• 0

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Quote from Daomephsta»

    Gauntlets will be an interesting change from wands. The changes in Thaumcraft between MC versions are one of my favourite things about TC, they keep it fresh without taking away what draws me to the mod.


    @Azanor

    You mentioned that you couldn't stop the reequip animation playing.

    I assume overriding shouldCauseReequipAnimation() to return false isn't working? It's a Forge method, so it might be worth creating an issue on the Forge repo. Though any fix would be for 1.11.x.


    shouldCauseReequipAnimation indeed stops it for most cases. The case here however is any changes to the item while it is "in use" like while a bow is being pulled. That triggers the tick count to be reset to the start and the shouldCauseReequipAnimation is not called for that at all.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Quote from CaerMaster»


    This. So much this. Wands say you're Harry Potter. Gauntlets say you're Iron Man. And if I have the choice of being Harry Potter or Tony Stark, man, it's Stark all the way.




    (Well, unless I can, you know, be Wolverine. "Always be yourself. Unless you can be Wolverine. Then always be Wolverine.")



    + :Diamond: sir

    Posted in: Minecraft Mods
  • 5

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Quote from Ceberus96»

    Sounds alright, but what about using it in some hypothetical visless places?

    Another dimension or something.


    Well it would make sense that you won't be able to use magic in places that are devoid of it, is it not?

    Maybe the vis stone could become a vis battery again for situations like that.
    Posted in: Minecraft Mods
  • 7

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)

    I'd like a quick opinion from you guys regarding the use of wands/gauntlets. I was messing around with foci and it seems something annoying has been introduced in MC 1.10.2 - basically every time the vis in the wand changes while you are using something like the fire focus the item would reset to initial position instead of staying in a fixed position. In previous versions that was preventable, but not anymore.


    There are a few possible workarounds for this problem however, but while looking for those I had a completely different thought: What if a gauntlet was not used to store and manipulate vis, but JUST manipulate it? In other words they vis cost comes directly from the aura and is never stored in the gauntlet at all. If I remember correctly this is how wands worked in TC3.


    This does create some interesting possibilities and I do like the idea of the gauntlet actually being required to shape and manipulate vis into the form you need. It also fits with how arcane crafting works now. Hehe, even lore wise it could make sense. Storing vis in wands is the old-school way of doing things. Much better to shape it directly and look cool while doing it.


    As for upgrades/tiers it is a simple matter to allow higher tier gauntlets to draw from more chunks in effect increasing your vis pool. Once again this is how the arcane workbench works in TC6.


    Thoughts?

    Posted in: Minecraft Mods
  • 6

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Quote from XTclssgmng»

    I like the design, but focus looks a little bit unrealistic (it like a cube).

    Technically it is half as cuby as the wand version was :P
    Posted in: Minecraft Mods
  • 4

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)

    The green gem is a focus.


    The chest sculpture is me filling chests with random items for scanning purposes (yes, scanning an inventory now scans all the items inside it as well).


    It is pretty hard to control exactly where stuff emit from in a consistent manner. For the most part it will be pretty much the same as the wand so don't expect things to actually come out of the gem. The limits to vanilla minecraft's animations are annoying at times.


    Edit:


    It does look like the whole modular rod/cap things will be going away as well as the distinction between wands, scepters and staves. Since arcane crafting no longer requires a wand there is no longer a need for sceptres anyway - Casting gauntlets (wip name) will just be used as a multitool and for using foci.


    There will be tiers of casting gauntlets, but their only difference would be recharge rate and vis capacity (so far). The meat of modularity will now lie with the foci.

    Posted in: Minecraft Mods
  • 9

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)

    First attempt at a model and look



    Posted in: Minecraft Mods
  • 6

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)

    I am considering making the gauntlet an off-hand only item meaning you can still have a tool or what-not in your main hand while flinging spells with the off-hand.

    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)

    For the most part I was just thinking of it being a cosmetic change with gauntlets replacing wands.

    The main issue would be making it look acceptable. The trick would be to make it still fit in with the MC aesthetic and not make it a high-poly model, but at the same time it should look cool. A lot easier said than done. Steve's lack of fingers is problematic :P

    Posted in: Minecraft Mods
  • 13

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Quote from Sweet_Brew»

    Any hints about it maybe? :3

    Well....

    Image result for magic gauntlet
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)

    Most TC5 stuff will be staying around. Only major changes are to the aura and research.

    I am considering a change to wands (apart from the obvious switch to single vis), but I'm leaving that for last as I am still trying to decide if I should do it or not.

    Posted in: Minecraft Mods
  • 6

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Quote from two_creeper»

    In the first video of the eight singleplayer season of Direwolf20, one can hear that Azanor hopes to relase 1.10.2 version before the end of year. By all means i know what can happen during coding of something(my best achievement was simple game in SFML), so i dont urge the mod author to work faster, as faster does not neccesarily mean better (in coding). Take your time. But it would be nice, to start 2017 by putting some Salis mundus on bookshelf.

    Cheers and happy 2017!


    Alas those hopes got dashed. Not by me running into problems, but laziness :P
    I got a some time off over the holidays and I was originally planning to push through and get as much of TC finished as possible during that time. Turns out the lure of NOT doing any work was far too great. I did get some very good rest though. I'm planning on tackling golems next and since nothing is really changing about them I am hoping that will be a quick update.
    The main thing that will take loads of time will be research. I have all the foundations in place and now it is just a lot of typing and reworking of the progression that needs to be done. Lots of slow grunt work. :(
    Posted in: Minecraft Mods
  • 10

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)

    Currently I'm still updating to MC 1.10.2. MC 1.11 is not a huge update, but it does make some big changes to how itemstacks works that will be a pita to change. I'd rather get a stable version out there before tackling that.

    Posted in: Minecraft Mods
  • 6

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)

    So I've been struggling with a bit of a decision and I thought I might post it here to get a second opinion. Not sure I want to do it as a poll though.


    The research table with it's minigame will still be around in TC6, however it will basically be a crafting mechanic to make "Theories". Theories is one of the new currencies you require to unlock research. For example, unlocking Infusion crafting might cost 5x "Observations: Magic" and 3x "Theories: Magic". Observations you get by scanning stuff (for the most part).


    The problem I have is as follows. Where to get the pool of aspects required to finish the old aspect puzzle. In earlier incarnations of TC it was gained by scanning and in TC5 you just had a pool when you crafted the research note.


    Now I'm thinking of making require breaking down items. In other words you need to sacrifice something with AER to be able to get AER points to complete the puzzle. Combinations are no longer possible. One of the reasons I'm considering this system is that in the great scheme of things you will be spending a lot less time at the table thus I want to give things there a greater cost.


    The alternative is the TC5 way - in other words you start with a pool of primals and you need to combine them to finish the puzzle.


    What do you guys think?

    Posted in: Minecraft Mods
  • 4

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Quote from Thermawrench»

    I have an odd request. Anybody here who knows how to make a Thaumcraft Symbol on a vanilla banner?


    Talking about this one.


    Hehe, I like this.
    Posted in: Minecraft Mods
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