This is just my opinion, if you don't like it ignore it.
I love the idea of changing up research. It is very tedious and boring. I really want to see how you manage to make it more fun.
I also have a great idea, but it would only work on servers. What if you had to specialize in one essentia and go through its branching research and upgrade path to become a fire mage. Then you could have aura nodes that need certain types of mages to stabilize and purify it. It would create the need (on a server) to find the local fire mage or water mage to help purify some nearby nodes. This would make ssp unplayable, so maybe in ssp you need to invest in a vis mage to dabble in all the essentias. Just and idea. =)
Aspects
Fire, Water, Earth, Air, Nature, Ice, Metal, Life, Death, Spirit, Energy, Eldritch, Magic, Sound, Motion, Weapons seem like a few that should stay
Please,stop this... Ever since the obj importer stuff started, ive seen many models that are far too realistic / round for minecraft.
Minecraft is blocky, so maintain the artstyle by making stuff blocky and not shoth/round because it doesnt fit in mc.
Azanor uses/used techne, and the results have isnspired me for a long time.i love the blockyness of thaumcraft and all the details and i dont want smoth shaded models to take the blocky models place.
I use techne for all my models, and the results are great and they fit the game perfecly compared to more... Highpoly models that make mc look like quake 1(wich is a bad thing)
Obj don't mean round! You can make far more advanced blocky models with obj loader, noone asks for round and curvy models! If you want to create a 3D item like in your hand in techne, you have to create >9000 little cubes, and with obj models you can do it with a texture and a magic 3DS max tool. It's just more easy to make blocky cube models in 3DS max or maya, than techne.
Please add a way to magically see silverfish blocks, like say, goggles that show enemies through walls and in blocks. Silverfish are annoying to hunt down when tearing up a stronghold or castle from Twilight....Please add this. thank you
One thought... would you be able to maybe work with Ars Magica in any way?
I've personally felt that if Ars Magica and Thaumcraft could be integrated seamlessly it'd make the perfect 'Ultimate Magic' mod. I feel like elements of them both would complement each other fantastically, if only they were more directly compatable. There's no mod conflict, but they're resourcing is entirely different for both.
I have Thaumcraft 3, Ars Magica, and BuildCraft running on my private server. They don't integrate to any great degree which is kind of what I like. My friend does almost exclusively Magica, I use some of all three but mostly Thaumcraft. It's interesting to see the similarities and dichotomy between how we interact with the world and complement each other while fighting and exploring. He setup and runs all the Magica themed power sources and gadgets in one section of the little town, I do all the Thaumcraft and Buildcraft (BC mostly just for some additional automation that AM and TC does not give like our fully sorted storage which is protected by TC Arcane Blocks and AM Blink Inhibitor).
Basically I guess I'm going for 'the mods work well separate and lightly mingled but also compliment each other'. His mana and essence stuff doesn't drain the auras and Vis shards I manage for thaumaturgical uses. My thaum'n doesn't use up the resources he collects nor do I impede his collection of knowledge. We're like Grand Masters of the respective art with adept study in the other, possibly more powerful in this manner than if we were clones using the same techniques.
I did however go and create a spreadsheet for calculating essence values in AM for all the TC and BC content. TC does a pretty good job of pulling aspects from AM content. The only thing I would really like is more 'tech' and generic stuff along the lines of BC and expanded Minecraft but that's what my little mod is working towards. Just something satisfying to me about a trifecta of forces.
I know I'm probably in the minority when I say this, but I really would love to see Artifacts brought back in some way. They made looting really fun and exciting. You never knew what you were going to find.
Oh man. I'm kinda bummed about the nodes possibly changing! I thought the nodes were one of the greatest aspects of thaumaturgy. Being able to walk around and see these mystical things that no one else could? Very cool. I also love the concept of them being networked together and interacting with each other as mostly permanent structures.
Perhaps the biggest reason I'm a little sad is because I had a fantastic mod idea that I've been wanting to do (and I still might, just because!)
A friend of mine and I were talking about long distance transportation and how it's kinda one of the ultimate frontiers as far as technology. From nether travel, to high speed rail... I love thinking of ways to make the world smaller (without high-tech ideas and not just blipping around with mystcraft books for free, etc).
My though for a thaumaturgy solution to fast travel: Node transportation. You build a structure around a node, somewhat like the Crystal Core. This structure acts as an Aura Gate. When stepping through the gate, you actually transcend into the Aura itself, teleporting to a new realm. From here you could see object representing any nodes that are connected to the one you stepped in that also have gates built on them. You can click those objects and be sent off to that other node much like a "vis packet." Doing so would use vis/generate flux in some appropriate manner.
This way, to get from one place to another, you would have to search out all the nodes between one place and another and build gates, essentially plotting a course through the world like a series of wormholes through the galaxy.
Perhaps there could be two kinds of structures, one travel node, and one gate. The travel node couldn't be used to enter/exit the aura, but would still link up nodes within the aura to be hopped between. The larger "gate" structure then would only be necessary at endpoints.
Unfortunately this could be very frustrating if your nodes are unstable and disappearing on you all the time Oh man!
I wonder if something like this would still work with the new implementation? We'll have to see!
Hey Azanor. I had some thoughts a few days ago that you may find interesting.
You say you have a new idea for research... I was thinking about a mage practicing magic. And that's just it, they would have to practice. Just like an archer has to practice a bow. As your skill increases you get better at it. You can try more advanced things once you've mastered some level of skill below that. But in real life, there is nothing to stop us from trying the advanced stuff before we're ready. The problem with magic, however, is that your trying to channel the essence of something, and if you try to channel more than your used to, and you "lose your grasp"... bad stuff can happen.
My other thought was related. I've been playing some Minis Wargaming at by buddies house. Many such games let you attempt to roll more dice at once for the chance at a stronger spell. Like a warrior charging, or going into a berserk mode. Usually the die mechanic is if you get too many of the same number your spell fails, or misfires, sometimes you can even lose your magic for a duration.
I'm not suggesting any of these things be added directly. But they do describe the feel of something that could become a good gameplay mechanic. The idea of learning by doing, and pushing yourself harder than you should to get a chance at something great or something really bad.
I'm even imagining now some 'aspects', if you will, that are docile and want to be controlled. As well as the opposite (like a balancing force) 'aspects' that hate being caged, and don't want to be controlled.
Or possibly a set of 'higher level aspects' that are on the verge of having their own thoughts/will/desires. A form of magic that you have to attract or trick into doing what you want. A form of magic that is alive...
I'll stop there or I may start repeating myself. But I really wanted to share those thoughts. Hopefully they help to inspire your next big idea.
after reading this, i think that making the visual part of the aura node appear, like in the current thaumcraft when you're wearing the goggles of revealing, would be a very cool feature to help track down the aura node blocks.
also, i would like to see a slightly lower tier item: a thaumic compass. it would point to the nearest aura node, or the strongest nearby one, or something like that. it would be a useful tool even when you have the goggles of revealing. it would help you find underground aura nodes (if there will still be any), and help track down the location of the node (preferably in a more 3d way than a vanilla compass). perhaps it could even require the goggles of revealing to work.
EDIT: as an upgrade to the thaumometer, not a replacement
after reading this, i think that making the visual part of the aura node appear, like in the current thaumcraft when you're wearing the goggles of revealing, would be a very cool feature to help track down the aura node blocks.
also, i would like to see a slightly lower tier item: a thaumic compass. it would point to the nearest aura node, or the strongest nearby one, or something like that. it would be a useful tool even when you have the goggles of revealing. it would help you find underground aura nodes (if there will still be any), and help track down the location of the node (preferably in a more 3d way than a vanilla compass). perhaps it could even require the goggles of revealing to work.
If you notice something, it's that with thaumcraft three you can really finish it in a day if you try and all you really wanted from it was a wand. Something i'd like to see is some actual use for vis/taint/nodes/whateveryouwanttocallthemagic. The arcane bore and infernal furnace are really awesome machines. I would love to see some more things like that integrated that use nodes to power their functions.
It seems it is actually not possible to automate breeding and collecting drops from animals without massacring them completely with golems. There should be a way to do it. Either be it with a / two new type(s) of golem(s) or some upgrades for exisiting ones to enable this.
my friend and i just had a really cool idea for this mod. a wisp boss (kinda like a wisp version of a giant angry zombie), the boss might drop a knowledge fragment for a specific research (like fragment of theory of everything). the fragment would have all its aspects hidden, and when researched it would uncover one (ore more) aspects required for the theory.
Rollback Post to RevisionRollBack
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
My thoughts on the topic of vis and aura nodes (and flux)...
So I agree with the concept of the aura nodes being a focal point for magic, sort of like what Azanor said. Well... I am kinda beginning to miss the old flux systems from TC2 (minus how easy it was to prevent :P). They sort of set the limits to what you could and couldn't do in certain areas. So what if instead of a vis level saying how much you can do, how about a stability level saying how far you can push your luck at your own expense? For example, Junebug Johnson lives in a desert biome. Okay... what he wants to do magic? Well, for now we'll assume this desert biome has a poor stability. Well, little Junebug, its your sanity. Should he push his luck too far, the biome looses stability. In this event, the biome becomes extremely hostile. Poor Junebug is now surrounded by many monsters and gets a de-buff on his spell casting/mana abilities should those be implemented. Simply casting spells will spell (he he, see what I did there?) disaster for him, causing the spell to go completely awry, and turns back on him. Massive monsters with massive damages could spawn, and tear up any structures to get to you. But they would be bound to the biome, and could go no further. Unless two unstable biomes border. Then you are in for a treat. And by entering this biome, you would receive nausea, hunger, and a new buff called the Dark Root Virus. This would turn any nearby plants, lets go with wheat for a basic example, into a Darkened plant. These plants would attack anything nearby and feed off of the stability of the biome, causing the biome to slowly become corrupted itself. Now of course, this is extremely brutal. Obviously. Well, thats when the goggles o revealing would come into play. These corrupted biomes would originate out of a Rift in the fabric of reality of sorts. From this would be a root of darkness (hence darkroom virus) which is holding the rift open. This would be fixable using a sort of needle and thread, and by killing the root. After killing the root, the rift must be stitched, and all monsters and darkened plants immediately rid of, for if not they will become "homesick" and work their way backwards into opening the rift again. In the event that the biome is not recovered within so long, the rift will consume the entire biome and submerge it into darkness, creating a massive hole where the biome was, straight back down to bedrock. From this point, unless you are willing to put a few diamonds and a silver root sapling or two, the biome is completely replaced by a hole to darkness. If you are willing to, then you can sacrifice them to create a crystal vine. This would grow all the way around the edge of the biome upon activation with a certain spell, and reach down into the remnant of the rift and pull the biome back out of the sub-reality. Yeah. This would be INSANELY brutal, but would totaly set this mod apart from anyone else's.
About aspects...
I really have begun to miss TC2's old factory feel. So what if you were to bring it down to just a few basic aspects that could be combined into more complex aspects through an alchemical series of factorizing. And unfortunately, even though items would have these complex aspects (not nearly as many as they used to of course) by decompiling them, the aspects are reduced to the more primitive and basic aspects(maybe not in high tier crucibles). Just a thought. I would just love to see the old factory system implemented in some way through the aspects.
Keep in mind I have not read anything before hand in this thread, so if I repeat something then I'm sorry.
You should make Warded Glass like Soaryn's Glass Viewers, not like the texture but however he has it so people without optifine can still see that it's connected without the lines.
You should make Warded Glass like Soaryn's Glass Viewers, not like the texture but however he has it so people without optifine can still see that it's connected without the lines.
If you're on Fancy graphics, it should do that already :/
Even on Fast, there's just a slight rendering error between the blocks (This happens with vMC Ice blocks, as well >_>)
Haven't read that much from people's posts, but...
No big ideas here, but a few small ones.
A breeding golem, with intelligence as an animal filter?
Boots of the Messenger, an upgrade to the Traveler boots. Can fly, somewhat, but require a running takeoff. Would be AWESOME.
Magic Floor Mirrors for players, animals, minecarts? Scetchy balancewise, but ah well.
Bringing back something like the old Occult Enchanter, maybe not automated?
An elemental bow would be cool.
A watch that can control the speed of time, but needs..... Well, balancing.
Brain tired, will now go to slepp.
I love the idea of changing up research. It is very tedious and boring. I really want to see how you manage to make it more fun.
I also have a great idea, but it would only work on servers. What if you had to specialize in one essentia and go through its branching research and upgrade path to become a fire mage. Then you could have aura nodes that need certain types of mages to stabilize and purify it. It would create the need (on a server) to find the local fire mage or water mage to help purify some nearby nodes. This would make ssp unplayable, so maybe in ssp you need to invest in a vis mage to dabble in all the essentias. Just and idea. =)
Fire, Water, Earth, Air, Nature, Ice, Metal, Life, Death, Spirit, Energy, Eldritch, Magic, Sound, Motion, Weapons seem like a few that should stay
About the magi-punk theme you should look at the Izzet league from Magic The Gatherings Ravinica especially the newer sets fit that idea
hers just one example http://www.wizards.com/magic/images/mtgcom/arcana1000/1025_style1.jpg
Obj don't mean round! You can make far more advanced blocky models with obj loader, noone asks for round and curvy models! If you want to create a 3D item like in your hand in techne, you have to create >9000 little cubes, and with obj models you can do it with a texture and a magic 3DS max tool. It's just more easy to make blocky cube models in 3DS max or maya, than techne.
One thought... would you be able to maybe work with Ars Magica in any way?
I've personally felt that if Ars Magica and Thaumcraft could be integrated seamlessly it'd make the perfect 'Ultimate Magic' mod. I feel like elements of them both would complement each other fantastically, if only they were more directly compatable. There's no mod conflict, but they're resourcing is entirely different for both.
Basically I guess I'm going for 'the mods work well separate and lightly mingled but also compliment each other'. His mana and essence stuff doesn't drain the auras and Vis shards I manage for thaumaturgical uses. My thaum'n doesn't use up the resources he collects nor do I impede his collection of knowledge. We're like Grand Masters of the respective art with adept study in the other, possibly more powerful in this manner than if we were clones using the same techniques.
I did however go and create a spreadsheet for calculating essence values in AM for all the TC and BC content. TC does a pretty good job of pulling aspects from AM content. The only thing I would really like is more 'tech' and generic stuff along the lines of BC and expanded Minecraft but that's what my little mod is working towards. Just something satisfying to me about a trifecta of forces.
Perhaps the biggest reason I'm a little sad is because I had a fantastic mod idea that I've been wanting to do (and I still might, just because!)
A friend of mine and I were talking about long distance transportation and how it's kinda one of the ultimate frontiers as far as technology. From nether travel, to high speed rail... I love thinking of ways to make the world smaller (without high-tech ideas and not just blipping around with mystcraft books for free, etc).
My though for a thaumaturgy solution to fast travel: Node transportation. You build a structure around a node, somewhat like the Crystal Core. This structure acts as an Aura Gate. When stepping through the gate, you actually transcend into the Aura itself, teleporting to a new realm. From here you could see object representing any nodes that are connected to the one you stepped in that also have gates built on them. You can click those objects and be sent off to that other node much like a "vis packet." Doing so would use vis/generate flux in some appropriate manner.
This way, to get from one place to another, you would have to search out all the nodes between one place and another and build gates, essentially plotting a course through the world like a series of wormholes through the galaxy.
Perhaps there could be two kinds of structures, one travel node, and one gate. The travel node couldn't be used to enter/exit the aura, but would still link up nodes within the aura to be hopped between. The larger "gate" structure then would only be necessary at endpoints.
Unfortunately this could be very frustrating if your nodes are unstable and disappearing on you all the time Oh man!
I wonder if something like this would still work with the new implementation? We'll have to see!
You say you have a new idea for research... I was thinking about a mage practicing magic. And that's just it, they would have to practice. Just like an archer has to practice a bow. As your skill increases you get better at it. You can try more advanced things once you've mastered some level of skill below that. But in real life, there is nothing to stop us from trying the advanced stuff before we're ready. The problem with magic, however, is that your trying to channel the essence of something, and if you try to channel more than your used to, and you "lose your grasp"... bad stuff can happen.
My other thought was related. I've been playing some Minis Wargaming at by buddies house. Many such games let you attempt to roll more dice at once for the chance at a stronger spell. Like a warrior charging, or going into a berserk mode. Usually the die mechanic is if you get too many of the same number your spell fails, or misfires, sometimes you can even lose your magic for a duration.
I'm not suggesting any of these things be added directly. But they do describe the feel of something that could become a good gameplay mechanic. The idea of learning by doing, and pushing yourself harder than you should to get a chance at something great or something really bad.
I'm even imagining now some 'aspects', if you will, that are docile and want to be controlled. As well as the opposite (like a balancing force) 'aspects' that hate being caged, and don't want to be controlled.
Or possibly a set of 'higher level aspects' that are on the verge of having their own thoughts/will/desires. A form of magic that you have to attract or trick into doing what you want. A form of magic that is alive...
I'll stop there or I may start repeating myself. But I really wanted to share those thoughts. Hopefully they help to inspire your next big idea.
after reading this, i think that making the visual part of the aura node appear, like in the current thaumcraft when you're wearing the goggles of revealing, would be a very cool feature to help track down the aura node blocks.
also, i would like to see a slightly lower tier item: a thaumic compass. it would point to the nearest aura node, or the strongest nearby one, or something like that. it would be a useful tool even when you have the goggles of revealing. it would help you find underground aura nodes (if there will still be any), and help track down the location of the node (preferably in a more 3d way than a vanilla compass). perhaps it could even require the goggles of revealing to work.
EDIT: as an upgrade to the thaumometer, not a replacement
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
To replace the thaumometer?
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
So I agree with the concept of the aura nodes being a focal point for magic, sort of like what Azanor said. Well... I am kinda beginning to miss the old flux systems from TC2 (minus how easy it was to prevent :P). They sort of set the limits to what you could and couldn't do in certain areas. So what if instead of a vis level saying how much you can do, how about a stability level saying how far you can push your luck at your own expense? For example, Junebug Johnson lives in a desert biome. Okay... what he wants to do magic? Well, for now we'll assume this desert biome has a poor stability. Well, little Junebug, its your sanity. Should he push his luck too far, the biome looses stability. In this event, the biome becomes extremely hostile. Poor Junebug is now surrounded by many monsters and gets a de-buff on his spell casting/mana abilities should those be implemented. Simply casting spells will spell (he he, see what I did there?) disaster for him, causing the spell to go completely awry, and turns back on him. Massive monsters with massive damages could spawn, and tear up any structures to get to you. But they would be bound to the biome, and could go no further. Unless two unstable biomes border. Then you are in for a treat. And by entering this biome, you would receive nausea, hunger, and a new buff called the Dark Root Virus. This would turn any nearby plants, lets go with wheat for a basic example, into a Darkened plant. These plants would attack anything nearby and feed off of the stability of the biome, causing the biome to slowly become corrupted itself. Now of course, this is extremely brutal. Obviously. Well, thats when the goggles o revealing would come into play. These corrupted biomes would originate out of a Rift in the fabric of reality of sorts. From this would be a root of darkness (hence darkroom virus) which is holding the rift open. This would be fixable using a sort of needle and thread, and by killing the root. After killing the root, the rift must be stitched, and all monsters and darkened plants immediately rid of, for if not they will become "homesick" and work their way backwards into opening the rift again. In the event that the biome is not recovered within so long, the rift will consume the entire biome and submerge it into darkness, creating a massive hole where the biome was, straight back down to bedrock. From this point, unless you are willing to put a few diamonds and a silver root sapling or two, the biome is completely replaced by a hole to darkness. If you are willing to, then you can sacrifice them to create a crystal vine. This would grow all the way around the edge of the biome upon activation with a certain spell, and reach down into the remnant of the rift and pull the biome back out of the sub-reality. Yeah. This would be INSANELY brutal, but would totaly set this mod apart from anyone else's.
I really have begun to miss TC2's old factory feel. So what if you were to bring it down to just a few basic aspects that could be combined into more complex aspects through an alchemical series of factorizing. And unfortunately, even though items would have these complex aspects (not nearly as many as they used to of course) by decompiling them, the aspects are reduced to the more primitive and basic aspects(maybe not in high tier crucibles). Just a thought. I would just love to see the old factory system implemented in some way through the aspects.
If you're on Fancy graphics, it should do that already :/
Even on Fast, there's just a slight rendering error between the blocks (This happens with vMC Ice blocks, as well >_>)
Profile pic by Cheshirette c:
No big ideas here, but a few small ones.
A breeding golem, with intelligence as an animal filter?
Boots of the Messenger, an upgrade to the Traveler boots. Can fly, somewhat, but require a running takeoff. Would be AWESOME.
Magic Floor Mirrors for players, animals, minecarts? Scetchy balancewise, but ah well.
Bringing back something like the old Occult Enchanter, maybe not automated?
An elemental bow would be cool.
A watch that can control the speed of time, but needs..... Well, balancing.
Brain tired, will now go to slepp.