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    posted a message on Intangible (0.0.25 Alpha)

    interesting.


    the spear can be tempered, but I can't think of a use


    you need to use a focus to select and cast spells, but that means that you won't be able to get any more slots for souls, since you need to be holding the spear for the slot to count (eg, you can't have 1 benign on your armor and 1 benign on your spear, because whilst activating you won't be holding the spear)


    that implies that there is something else affected by the spear's tempering... (I'm going to get an immutable soul tomorrow and try animating it)

    Posted in: WIP Mods
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    posted a message on Intangible (0.0.25 Alpha)
    Quote from mr_parcore»

    im trying to make a deity that's what it says


    one of your components gives a power that costs a doomed soul, replace that component and it will not require the soul anymore.
    Posted in: WIP Mods
  • 0

    posted a message on Intangible (0.0.25 Alpha)
    Quote from XTclssgmng»

    I think that these are some pretty decent ideas, but some like the immutable should probably have higher damage resistance and more damage with a little armor penetration, also mutable isn't a soul type, it's called mallable, which could have the effect that it takes less damage when it gets attacked from the same source of damage multiple times in a short time span? For doomed souls I'd think it would be that it would cast spells from the different kinds of souls it has within, noble could give it a shield and allow it to relay some of the shield to you.

    I keep calling unhinged "unstable" as well, I'm just slightly better at catching it, I have no idea why I have such difficulty with those words :/
    Posted in: WIP Mods
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    posted a message on Intangible (0.0.25 Alpha)
    Quote from Emoniph»

    I think you are not seeing that there is a 4 tier progression to the armor spell: Deactivated (Iron level), Activated (Diamond Level), Overclocked (Better than diamond, but hits can generate a bit of rebellion), Overclocked + Unexpected (much better than diamond but rebellion increases).


    I absolutely didn't know about the last tier, which is incredibly appropriate, I expected unexpected to do something wierd, like blowing up when I get hit (similar to gem armor in EE2), so I've been a bit wary of using it just in case something unusual happens, being a flat boost is... unexpected ;P



    one other thing I'd like to suggest that I've been musing over the last few days: would it be possible to add a set of soulbone tools for deeper use with the Animate Tool spell?


    for example, a soulbone sword that can be tempered, and the tempering influences what it does when animate (eg, predatory makes it aggressive (increases aggro radius and attacks things of its own will), benign makes it protective (won't attack, but will try to block attacks), immutable makes the animation permanent unless it's killed or shift right clicked to pick it back up, unhinged gives it random effects (knockback, fire aspect, poison, slow), wise makes it act as if you had killed the mob, mutable gives it a damage range (eg, can randomly hit MUCH harder, or much weaker), noble gives it looting... no idea about doomed, maybe lets it fire doombolts?)

    Posted in: WIP Mods
  • 0

    posted a message on Intangible (0.0.25 Alpha)
    Quote from Auric245524»

    If you want a godmode armor I'm sure there are plenty of other mods that add an armor with 100% immunity to all damage. That kind of thing is too cheaty for my tastes, so I welcome the change.


    I'd say it's a bad change purely because of HOW it was nerfed, and suggest that a person who doesn't use the spell should have zero input over how it should be changed when their opinion boils down to "OP NERF NAO".


    first consider that you MUST use soulbone armor to use the mod, having invuln armor from another mod means you cannot use intangible at all, so no, you can't just use another armor.

    also consider that there is also a balance method that is woefully underused: rebellion. rather than just nerfing it to uselessnes, make it generate rebellion whilst they are in use, that way you can't have permanent invulnerability, but you have a few seconds of invulnerability when you really need it.

    Emoniph, if I may make a suggestion: undo the nerf, make overclocked armor give invulnerability again, but make it generate rebellion at a rate that you can maintain it for 8-10 seconds at most, enough to save you from severe danger but not enough to give you godmode. it differentiates it from shield in that shield blocks a single hit at all times, whilst armor would require strategy to use properly, and overuse would result in a significant downside.

    I would actually suggest that overclock itself also causes rebellion, after all, overclocking irl only works because people who overclock tend to have better cooling systems, whilst doing it without preparation causes problems.

    Posted in: WIP Mods
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    posted a message on Intangible (0.0.25 Alpha)

    no i cant use more of 4 tipes of souls in my soul bar :,v i have all learned

    iirc, you put another infuser below your current one
    Posted in: WIP Mods
  • 0

    posted a message on Intangible (0.0.25 Alpha)

    my initial reaction for the "subject it to a concentrated soul" was to try and throw the bone into a soulwell rather than try and throw it through a soul. it's actually interesting that you can't make the bones in a soulwell tbh, you'd think that it would be even more concentrated than a loose soul


    also, would it be possible to add in some JEI compatibility for the circuit stamper and a few of the other non-crafting-table recipes? the multiple layers of components makes it a pain to remember how to craft anything with more than a few steps (eg the quantifier)

    Posted in: WIP Mods
  • 1

    posted a message on Intangible (0.0.25 Alpha)

    Soooo we STILL didn't create a Intangible user's name? Intangibilist maybe? Animancer? Magiengineer? Soul Reaper? Soul Keeper?



    if I may suggest a name :

    I play quite a bit of WoW and a race called the Draenei have a religion that is partially scientific, not because it is studiable, but because they KNOW their religion is true, their object of worship is a concept called The Holy Light and its "servants" are a sort of Light Elemental called a Naaru that interact with them on a daily basis, to the point where what a human would see as divine, they see as mundane (eg, a holy crystal filled with pure spiritual light would be an artifact of great significance to be used sparingly and in great need to a human, to a draenei it's a rechargable battery that they can ask a naaru to recharge if it runs out).

    due to their strong connection to the light, they are able to commune with souls and have become exeedingly good at it, capable of manipulating souls even to the point of placing the souls of their greatest heroes into robots in their greatest temple Auchindoun, so that they can defend the spirits of the dead and continue their holy duty.

    due to their similarities in communing with, controling, and drawing power from souls, general piousness, and ability to create soul-robots, I'd like to suggest "Soulpriest" as our "practitioner name"

    TLDR: Soulpriest


    we manipulate souls, interact with deities, and it's got a fun reference that make it instantly recognisable to a WoW player without being so obscure that it is incomprehensible

    Posted in: WIP Mods
  • 0

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

    on the gold vs brass matter, I'd suggest making alchemic brass the tier-2, and gold tier-3, however, make gold caps require an "inert caps" step with alchemy (eg, auram and potentia in a crucible)


    it would give an interesting feeling of progression as well as making gold feel more "magical" than brass (which has connotations IRL of "used when gold is too expensive but it needs to look gold"):


    mundane caps > alchemically created caps > mundane caps empowered by more complex alchemy > alchemically created caps empowered through infusion


    plus, the thaumonomicon implies that alchemic brass isn't really that special, it's just regular brass made via alchemy due to some universes lacking copper and zinc

    Posted in: Minecraft Mods
  • 0

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

    Looks like the released verison is still kind of a beta.

    We were always told to think of Aura as a pool of Water, flux is ripples and taint is flotaing mud I guess.
    If you stick to that explanation, then hungry nodes should act as holes that create a funnel and some ripples near them, so maybe the aura vacuuming effect should very quickly decrease with growing distance to the nodes?

    an ocean of glue, not water

    I personally think that "piles of sand" like an hourglass are a better analogy tbh
    Posted in: Minecraft Mods
  • 2

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

    also, is it just me, or do the aura mechanics somewhat rob the wand recharge pedestal and vis stoage amulet of their purpose, and significantly reduce the usefulness of the elemental/primal wands and staves?


    previously they were useful due to allowing you to be less reliant on nodes, and to let you recharge your wand passively, however now all wands recharge passively anyway (meaning their only use is in areas with no aura at all), and the amulet draws from the aura (meaning wearing it won't preserve aura when you use a wand)


    my suggestion for the amulet is to change it from an amulet of storage to an "amulet of restriction", it stores vis as it currently does, but will not recharge from the aura (it must be charged via pedestal), and carrying it will prevent you from charging wands in the inventory, hotbar, or hand unless you are wearing the amulet (the speed you drain from the amulet is based on your tapping knowledge) or the wand is generating its own vis.


    right now, conserving the aura is of far greater importance than just storing vis, especially when you can get more vis by walking to another chunk, this sugestion would allow you to use wands and staves without worrying about draining the aura, as well as giving the elemental wands use again (eg, you use an excavation focus with anobsidian wand and restriction amulet, after the wand and amulet run out, your wand generates its own vis without harming the aura)


    or in other words: the amulet lets you not harm the aura by using wands, but at the cost of being unable to passively draw vis from the aura if the amulet is ANYWHERE in your inventory


    so to put it more formally:


    Amulet of Vis Storage changed to Amulet of Restriction

    when worn or even held in the inventory, prevents any items in your inventory from drawing from the aura

    instead, they will draw from the amulet or generate their own vis

    the amulet can ONLY be charged with the pedestal

    this will offer incentive to create elemental and primal cores, and give the player a choice between damaging the aura or having limited vis

    (it also opens the possibility of rings and a belt that store vis without drawing for players who prefer that playstyle)


    edit: also a question: what is the range of the charge pedestal? does it draw aura from more chunks than just holding the wand?

    Posted in: Minecraft Mods
  • 0

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


    Technically it cleans itself - the taint dust slowly disappears over time (blows away).


    Also regarding the taint related feedback:

    The next patch will have some rebalancing in regards to taint. When a taint node spawned during worldgen it also gets a big initial amount of flux added to the chunk it gens in and that amount was WAY too much.

    I have also fiddled a bit with the numbers regarding taint in general - it is supposed to be aggressive, but maybe not quite at the levels it is now.


    may I make a suggestion for the dust blowing away?

    when it blows away, it also takes some vititum with it.

    we have very few ways of actually dealing with taint, only mitigating it. we only really have pure nodes to remove vititum.

    taint dust taking vititum away with it would give us a way of essentially letting the place recover over time after we have untainted an area(a little bit like cleaning nuclear fallout, the area is still irradiated, but it will heal over a few (hundred) centuries.

    also, two suggestions for items related to dealing with taint:

    an ethereal lamp that acts as a combined arcane lamp and ethereal bloom (for mass taint cleansing)

    and something to prevent tainted rain from occurring, it's INCREDIBLY frustrating to get an area cleaned up and covered with blooms, ready to move a pure node over to slowly absorb the vititum, only for it to start raining slime, wash away your blooms, and add even more taint and vititum.
    Posted in: Minecraft Mods
  • 4

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Quote from codebracker0»

    but in 1.8 you can see the main enchantment you will get


    THAT'S EVEN WORSE.

    I generally dislike (read: HATE HATE HATE) vanilla enchanting, infusion enchanting feels much more involved, more like a game. There is NOTHING fun about sticking an item in a GUI, you build a mob farm and that is it, reeds if you want to make books. infusion requires a mob farm, method of getting the ingredients (especially salis mundus), building up the stability (increasing the more you enchant an item), and essentia. you are rewarded and encouraged to build things, which is the whole POINT of a sandbox game, a point that the MCdevs have sorely missed in favor of terrible combat and exploration (I remember the day they actually said "we don't want people building mob farms").

    I'm the sort of person who would (and has) straightup disabled vanilla enchanting for infusion enhanting because of how much beter infusion FEELS.

    Posted in: Minecraft Mods
  • 2

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

    Yes, I have removed it. I might add something like it sometime in the future, but I'm not sure there is really much of a need for it.

    I hope you do, I absolutely ADORED infusion enchantment, the vanilla methods suck :P

    it was actually the thing I always pointed to as an example of how to do nonvanilla enchanting correctly: it required resources, infrastructure, and got harder as you made more enchantments without arbitrarily capping itself, as long as your altar and essentia setups could handle it, you could keep adding to it, it made my crazily overenchanted void robes and crimson blade feel like an achievement, a reward for building my lab and altar, rather than a reward for grinding levels and RNG books.
    Posted in: Minecraft Mods
  • 0

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

    IT'S HAPPENING!


    (Hypening?)

    Posted in: Minecraft Mods
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