sound wave to activate arcane ears to activate your redstone contraption.
well that sums the concept.
no religion only hope, no stupidity only knowledge in training.
Of course not all aspects could be weaponized. Some, like Flos or Fungus would cause flowers and mushrooms to sprout, dirt turning to grass and mycelium, respectively. Others even, could be used in armor. Aura would make the player jump higher and suffer reduced fall-damage, while Tutamen would decrease the damage received. In this seting, Ignis could create a 'shield' of flame that sets attackers on fire, and Venenum would poison them.
Aspects could even effect Vanilla mechanics; high Messis would cause crops to grow faster, Lignum would allow saplings to grow taller, Herba could let tendrils of leaves grow out from their parent trees, and vines would grow to the ground. Bestiola would allow Spiders to place webs occaisionally when the walked. Bestia would cause animals to have litters rather than single offspring when they mated. Cognitio could reduce enchantment costs, Carus would slowly change iron ore to gold to diamond to emerald (slowly, of course), Corpus would increase the meat drops of animals, Fabrico could occaisionally cause a crafting recipe to not consume the resources. Fractus would slowly cause stone and stone brick to become cobblestone to gravel to sand. Instrumentum: An 'unbreaking' effect. Imperito: The player sometimes loses control of his movement. Lux: No mob spawns during night; Tenebris: Mob spawns during day. I could go on for a loooooong time (and it seems I have) but I'll stop myself here so everyone can actually finish reading my post.
I love all the ideas posted in the OP mostly. I think vis and flux need to stay. I think vis should be the aspect of Order and Flux be chaos. Maybe take a page from the Egyptians and have a soft of constant war thing.
More magical stuff. The basis of magic has always been making oneself better by aligning with the forces around you. I suggest adding things very difficult to create without true mastery but not impossible. I like the idea of being able to manipulate air to allow oneself to fly.
True thaumaturgy. I think that things now are cool but there needs to be a kind of progression and a goal to reach. You need to add a kind of tiering where the player grow better and better at magic and eventually can influense the forces of nature.
Finnally, a realm of magic. A world where anyone but a true thaumaturge would be destroyed. Vis and Flux are in harmony and the forces of nature are free to roam. Special minerals and the ability to harness the forces of nature are the perks of going there.
Click the dragon. You know you want too.
I thought of a 'research machine' which combines the research table, a crucible, and some alembics. A big brass monstrosity, multiblock like the furnace. You could slot filled jars into various spots on the machine, and maybe it would slowly drain essentia to speed up some aspect of the machine.
I'm not sure - but that's what comes to mind when I think "magi-punk".
Aww and here I was thinking how awesome it would be would be crushing coals to absorb their fire essence, and then using it to shoot fireballs with my wand.
Maybe we could use the scribing tools from TC3 to record them?
Well, the message sounds like a good idea to implement, although, maybe you could write it down on a piece of paper and a set of scribing tools?
If anything, I'd say add more Shards that you can mine and make THOSE your 10 special essences. Give them something specific that only they have to make them used for more than just making wands. I find I have tons of Shards from mining and I never use them. They look too shiny to waste for simple research and I really don't need hundreds of wands.
The research is so-so. I'm the type who hates to look at complete walk-throughs to learn how things work, so I LOVE how the only hint given was to make the Thaumanomicon and the rest you learn on your own. However, I hate throwing items away blindly wondering if I need them or not. A more specific type of research would be nice, and give maybe a percentage of each type of essence as a hint of how much more you need of it until you need to either unlock more types of research or that's the end of the line for that type of essence research. An example would be in the Thaumonomicon or another type of book that lists all the creations you've researched with a type of essence and the percentage of all the things you have learned to do with that essence compared to what's still unknown.
I have had no problems with lag and the Aura nodes. I've also never had a corrupted file/node save so I have no qualms with the current system. I would however request a bit more explanation on how one goes about manipulating these auras in the ways I hear people talk about. Moving them? Strengthening them? Erasing them? While I haven't gotten end game Thaumcraft3, I really didn't know any of this was even possible. I've gotten to the point where there were a lot of items wasted trying to find unlockable research with no luck, but I don't know if that's end game or just bad items thrown in. There's no indication that you've reached 'the end' of your researching.
As some have said, more Flux instabilities would be cool. The Whisps can be OP and annoying as hell, and I like the Forest Fire dangers with the lightning and all too. More bad things happening would be cool. Also, nodes that are connected to the Shards you can dig up would be cool as well. Maybe you could charge the Dull Shards you find or give Shards special properties by using them with specific nodes. Maybe a way to charge them so you can cast your spells. I liked reading about the nodes interacting with stone and charging stone with elements and Vis. I've sadly never seen and Vis appear where there was none before, but I have found Dull Shards and I love to think that I'm ACTUALLY messing with my environment in unpredictable ways.
To sum up my experience with Thaumcraft 3, I love it. If it stayed the same, I'd still love it. But if I were to change it, it'd be more Shards, more uses for Shards, more aura nodes, more research hints so I'm not throwing away feathers to see if there's any more air research to be done, and more Angry Zombies. Also more cool storage units for holding all my Essence. Storage tanks would be really cool to look at. It would give your alchemy den a really cool feel to it.
I'm just going to keep going and going if I don't stop... MOAR THAUMCRAFT.
I think doing the tech like Skyrim's Skill Trees would be lovely, while researching you would choose the kind of research you want to go into be it Life Modulation, Aura Manipulation or some other awesome stuff. I think that doing a chosen research tree would make things interesting as well as research that cant be passed unless all research is done before it and another one where theres that one research on all the trees and it requires you to research it on each tree before being able to continue (You would have to research everything before it before your able to research it as well so it would require you to get everything). I think a little grinding in this would be wanted but not too much. Forcing the player to research a few things would be a good thing.
I also like the idea of having to make choices about what areas you will research. This will encourage trade on SMP servers and make your character feel more unique.
There should be more explosions, implosions, and general risk of death associated with advanced thaumic research, especially if you try to take a shortcut.
Wizards should also be opposed by balrogs or some sort of eldritch abomination. I know that kind of thing is a lot of work to create, but something very dangerous should live in strongholds. I do not think a balrog-type enemy would fit if it were just another boss mob. The creature should be utterly impossible to kill but easily lured, repelled and trapped for exploitation. This could be as simple as an unusually hostile and mobile aura node that follows you around but is deathly afraid of magic candles if you want to recycle things you've already animated.