Heh, say the quote of Azanor's pics, pleaset tell me that slime will be ok.
Oh idea, probably not for here, but idea incoming anyway. Tamed slimes that jump on items and absorb them, then navigate to a *grate* and fall through leaving the item on the *grate* or just skip that step and let them deposit items in chests automagicly.
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Building is for people who have nothing left to mine.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/6/2010
Posts:
50
Minecraft:
bixybixy2
Member Details
i JUST saw the thing about the 'Acranacraft/Thaumcraft 3' deal, and i thought i might as well toss in my two cents. some of this may have been discussed already, i may have skipped over it on accident while previously skimming. Things happen, but let me just start by saying i love the concept of 'physical magic'... as in.. like, FMA alchemy magic, Thaumcraft with the visual magic energy of Vis and all of that.
Spoiler'd it so it dosent give an extra six feet to the webpage. Read on if you want, its just a giant wall of text that probably will end up beaten and thrown into a sewer.
Now onto my little caboos of thought, and the basis. when i got into the game, the first thing i did was make a creative mode world, and rip the mod apart and figure out what does what and what i can exactly do with it with only the knowledge of research and experimentation. I eventually found enough to know it was a pretty damn big mod, but it missed the communication of the Player, The Magic, and the full interaction with the Enviroment and the Mobs. Tainted mobs are cool and all, the Vis blobs are adorable, and making frost-rune cryo tubes for creepers to be suspended in was downright sick, but as far as i have tried, that was it. nothing else.
Ok, NOW onto my caboos of thought, instead of the coal-car basis. It would be amazing if you could do a 'Golem Creation' system, Kind of like one golem mod out there where you can combine this and that and get a golem that s***'s rainbows or something, But instead of raw resources and a golem core.. you can craft blank 'Body parts' that you can then right click on a seal, and the body part gains traits inherent to that seal. so say, a Golem Torso with a 3-fire seal would provide a heavy ammount of fire resistance for the golem, whereas on the arm, it will supply him with a flamethrower, or on the legs, he leaves fire where he walks, or on his head, it gets some.. heck i dont know, make it super hostile, seince its the brain of the bot? You see where im getting at here, you can customize your own 'Barbie Golem' to do your bidding, Farm crops for you, Mine, Protect, walk the dog, feed the cat, kick creepers out of your lawn. Even go so far as to make different types of blank body parts, a turret base for legs, cannons for arms, Ubercannon for the torso that you cant stick other stuff on. It might not fall too far under the more "magic" side you mentioned. But it would easily add another 3-4 hours of experimenting and goofing off in CREATIVE mode, let alone survival.
And, because i actually thought of something more 'magic' this while writing the above text walls. i decided to spit it out here. Obviously tons of UI additions, how about we add another? a 0-9 vertical bar like the minecraft one (For ease of texture packs, perhaps) and a Spellbook item, a Lecturn block, and a type of writable scroll similar to the book that we see i 1.3 that we can put into the lecturn to WRITE (using a UI that, honsetly, i thought would look similar to the world creation in Mystcraft.) our own spells. then we can put them into the spellbook, and put these spells in the 0-9 vertical bar on the side, and use maybe the B and G keys to cycle through and C to cast, and fire off spells from there? You could make so much.
Also, i like where ArhiX is going with the whole Eldrich side of the game. You dont have a whole lot of 'negative' things to play with, so what if we expanded on that a little bit? Void chests are nice, but they also phase out the 1.3 Ender Chest completely, albeit harder to obtain. You could, perhaps, Stick the Void Interface onto a Golem mentioned above and Eldrich-ize it, giving it some more.. dark properties? Linking different robots into packs that you can command with a Void Remote or something? Maybe even create your own Obilisk that ruins the aura with taint? (i KNOW people are going to love making thier own obilisks). Perhaps even create a whole nether side to the game, add in a seal created by a normal seal and a bunch of ghast tears to create some sort of 'Soul Seal' that could have entirely different effects for seal combinations alongside the normal one. (Maybe even have seal combinations require a Soul Seal to be infused into a Golem part? Makes sense when you think about it).
I'm rambling, back to the Eldrich and magic. You could even go so far as to create a new equipment system (Aether did it, so could you!) that adds in more combinations for your wear: Belts, Shoulderpads, Capes, Amulets, Rings, So forth, and make each one have enchantments, and you know.. stuff like that. This would give the Occult Enchanter a bit more use other than designing your favorite armor in anti-creeper shrink wrap, would let it customize the player even more than before. On the spell side, You could go and make a secondary "Magical Experience" bar that fills up as you cast spells and create seals and make golems and other more 'magical oriented' activities, which then you can spend in the Lecturn to write and unlock newer and more powerfull spells. It still has that 'research' feel to it, but it also requires you to get out of your man cave and brave the night to bash in some skulls and go into caves and work your spells where they would be most effective.
If you read this far, You deserve a cookie or a diamond or some form of payment for surviving that mayham. I love the mod, and i want to see it prosper, and sometimes, the strangest, but often most facinating thoughts can create the best results, Just like our favorite Seal combinations.
Edit: Lul zinabas said "Automagically".. someone give that man an emmy!
Edit2: Just saw something about removing seals. My responce: Nooooo!
Edit3: Below. More Paragraphs, Uncharted Waters, and Impending Disasters.
Round two: FIGHT! Ok seriously, was browsing around the forum thinking about Thaumcraft and the like wondering what people think is cool, and that fits with the theme of 'Magic'. Then it hit me: Archons, Ascendants, Higher power beings without a mortal shell. As an Eldrich late-endgame tech, you could gather all of these rare and expensive blocks and peices and gather a metric whale (Yes i said that) of Vis and Taint and craft an "Ascendant Podium", which looks like a pillar split in half (Each side is a Totem of dawn and Dusk) with the Infuser's tablet on top with a book floating above it. You have to put four 'Spirit Bonds' on the second diagonal block from the podium, (Bonds are three-block-high pillars that will attach chains to the nearest Ascendant Podium.) When all four bonds are there, and the Pillars (not the podium) are hooked up to your Whales of Vis and Taint, you can then right-click the podium to bring up a UI with two horizontal sliders, with number values to the right. The top slider (-10 to 10) Is your Ascendant Form's Vis power, which can go to 10 (Pure Vis) to -10 (Pure Taint). This will factor in your ascendant's abilities, granting new ones as you ascend deeper and deeper into one side or the other. The bottom slider is your Ascendant Form's Strength, which goes from 0 to 50. At around 0-10, you retain your mortal shell, and have very, very limited Ascendant powers. As you gain power, you shed your mortal shell, and become a being of energy, granting your fist attacks to become ranged orbs of Vis energy, Area of effect abilities, and even a few precious seconds of Creative-like flight. Obviously, you will have a reserve of Vis and Taint that will drain as you use these new abilities, and you will have to revisit your Ascendant Shrine (The sudo name for the Podium and Bonds) to recharge (It will have a 'Recharge' button the normal 'Ascend' button, along with a Vis/Taint cost). The more Strength you have, the more powerful you become, even beginning to float on your ego energy without draining it, providing a faster ice-like movement. even while in the air.
(For the record, Ascendants will be a very transparent version of your normal model and skin, but you will be surrounded by blue or purple (Or in between) particles, representing your Ascendancy and link to Vis or Taint. Higher levels of power, more and larger particles)
Now that you have become an Ascendant, what will you do? Ascendants can do so much more, even unlockng those Eldrich mysteries without the need for those seal parts. You can customize your passive and active effects at a Thaumaturgist's Archive, which will let you use those seal parts you arn't using on obilisks and craft yourself new passive and active abilities. Ascendants can have up to three 'Passive' effects and one 'Active' effect. Passive Effects unlock the stronger your Ascendant form is, whereas you innately start with Vis Orb as your active effect (The previous ranged attack i mentioned) and you can upgrade it, or create new ones. Passive effects can vary, Health regeneration, Personal shields (You lose the ability to wear armor when your mortal shell goes away.), and other more amazing ones such as the ability to float over water without the need of wasting Vis on your flight, and even having Vis Ascendants have nearby Wisps attack your target and follow you around. Active abilites can range from projectiles, instant damage, Area of Effect explosions, And maybe even a long-cooldown, long-term Posession mechanic that lets you take over the body of something and use it for your own goals. (Ascendant Pig, anyone?). Also, as a general rule for both Vis and Taint ascendants, at the highest levels of power (45 to 50) you begin to influence the local Aura, stabilizing it to your level. This gives some appeal to staying as a Neutral Ascendant (50/50 Vis-Taint ratio), as the local Aura will remain neutral, which will help maintaining the natural order and such.
Not much is it? just tinkering with abilities? Well, You also gain a Special activated ability that you always have called "Phasewalking" which lets you see into your world through the spectrum of magic power, unlocking your world as you have never seen before. Vis slimes are rampant, Even more powerful Vis Wraiths lurk in the darkness, and even the occasional Forsaken Ascendant, one that has entered the second, magical phase of the world, and became trapped. You can only walk in this plane for short periods at a time, but that gradually becomes more and more, until you can simply toggle it. the more powerful your Ascendant Form becomes, Though, the more effect you have on this Aura-side of the world. You will hit much harder, and take less damage, but your existance there might cause anomalies to form, And eventually, these Anomalies just might follow you back home... to the real world!
Anyway, thats my whole shinanigan rant about how you could provide a whole new "Magic" side to the mod, as well as adding enough content to make the game that much more interesting.
Also, seince 1.3 is here, how will making Thaumcraft and such in multiplayer work? Seems to be a nice idea... would also mean making those Ascendant models more meaningful, as you could have both a Vis and Taint ascendant player in the same chunk, causing all sorts of balance problems
Edit4a: Totally feel like a special kid right now, somehow skipped over (or forgot) the biggest half of the OP, and went on a rant about Taint and Vis and all of that. Since my impatience won't let me go back and edit the crap out of my edit and the post itself, ill leave it to you guys to infer what im talking about. Although, the whole "More about the Aura" feel of it makes the Ascendant thing in the last edit all the more appealing, as it focuses more around the Aura anyway.
Edit 4b: My worse half wants Azanor to reply. my better half wants him to reply to at least discuss some of these ideas. He's human (I think) and can provide some brainstorming (I hope) about these topics..
my first post. YAY! anyway, i really enjoy thaumcraft2, and i'm a bit sad to see it go. however, i'm sure the creator will come out with something great for its sucessor! my one request/desire: that the ELDRITCH part stays! that's really been my favorite, the eldritch monoliths. i've been hoping for a backstory behind them, and explination, more, well... more! i've seen several ideas on this thread so far, about new machines, new dimensions, lots of stuff! i really hope he takes nots and puts it all to good use, because it's what i'm truely excited for!! i've had a thought in my head for a while about the nature of monoliths, and a final secret they hold. i'm new here and don't know how to do the spoiler tab, so i'll skip down several lines, and if you don't wish for the suprise to be ruined, DON'T READ FURTHER!!!
basically, the idea is that the monoliths are like "keystones" to another dimension, possibly the void. in some of the chests, there is a chance for part of a keystone to be found. after finding the remaining pieces, they can be crafted together, and infused with taint and vis into a completed keystone. however, four are needed. once found, or possibly made (not sure if it would cheapen it to be able to make them) you could place them on the monolith, and a compartment would open up, revealing a broken eldritch device. after repairing it with strange metal shards and eldritch devices (the gears), you could place it just beneath the monolith, opening a portal to an eldritch dimension. upon entering this, you would see a dark skied world, with strange terian, weird creatures, and much more eldricth technology, and possibly pieces of a backstory, of not only the eldritch devices/people, but maybe of thaumology itself!
so, ya, i've got eldricth on the brain. can't ait to see what Azanor comes up with!!!
EDIT: added spoilers. thanks to Bixy for showing me how!
I like that one. If at all possible, I'd like to keep my existing thaumcraft world, even if that means a lot of blocks disappear or get converted into Arcanum blocks.
I'm creating this thread as a "Think-tank" for my planned spiritual successor to ThaumCraft. As much as I love Thaumcraft I feel it has become "just another tech mod". While there is nothing wrong with that I think I can do better
ArcanaCraft will inherit many of the blocks, items and features from ThaumCraft, but with an even greater focus on magic. The thread for Thaumcraft can be found here: http://www.minecraft...ted-on-1052012/
Planned Changes
Aura will play a much greater role and will be much more dynamic.
Vis will not exist as it does currently (for the most part). Items and blocks that require magical power will (for the most part) draw it directly from the aura.
Taint will still be around and still be "in the air" like Aura, but the two will no longer be opposing forces
A greater emphasis on research and experimentation along with a much improved research system that does not boil down to burning cobble/bookcases in the hope of winning the lotto.
Does that mean there wont be any pipes anymore? PLEASE tell me that wont be so, I love the pipes. They are basically the best part of this mod...that was supposed to be a compliment...you know what I mean!
On the pipes, I would prefer a pressure system that works both ways, positive and negative, with tank having both configurable with the tinkering tool on the side the pipe is attached to. Positive meaning it pushes vis out, negative means it pulls it in. All arcane machines would most likely have negative, with condensers and crucibles having positive.It could probably be easily simulated as elevation in the pipes with higher numbers being higher ground, and vis(water) always running down hill and pooling in the lowest areas.
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Building is for people who have nothing left to mine.
A greater emphasis on research and experimentation along with a much improved research system that does not boil down to burning cobble/bookcases in the hope of winning the lotto.
This part has always been by far my favorite part! Glad to hear that it is getting a re-vamp.
I have yet to read these pages, because of the time it is for me here, so forgive me if this idea is a repeat, but as for the Aura, it might be a neat idea if there were an aura type for each crystal type, which can only be utilized once you have some sore of shrine or alter sort of thing created. Additionally, though it may be more trouble than it is worth, it could be nice if there were 'obilisks' for each type of energy, though this should really only be seriously considered if the "Elemental Auras" idea goes through.
I don't care what you do, because it will be awesome no matter what, but I have 2 suggestions: More eldritch stuff, and a back story for the evidence of eldritch technology that slowly unfolds the more you research. The eldritch mechanisms feel like a part of something bigger, like remnants of a hyper-advanced civilization that was advanced in the dark arts.
Azanor can you make a way to harness lightning by having the crucible be a "counductor" and lightning would be attracted to it and to smelt more "dense" items you need more heat then fire or lava and mabey a electrical charge please tell me what you think either way i know Arcanacraft will be awesome and always my most favorite mod.
I do hope the whole vis system stays at least partially intact, It is a unique idea for a mod that I have never seen elsewhere. Azanor, don't get rid of it just because other mods like IC2 and Buildcraft have pipes. The conduits in this mod have a much deeper concept that in my opinion 1-up the competition in every way! So put simply, taking vis and conduits out of Thaumcraft, soon to be Arcanacraft, is like taking the pipes out of buildcraft. Both would lose their "feel" without them.
I don't care what you do with the name of the mod as I know what it is, and so I will download it. However I just want to point out that the name should describe the mod and catch peoples eyes. I felt that thaumcraft didn't accomplish this well. Most people probably don't understand what thaum means/is and so they pass it by as some mod with a weird name. I can see why Arcanacraft may be considered boring and dull especially with names like wizardcraft already existing, however arcanacraft better eexemplifies the concept or magic to those who don't recognize what thaum is.
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I was going to make a witty and awesome signature but I feel kind of lazy, maybe another day.
So is there any chance a way for you to be able to change the charge on a chunk will be added because as I play It gets annoying have taint levels just passively rising and only being able to drain it from one chunk at a time.
if you don't know you google it! ("google" is a verb now \o/)
And the average minecraft player who uses mods isn't going to bother using google they are just going to assume that it is not worth there time and move on, where as if the name clearly suggests magic then the player will think "I like magic I should check this out" after which point they will be roped in and will be more willing to google new magical words that they have never seen before.
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I was going to make a witty and awesome signature but I feel kind of lazy, maybe another day.
Does that mean there wont be any pipes anymore? PLEASE tell me that wont be so, I love the pipes. They are basically the best part of this mod...that was supposed to be a compliment...you know what I mean!
Just throwing my vote out there. I think liquid vis needs to stay. Not the vis itself but some form of liquid "currency". I skimmed and saw something about maybe elemental based liquids. That sounded like a good start for some brainstorming. I also saw that having more than two liquids would be a pain for piping...somewhat true but I think if their functions are unique enough it would minimize congestion since there would be less need for them to all go to the same place.
Either way, I think the liquid management is too core to the 'fun' factor.
I was very interested in Thaumcraft. When I first saw the thread I said "That reminds me of Thaumaturgy", and lo and behold, that's what it stood for. I've never known anyone else who knows what that is.
I'd love to see this mod, as I loved Thaumcraft and still do, and would also love to help with it in any way I can. I might be able to make some 16x16 textures for it if you are interested.
Oh idea, probably not for here, but idea incoming anyway. Tamed slimes that jump on items and absorb them, then navigate to a *grate* and fall through leaving the item on the *grate* or just skip that step and let them deposit items in chests automagicly.
Spoiler'd it so it dosent give an extra six feet to the webpage. Read on if you want, its just a giant wall of text that probably will end up beaten and thrown into a sewer.
Now onto my little caboos of thought, and the basis. when i got into the game, the first thing i did was make a creative mode world, and rip the mod apart and figure out what does what and what i can exactly do with it with only the knowledge of research and experimentation. I eventually found enough to know it was a pretty damn big mod, but it missed the communication of the Player, The Magic, and the full interaction with the Enviroment and the Mobs. Tainted mobs are cool and all, the Vis blobs are adorable, and making frost-rune cryo tubes for creepers to be suspended in was downright sick, but as far as i have tried, that was it. nothing else.
Ok, NOW onto my caboos of thought, instead of the coal-car basis. It would be amazing if you could do a 'Golem Creation' system, Kind of like one golem mod out there where you can combine this and that and get a golem that s***'s rainbows or something, But instead of raw resources and a golem core.. you can craft blank 'Body parts' that you can then right click on a seal, and the body part gains traits inherent to that seal. so say, a Golem Torso with a 3-fire seal would provide a heavy ammount of fire resistance for the golem, whereas on the arm, it will supply him with a flamethrower, or on the legs, he leaves fire where he walks, or on his head, it gets some.. heck i dont know, make it super hostile, seince its the brain of the bot? You see where im getting at here, you can customize your own 'Barbie Golem' to do your bidding, Farm crops for you, Mine, Protect, walk the dog, feed the cat, kick creepers out of your lawn. Even go so far as to make different types of blank body parts, a turret base for legs, cannons for arms, Ubercannon for the torso that you cant stick other stuff on. It might not fall too far under the more "magic" side you mentioned. But it would easily add another 3-4 hours of experimenting and goofing off in CREATIVE mode, let alone survival.
And, because i actually thought of something more 'magic' this while writing the above text walls. i decided to spit it out here. Obviously tons of UI additions, how about we add another? a 0-9 vertical bar like the minecraft one (For ease of texture packs, perhaps) and a Spellbook item, a Lecturn block, and a type of writable scroll similar to the book that we see i 1.3 that we can put into the lecturn to WRITE (using a UI that, honsetly, i thought would look similar to the world creation in Mystcraft.) our own spells. then we can put them into the spellbook, and put these spells in the 0-9 vertical bar on the side, and use maybe the B and G keys to cycle through and C to cast, and fire off spells from there? You could make so much.
Also, i like where ArhiX is going with the whole Eldrich side of the game. You dont have a whole lot of 'negative' things to play with, so what if we expanded on that a little bit? Void chests are nice, but they also phase out the 1.3 Ender Chest completely, albeit harder to obtain. You could, perhaps, Stick the Void Interface onto a Golem mentioned above and Eldrich-ize it, giving it some more.. dark properties? Linking different robots into packs that you can command with a Void Remote or something? Maybe even create your own Obilisk that ruins the aura with taint? (i KNOW people are going to love making thier own obilisks). Perhaps even create a whole nether side to the game, add in a seal created by a normal seal and a bunch of ghast tears to create some sort of 'Soul Seal' that could have entirely different effects for seal combinations alongside the normal one. (Maybe even have seal combinations require a Soul Seal to be infused into a Golem part? Makes sense when you think about it).
I'm rambling, back to the Eldrich and magic. You could even go so far as to create a new equipment system (Aether did it, so could you!) that adds in more combinations for your wear: Belts, Shoulderpads, Capes, Amulets, Rings, So forth, and make each one have enchantments, and you know.. stuff like that. This would give the Occult Enchanter a bit more use other than designing your favorite armor in anti-creeper shrink wrap, would let it customize the player even more than before. On the spell side, You could go and make a secondary "Magical Experience" bar that fills up as you cast spells and create seals and make golems and other more 'magical oriented' activities, which then you can spend in the Lecturn to write and unlock newer and more powerfull spells. It still has that 'research' feel to it, but it also requires you to get out of your man cave and brave the night to bash in some skulls and go into caves and work your spells where they would be most effective.
If you read this far, You deserve a cookie or a diamond or some form of payment for surviving that mayham. I love the mod, and i want to see it prosper, and sometimes, the strangest, but often most facinating thoughts can create the best results, Just like our favorite Seal combinations.
Edit: Lul zinabas said "Automagically".. someone give that man an emmy!
Edit2: Just saw something about removing seals. My responce: Nooooo!
Edit3: Below. More Paragraphs, Uncharted Waters, and Impending Disasters.
Round two: FIGHT! Ok seriously, was browsing around the forum thinking about Thaumcraft and the like wondering what people think is cool, and that fits with the theme of 'Magic'. Then it hit me: Archons, Ascendants, Higher power beings without a mortal shell. As an Eldrich late-endgame tech, you could gather all of these rare and expensive blocks and peices and gather a metric whale (Yes i said that) of Vis and Taint and craft an "Ascendant Podium", which looks like a pillar split in half (Each side is a Totem of dawn and Dusk) with the Infuser's tablet on top with a book floating above it. You have to put four 'Spirit Bonds' on the second diagonal block from the podium, (Bonds are three-block-high pillars that will attach chains to the nearest Ascendant Podium.) When all four bonds are there, and the Pillars (not the podium) are hooked up to your Whales of Vis and Taint, you can then right-click the podium to bring up a UI with two horizontal sliders, with number values to the right. The top slider (-10 to 10) Is your Ascendant Form's Vis power, which can go to 10 (Pure Vis) to -10 (Pure Taint). This will factor in your ascendant's abilities, granting new ones as you ascend deeper and deeper into one side or the other. The bottom slider is your Ascendant Form's Strength, which goes from 0 to 50. At around 0-10, you retain your mortal shell, and have very, very limited Ascendant powers. As you gain power, you shed your mortal shell, and become a being of energy, granting your fist attacks to become ranged orbs of Vis energy, Area of effect abilities, and even a few precious seconds of Creative-like flight. Obviously, you will have a reserve of Vis and Taint that will drain as you use these new abilities, and you will have to revisit your Ascendant Shrine (The sudo name for the Podium and Bonds) to recharge (It will have a 'Recharge' button the normal 'Ascend' button, along with a Vis/Taint cost). The more Strength you have, the more powerful you become, even beginning to float on your
egoenergy without draining it, providing a faster ice-like movement. even while in the air.(For the record, Ascendants will be a very transparent version of your normal model and skin, but you will be surrounded by blue or purple (Or in between) particles, representing your Ascendancy and link to Vis or Taint. Higher levels of power, more and larger particles)
Now that you have become an Ascendant, what will you do? Ascendants can do so much more, even unlockng those Eldrich mysteries without the need for those seal parts. You can customize your passive and active effects at a Thaumaturgist's Archive, which will let you use those seal parts you arn't using on obilisks and craft yourself new passive and active abilities. Ascendants can have up to three 'Passive' effects and one 'Active' effect. Passive Effects unlock the stronger your Ascendant form is, whereas you innately start with Vis Orb as your active effect (The previous ranged attack i mentioned) and you can upgrade it, or create new ones. Passive effects can vary, Health regeneration, Personal shields (You lose the ability to wear armor when your mortal shell goes away.), and other more amazing ones such as the ability to float over water without the need of wasting Vis on your flight, and even having Vis Ascendants have nearby Wisps attack your target and follow you around. Active abilites can range from projectiles, instant damage, Area of Effect explosions, And maybe even a long-cooldown, long-term Posession mechanic that lets you take over the body of something and use it for your own goals. (Ascendant Pig, anyone?). Also, as a general rule for both Vis and Taint ascendants, at the highest levels of power (45 to 50) you begin to influence the local Aura, stabilizing it to your level. This gives some appeal to staying as a Neutral Ascendant (50/50 Vis-Taint ratio), as the local Aura will remain neutral, which will help maintaining the natural order and such.
Not much is it? just tinkering with abilities? Well, You also gain a Special activated ability that you always have called "Phasewalking" which lets you see into your world through the spectrum of magic power, unlocking your world as you have never seen before. Vis slimes are rampant, Even more powerful Vis Wraiths lurk in the darkness, and even the occasional Forsaken Ascendant, one that has entered the second, magical phase of the world, and became trapped. You can only walk in this plane for short periods at a time, but that gradually becomes more and more, until you can simply toggle it. the more powerful your Ascendant Form becomes, Though, the more effect you have on this Aura-side of the world. You will hit much harder, and take less damage, but your existance there might cause anomalies to form, And eventually, these Anomalies just might follow you back home... to the real world!
Anyway, thats my whole shinanigan rant about how you could provide a whole new "Magic" side to the mod, as well as adding enough content to make the game that much more interesting.
Also, seince 1.3 is here, how will making Thaumcraft and such in multiplayer work? Seems to be a nice idea... would also mean making those Ascendant models more meaningful, as you could have both a Vis and Taint ascendant player in the same chunk, causing all sorts of balance problems
Edit 4b: My worse half wants Azanor to reply. my better half wants him to reply to at least discuss some of these ideas. He's human (I think) and can provide some brainstorming (I hope) about these topics..
EDIT: added spoilers. thanks to Bixy for showing me how!
yeilds
Cookies for all! one for you, one for everyone else, and one for Azanor!
I like that one. If at all possible, I'd like to keep my existing thaumcraft world, even if that means a lot of blocks disappear or get converted into Arcanum blocks.
-Nicolas Negroponte
Does that mean there wont be any pipes anymore? PLEASE tell me that wont be so, I love the pipes. They are basically the best part of this mod...that was supposed to be a compliment...you know what I mean!
This part has always been by far my favorite part! Glad to hear that it is getting a re-vamp.
I have yet to read these pages, because of the time it is for me here, so forgive me if this idea is a repeat, but as for the Aura, it might be a neat idea if there were an aura type for each crystal type, which can only be utilized once you have some sore of shrine or alter sort of thing created. Additionally, though it may be more trouble than it is worth, it could be nice if there were 'obilisks' for each type of energy, though this should really only be seriously considered if the "Elemental Auras" idea goes through.
THE GAME
And the average minecraft player who uses mods isn't going to bother using google they are just going to assume that it is not worth there time and move on, where as if the name clearly suggests magic then the player will think "I like magic I should check this out" after which point they will be roped in and will be more willing to google new magical words that they have never seen before.
Just throwing my vote out there. I think liquid vis needs to stay. Not the vis itself but some form of liquid "currency". I skimmed and saw something about maybe elemental based liquids. That sounded like a good start for some brainstorming. I also saw that having more than two liquids would be a pain for piping...somewhat true but I think if their functions are unique enough it would minimize congestion since there would be less need for them to all go to the same place.
Either way, I think the liquid management is too core to the 'fun' factor.
I anxiously await your next mod.