I loved TC2, but TC3 was totally worth the wait. I can already say that the research system has greatly improved over the previous build. Another aspect I love is that items from other forge mods have researchable values. Imagine my surprise when I discovered that the Gravity Gun (Gravity Gun mod) and the quarry (Buildcraft) had another purpose!
I'm still in early game, so I can't wait to see what purposes the other items serve! It feels like science class (which I thoroughly enjoyed) all over again!
In short, my GPA is probably going to drop a point or two because of this. Well done!
So, yesterday I found one of those thaumcraft dungeons with the "black hole" node in the middle of it. It's located near my house. Few minutes ago I wandered into it and was pwned by ~40 wisps in a second. I've brought them some TNT and killed almost all of them, but they just keep spawning. This node is not the closest one to my thaum lab, but it's flux level is constantly on "high". How can I fix it? The only idea I have is to enclose the node in a warded stone shell and keep tnt'ing it periodically.
Played TC3 for the last few days and I sadly have to say I am pretty much disappointed. I really loved TC2, although there were some flaws, however TC3 doesn't really feel like good successor.
The research system in TC2 was... boring, but at least you could fill it up with cobble and let it do its job. In TC3 research feels even more tedious and (at least for me) no fun at all. The sheer amount of resources you need to gather just to research even the easiest stuff is insane. In addition while the essence idea allows for some targeting and you can usually figure out half of them by thinking, the rest is just plain try and error, which doesn't feel like it is any improvement over TC2. And at some point I got a little impatient and used TooManyItems to fast-forward the research just to learn that there isn't really much to actually research yet. Is this still WIP or is this supposed to be just 4 wands and some golems?
Now I have some golems running around - brilliant idea and excellent work on them btw - but feel like I just wasted 2 days researching for just these. The wands are nice but since you cannot recharge them, they cannot be used permanently, which was one of the strongest magician feeling in TC2. The enchanting is vanilla MC and doesn't really blend well with TC3. The tools/weapons can be enchanted with the standard pointless stuff (except for the hoe, which I guess is a bug), but don't work with the Anvil. So again you can spend an impressive amount of resources and 30 levels on a sword that will fall apart after 5 minutes of using it, if you happen to actually get a useful enchantment. And I do miss the seals - some of them - they gave my home the right magical touch and the golems aren't really making up for it.
The order of research feels logical but frustrating. I research Nitor and it doesn't seem to be usable at all. Either this has to be combined in some way I haven't figured out yet or it is not yet done. I would have put the wands first, as these imo let you feel like a Thaumaturge right away, then follow with the blocks (wood/stone) and allow the player then to upgrade those wands into self-recharging ones. Then you get at least something right at the beginning to tinker around with as a break from the tedious researching.
The change in Aura system is convenient but feels too much dumbed down to me. While taint wasn't really a threat if you knew what to do, it at least felt like one. The occasional wisp I get now just feels random and boring, and definitely not like a real magic environment at all. And the strange sparkling aura thing just feels out of place and doesn't seem to have a purpose as far as I can tell other than to sparkle. The cost for transmutation using the crucible feels way too expensive to be of any use, there should be an upgrade method like in TC2.
Documentation is well done, except that I still couldn't figure out how to actually fill those flasks with essences, and the book isn't helping on that. I as well don't feel like the arcane table had any real purpose.
I strongly hope that this was just a pre-release and the real version is still in progress, as TC3 is currently for me lacking too much to be a good successor for the incredible well done TC2.
It is definitely WIP. Further, there's some research - quite a bit! - that's not initially visible in the book.
Played TC3 for the last few days and I sadly have to say I am pretty much disappointed. I really loved TC2, although there were some flaws, however TC3 doesn't really feel like good successor.
The research system in TC2 was... boring, but at least you could fill it up with cobble and let it do its job. In TC3 research feels even more tedious and (at least for me) no fun at all. The sheer amount of resources you need to gather just to research even the easiest stuff is insane. In addition while the essence idea allows for some targeting and you can usually figure out half of them by thinking, the rest is just plain try and error, which doesn't feel like it is any improvement over TC2. And at some point I got a little impatient and used TooManyItems to fast-forward the research just to learn that there isn't really much to actually research yet. Is this still WIP or is this supposed to be just 4 wands and some golems?
Now I have some golems running around - brilliant idea and excellent work on them btw - but feel like I just wasted 2 days researching for just these. The wands are nice but since you cannot recharge them, they cannot be used permanently, which was one of the strongest magician feeling in TC2. The enchanting is vanilla MC and doesn't really blend well with TC3. The tools/weapons can be enchanted with the standard pointless stuff (except for the hoe, which I guess is a bug), but don't work with the Anvil. So again you can spend an impressive amount of resources and 30 levels on a sword that will fall apart after 5 minutes of using it, if you happen to actually get a useful enchantment. And I do miss the seals - some of them - they gave my home the right magical touch and the golems aren't really making up for it.
The order of research feels logical but frustrating. I research Nitor and it doesn't seem to be usable at all. Either this has to be combined in some way I haven't figured out yet or it is not yet done. I would have put the wands first, as these imo let you feel like a Thaumaturge right away, then follow with the blocks (wood/stone) and allow the player then to upgrade those wands into self-recharging ones. Then you get at least something right at the beginning to tinker around with as a break from the tedious researching.
The change in Aura system is convenient but feels too much dumbed down to me. While taint wasn't really a threat if you knew what to do, it at least felt like one. The occasional wisp I get now just feels random and boring, and definitely not like a real magic environment at all. And the strange sparkling aura thing just feels out of place and doesn't seem to have a purpose as far as I can tell other than to sparkle. The cost for transmutation using the crucible feels way too expensive to be of any use, there should be an upgrade method like in TC2.
Documentation is well done, except that I still couldn't figure out how to actually fill those flasks with essences, and the book isn't helping on that. I as well don't feel like the arcane table had any real purpose.
I strongly hope that this was just a pre-release and the real version is still in progress, as TC3 is currently for me lacking too much to be a good successor for the incredible well done TC2.
The mod is only 25% done, he just released this Alpha because everyone was so impatient that he caved in for us. And honestly, this alpha is better than most full blown mods, lol.
Getting an issue I just cannot seem to fix. I have Forge 6.4.1.407 installed (Recommended), and it works fine before I put the zip in the Mods folder. When I do, instead of starting up, it shows the Mojang logo, then goes to a screen that says "Forge Mod Loader has found a problem with your minecraft installation. The mods and versions below could not be found: Forge: [6.4.1.407,) The file 'ForgeModLoader-client-0.log' contains more information. I'm running Minecraft 1.4.5 and I have checked and confirmed that this is the correct version of Forge. This is a totally clean .jar and mods folder, nothing else anywhere. Help?
6.4.1.407 is NOT the Recommended build. It's the latest build.
Sigh.... Yet another world where my Aura has left me.... This is making it obscenely hard to fully complete the mod in its current form when the Vis just leaves the world. I hope it is a priority to fix this, as it is wrecking some of our experiences with playing the mod. I had nearly finished my castle too....
Sigh.... Yet another world where my Aura has left me.... This is making it obscenely hard to fully complete the mod in its current form when the Vis just leaves the world. I hope it is a priority to fix this, as it is wrecking some of our experiences with playing the mod. I had nearly finished my castle too....
Azanor, do you have steam? I would love to talk. i dont do coding (at the moment), but i have many ideas for this mod and i would like to see if you like them.
When you'll find them and have your goggles on, you'll see. Mind that two of them spawn in precise area. What they do, it's simple and it's written in the thuminomicon.
where is this persise aria how will i know and what dose malign energy mean
Hmm, just tried a test and researched a couple different things. Disconnected myself from our server, reconnected -- and research has been reset. Happens every time disconnect and reconnect. Using version f. Anyone else having this issue?
where is this persise aria how will i know and what dose malign energy mean
Malign means unstable or corruptive or evil.
basically... if you see one of those nodes that look like a blackhole consider that a dangerous node, don't think you want to be pumping flux into the air near it unless you like getting wisp spammed to death.
basically... if you see one of those nodes that look like a blackhole consider that a dangerous node, don't think you want to be pumping flux into the air near it unless you like getting wisp spammed to death.
yes but i still want to know abot the pure nodes wher to find them and unstable nodes and where to find them
basically... if you see one of those nodes that look like a blackhole consider that a dangerous node, don't think you want to be pumping flux into the air near it unless you like getting wisp spammed to death.
Actually I think those are the nodes that give you that message about something being released into the air or something along those lines in response to flux giving you the mining fatigue debuff.
Also as a suggestion for future development: Thaumically enhancing wolves. Collars that act similar to the golem animation cores (strength increases damage, perceptive detects mobs further away, speedy increases, well speed, and intelligent lets them use certain magic tools (think Amateratsu from Okami) or maybe lead other wolves), maybe some kind of food that grants them the power of certain aspects (like fire or flight).
The method he is currently storing your worlds Aura/Vis information is very easy to fully lose. If it does lose it, bye bye aura nodes. You have to fully reset the Aura regeneration in your config to get it to get them back.
Watch Direwolf's second video, he shows that chest. It's in there
I loved TC2, but TC3 was totally worth the wait. I can already say that the research system has greatly improved over the previous build. Another aspect I love is that items from other forge mods have researchable values. Imagine my surprise when I discovered that the Gravity Gun (Gravity Gun mod) and the quarry (Buildcraft) had another purpose!
I'm still in early game, so I can't wait to see what purposes the other items serve! It feels like science class (which I thoroughly enjoyed) all over again!
In short, my GPA is probably going to drop a point or two because of this. Well done!
That's similar, but not quite the same. Maybe at some point we'll be able to upgrade the hungry chest to a traveling trunk...
With magic tallow, you can generate infinite magic aspect at the cost of 5 vis per aspect (vis regenerates right?)
EDIT: What i mean to say, is with a purifier you can keep pumping the magic tallow into your cauldron, and purify out the excess magic aspect
Sorry for my broken english.
Its not a dupe, itens created with magic have magic aspects =P
It is definitely WIP. Further, there's some research - quite a bit! - that's not initially visible in the book.
The mod is only 25% done, he just released this Alpha because everyone was so impatient that he caved in for us. And honestly, this alpha is better than most full blown mods, lol.
6.4.1.407 is NOT the Recommended build. It's the latest build.
Wha? The aura can leave?? If it can, I agree.
where is this persise aria how will i know and what dose malign energy mean
Malign means unstable or corruptive or evil.
basically... if you see one of those nodes that look like a blackhole consider that a dangerous node, don't think you want to be pumping flux into the air near it unless you like getting wisp spammed to death.
ahh ok no biggie, we'll just start stock piling goodies until then =D
yes but i still want to know abot the pure nodes wher to find them and unstable nodes and where to find them
Actually I think those are the nodes that give you that message about something being released into the air or something along those lines in response to flux giving you the mining fatigue debuff.
Also as a suggestion for future development: Thaumically enhancing wolves. Collars that act similar to the golem animation cores (strength increases damage, perceptive detects mobs further away, speedy increases, well speed, and intelligent lets them use certain magic tools (think Amateratsu from Okami) or maybe lead other wolves), maybe some kind of food that grants them the power of certain aspects (like fire or flight).
The method he is currently storing your worlds Aura/Vis information is very easy to fully lose. If it does lose it, bye bye aura nodes. You have to fully reset the Aura regeneration in your config to get it to get them back.