• 1

    posted a message on Tainted Magic
    Quote from MinerGuyLex»

    Or, you know... make Shadow tools require Warpwood Wand Cores instead of sticks...


    Wouldn't solve the weirdness of an easy-to-process overworld material being stronger than a completely manufactured material predicated on quite a substantial amount of research. It's just not at all an interesting material or process. You're literally just throwing shadowmetal and primordial pearls at it until it's better. All the addition of warpwood rods would do is push the problem further up the pipeline.


    Quote from Dayyer»

    I think that might make the Shadow Tools obsolete, because it would be a bit pricey to make so many warpwood wand cores for a not very big upgrade.

    Well, it wouldn't make them obsolete. It's kind of hard to obsolete something when there's nothing better. Yes, it would be pricey, but that would be the point. It gives you something to do with you're resources when you're end-game and have the resources to spend. And if you look at my post above, it's actually quite a substantial upgrade.
    Posted in: Minecraft Mods
  • 3

    posted a message on Tainted Magic

    I like a lot of the content this mod adds, but I don't like the way the pieces fit together thematically, and I think it needs a bit of balancing.


    Void Metal is a powerful material. This makes sense because it's a manufacture material. It's unnatural. It's stronger than most materials (plus the autorepair), which would seem out of place if not for the fact that void metal doesn't occur naturally. Shadowmetal, on the other hand, is a naturally occurring material that you can mine at the beginning of the game, and requires relatively few resources to process. On top of that, the tools made from Shadowmetal are in many ways better than those made from Void Metal. Void Metal tools may have autorepair, but they have low durability, and they do less damage than their Shadowmetal counterparts. Shadowmetal tools don't have the drawback of Warping I, they have crazy durability, and you can put autorepair on them if you really want to. Basically, you're paying way less for strictly better tools that you can acquire earlier in the game. It's unbalanced.


    I also don't quite like the way Shadowmetal and Warp are handled thematically. Thaumcraft is, obviously, quite heavily influenced by the works of Lovecraft. As such, The Void represents the ultimate unknown and the ultimate power. In that mythos, it's not the "more evil and dark" beings that are more powerful, but rather the more obscure, primal beings. It doesn't make sense thematically for "Shadowmetal" to be so mucn more powerful than "Void Metal". Again, the ancient and unknown.


    Also in that mythos, power is not derived from insanity. It's rather the opposite. Insanity is derived from knowledge. In most of Lovecraft's stories, you don't see characters fighting cosmic deities or horrible creatures. You see them fighting their own psyche. The struggle with their own thoughts as their safe, secure worldview is challenged by ultimate truth, and the can barely keep hold of their sanity. That is the essence of Warp, and vanilla Thaumcraft handles it very well. It "gets" it.


    And on the topic of item crafting, it seems like strategy for most of the items in TM are "throw void metal and shadowstuff at it and it's better, put the primordial pearl on it and it gets even better than that." That's boring, and seems a bit lazy in my opinion. Also, the upgrades seem to be mostly numerical upgrades which are, almost without fail, pretty boring in gameplay. If we look at vanilla thaumcraft, it has very few upgrades which just boost your numbers. Thaumium is more enchantable, and can take some TC-only enchantments, which opens up gameplay possibilities. Fortress armor both looks cool and has the option of faceplates, opening more gameplay possibilities. Void Metal has auto-repair naturally, which means you have more room to easily add extra enchantments, which ,again opens gameplay possibilities. Your first few wand upgrades allow you to suck Vis from nodes without draining them totally. Later, the Staff of the Primal does, admittedly, ultimately just make your numbers bigger, but it does it in a way that makes it feel better from a gameplay perspective. On that topic, if we consider that and we also consider the points about about shadowmetal tools, one gets the impression that you want your materials to just be the best, which wouldn't be a problem at all if not for the problems thematically. Considering the way it's used in crafting, Shadowmetal seems like an afterthought. Like you just decided you need to have a new crafting material to go with the mod.


    Now, I know it sounds like I just hate this mod, but that's not true. Like I said in the beginning, I like a lot of the items. The Boots of the Voidwalker are nice and are a very good example of an upgrade opening gameplay possibilities. Same with the matching Sash. As much as I don't like Warpwood thematically, it's pretty well balanced and it makes getting Void Seeds far less tedious, which is a plus. If I hated this mod, I wouldn't have made this ridiculous post. but, I like what's there at the core and I want to see it turn into something better.


    If you still want my advice at this point, here's somethings I think you should do. First off, ditch Shadowmetal. It just doesn't seem to make much sense. Mechanically, your throwing an early-game resource at stuff to craft late-game items. Thematically, it's kind of incompatible with the established Thaumcraft lore. Creating a metal above Void Metal is totally okay, but it needs adequate explanation to go with it or it just feels forced and hammy. And of course it should fit thematically. Second, fewer numerical upgrades. They don't make gameplay more exciting. Lastly, if you're going to make armor better than Void Robes, at least make something identical with the same mesh as the Void Robes, they look too cool for me to wear anything else ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    Thanks, another question: how much juice can a jar of enchanter's concentrate hold? I've got a jar with about 600 XP in it right now, and visually, it doesn't seem to be filling the jar much at all. I'm not sure if this is a bug, or if a single warded jar can just hold a LOT of XP.

    Posted in: WIP Mods
  • 0

    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from MentalMouse42»

    I'm seeing oddities with cloning -- specifically, cloning enhanced mobs seems only to take 4 Victus, not the various other sorts as noted in the sample tooltip. This became particularly obvious after I rigged up a reservoir so I could fill it from phials, and then cloned a Golden Chicken. After reversing my buffer, I got back all the phials I'd put in, except for the Victus.


    ETA: to fix misleading wording


    So, has anything happened with this bug? I just noticed it, too.
    Posted in: Minecraft Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    For the Thaumostatic Spire, is the maximum 6 Thaumostatic Pylons + the Thaumostatic Controller, or is it 5 Thaumostatic Pylons + the Controller? The Thaumonomicon says "no benefit is gained after the structure's sixth pylon), but I feel like that's a bit ambiguous since a pylon is used to make the controller. Does the controller count as a pylon?

    Posted in: WIP Mods
  • 0

    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from Zsashas»

    What about a single pump, with a Reservoir attached to it? Would that work suitably?

    That could work, though you have the problem of the reservoir slowly filling up over time. Of course, that's not an unsolvable problem, either.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from trollworkout»




    im going to experiment with witching gadgets essentia pump see if i can suck up essential trough mirrors right into the curative vats

    i already have the setup but i haven't done one infusion yet i am still setting up the infusion. i put pipes and 4 essentia pumps at each end. it SHOULD suck up essentia from jars or mirrors when the vats needs it. this way you can make a wireless vats


    i wish i could check the stability of my matrix . witching gadgets has that abacus but it does not support curative vats/modified matrix


    Iv'e done this. The way the Curative Vat draws essentia has some quirks when you use it with the Essentia Pumps.

    Basically, the curative Vat applies suction on all 4 inputs for whichever type of essentia it needs at the moment. It doesn't stop until it gets the essentia. Since you can't have a zero-length of pipe (the Pump has a buffer of 1 essentia), this means that you WILL get bad essentia clogging up your pipes (the line of pipe is full of essentia as the last point of essentia enters the vat). You have to include some mechanism to deal with this overflow.
    Posted in: Minecraft Mods
  • 1

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    A request: I have no idea how difficult it would be, but would it be possible for you to make some of the redcrystal components multipart compatible? It'd be really nice, since it would allow you to hide remote comparators and such inside walls. Big plus.

    Posted in: WIP Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Tuhljin»

    What do you think about an upgrade that lets you restrict what is allowed to go in each slot of the golem workbench?


    You do have two primals left to use ;)
    Posted in: WIP Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Windikite»

    Yes, you understand correctly, however there is no way to disable them crafting after a certain point. Tally boxes would let me see if they have a certain number of items in them, then I could give them the resources needed to reach the max, however I would much rather use golems and a simple upgrade could fix this.


    Golem Fetter.
    Posted in: WIP Mods
  • 0

    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    So uh, is Golem Animation Powder supposed to not be consumed when you use it? It's fairly cheap, so I assumed it was single-use, but it's not getting consumed when I use it.

    Posted in: Minecraft Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Zsashas»

    Out of curiosity, why don't you like using TT? Personally, I no longer use it as much as I once did, simply because it hasn't been updated in so long. Most of the content in TT now feels slightly "stale" for lack of a better word.

    You pretty much answered your own question.


    Also, certain items and mechanics, like Osmotic Enchanting, just don't seem balanced in Thaumcraft 4, and those features seem like they were kept around just for the sake of having them. I might be less grumpy if the TT enchantments could be infusion enchanted.

    Posted in: WIP Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Zsashas»

    Well, Thaumic Tinkerer adds a Telekinesis Focus. Personally I like just having the pearl, it seems faster to throw it than use a focus. Although the focus does have much larger range...

    I'm not a huge fan of TT, so anything that lets me not use TT is a plus. Also, a wand focus would mean I could put it in a focus pouch, and it'd take up one less inventory space.
    Posted in: WIP Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from DarkBorg»

    In Automagy-1.7.10-0.27 there is a bug that causes iron ingots have 4 metallum instead of one. Also if you have a bugtracker you surely hid it well.


    I'm pretty sure iron ingots have always had 4 metallum, dude.
    Posted in: WIP Mods
  • 0

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    Is there some kind of telekensis focus I haven't unlocked yet? If not, the Miser's Pearl is just begging to be turned into one.

    Posted in: WIP Mods
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