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  • 2

    posted a message on Thaumcraft 5.2.4 (On Hold)
    Quote from Azanor»

    Sorry guys, I have to put TC on hold. Check the OP for my reasons.



    Sorry to ear but I'm happy for you... take your time and come back stronger in the coding force ;)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 5.2.4 (On Hold)
    Quote from Azanor»

    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?



    I'm back! Missed me?
    There are ups and downs with both: breaking down items was abandoned because it was too grindy with higher tiers, especially if it wasn't your first run it resulted boring, also while earth aspect is always common something like aer usually was a big issue.
    Giving a pool of aspect defeats the propose of an increasing curve of difficulty which was your point I assume.

    I suggest a third way, make the research table suck aura to convert it in research points (I only have a partial idea on how the new aura works so if it's not doable just ignore me) as new TC6 aura is raw it can be converted in any element, I suggest the research table to build up elements like one of each every X vis sucked from the aura or a random element maybe encouraged by some focusing objects (like a candle for fire or a pool of water for water to increase the odds) this will also require a redstone signal or something to not mess with the aura in an uncontrolled way, you could add multiple tier of research tables or researches to make the process faster or more efficient. Point being that research will require a good knowledge of how aura works and its limits so expert thumaturges will likely be able to perform research in a more efficient way. It will also requires to build thaumcraft apparatus while you're researching (to manage the aura), instead of unlocking it all (I'm guilty of that) before starting to really play TC.

    Bonus fact: this will make the research totally loose from any non TC resources so no other mods (unless specifically designed) can mess with the process, for example if feathers were a good source of aer and a mod allows me to turn dirt in to feathers the balance would be broken.

    Possible downsides: it will still takes time but it will allow you to do other things while aspects are building up, might require a chunkloader to keep the chunk the research table is in loaded while you're off doing stuff (unless you come up with a smart way to keep in account ho much time the chunk was unloaded and catch up with the production) it will require multiple tier items to manipulate the aura even early on because otherwise I assume things will get messy pretty quick.

    Hope you like, back in the shadows.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 5.2.4 (On Hold)

    Well I'll try once more with the brains as soon as I gather another stack and if it doesn't work I'll just go for the bothersome way thanks for the help ;)

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 5.2.4 (On Hold)
    Quote from Numbers626»

    Temporary warp doesn't usually work, you need sticky warp and then wait until you have a warp event.


    that was my fear... it's bothersome having to craft things that generates warp just to that end and then have to craft all that soap to get rid of it <_<
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 5.2.4 (On Hold)
    Quote from Shirololl»

    You did read the bible, didn't you?

    yes when I said: "I had the Eldritch Epiphany with the book" the book I was speaking about is the item Crimson Rites which I assume is the bible you are referring to...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 5.2.4 (On Hold)

    I need a little help, I might be doing things in an outdated way :unsure:

    I had the Eldritch Epiphany with the book but now I can't unlock the revelation. I unlocked all the researches under the Epiphany and gained max warp with an old trick:

    the eating zombie brains trick (to take temporary warp instead of normal one).

    I maintained the level above the second mark on the sanity checker for a while... I even had a couple of warp events in the meantime but no revelations. So either I'm doing something wrong or I'm just unlucky as usual... just wanted to be sure it wasn't the first one.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    Hi there I'm a little new to the mod just wanted to ask 2 things that may or may not be bugs. First I have to say I'm playing the 1.8.9 version because some of the mods I use are not updated to 1.9 yet, so if it was a bug and it's fixed in 1.9 please don't rage on me :P .


    1) The most likely to be a bug (or a bad mod interaction, who knows) I made a cleaver but my problem is that sometimes when it swings deals no damage, and by sometimes I mean if you spam the mouse button only the first hit deals damage then nothing, I have to stop pressing the mouse button for a precious second or jump/move in order for it to deal damage again ( I know because I have waila and in the UHD shows the mob's health) considering how slow it swings that's a major problem for me so I was forced to go back to the broadsword.


    2) this might be intended actually but it would be strange imo all the swords (so broadsword, longsword, cleaver and also battelsign) instead of being more effective on cobwebs can't actually harvest them at all and this is a major pain in mineshafts when trying to kill spider spawners.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 5.2.4 (On Hold)
    Quote from frost11111»

    I am not playing on a server, I am using the minecraft launcher and I am admin on my pc. My achievements are also getting reset.



    back in the day that issue was caused by optifine I remember Azanor getting mad at trying to figure out what was causing it...

    But I guess that was TC4 and it was fixed not likely to be it again


    Edit: Unrelated but last comment was still mine so.

    Question: is there really still no legit way to craft the Void capped Primal Staff? I'm wearing the void thaumaturge stuff and using the thaumium capped silverwood scepter for maximum vis discount but it's still not enough. if I'm missing something just spoiler me all the way :D

    Posted in: Minecraft Mods
  • 0

    posted a message on Intangible (0.0.25 Alpha)
    Quote from codebracker0»

    I think i'd consider it a downside to the spell, since it's so powerful.

    I'm unsure if it can be considered a downside... I mean a true downside would be a longer cooldown (the actual one is really pretty short imo) this is simply an annoyance. Also if it truly was that the intention it's not a fair downside because it can bother more some peoples preventing them from using it than others. An example is a friend of mine that gets actual sickness (nausea) because of the shields spinning around on the screen and he can't use the thing at all.
    Posted in: WIP Mods
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    posted a message on Intangible (0.0.25 Alpha)

    Epic mod is epic +1 for you sir!

    just a minor thing I've been keeping the shield spell up while caving to prevent sneak attacks to be a major pain but I found out the shields icons rendered in my face are an even bigger pain (for the eyes in this case), I can understand that in multiplayer is good to know if someone have the shield active but can't it be prevented in any way shape of form for you to see your own spell? would be much appreciated :)

    Posted in: WIP Mods
  • 0

    posted a message on Thaumcraft 5.2.4 (On Hold)
    Quote from XTclssgmng»

    Are you using totem poles? You could use the stabilizer totem pole if you aren't.

    I'm using poles but mostly the ones to increase the outer area (because of my old strategy the flux generated by the totem wasn't an issue) on a test world I tried throwing in 1 or 2 stabilizer but it doesn't seem to have a significant impact... at this point I think I'll ride a magical forest for silverwood saplings and proceed as Farproc said it was my plan B from the beginning. At this point I don't see much use for totems either.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 5.2.4 (On Hold)
    Quote from XTclssgmng»

    Move the primal vis types away from the taint shards, or vice versa.



    the problem is that by doing so the flux generated by the totem itself will eventually cause problems... unless I pack the area with pure nodes but if I do so focusing the aura becomes pointless... on the other hand I could use separate totems for each primal so I can focus vitium in a separate area but seems more trouble than it's worth.
    I'll have to seriously plan this one cause I set base like I usually do thinking my strategy was still valid and changing the setup in the middle of things it's going to be a pain :(


    Edit: problem partially solved because seems like balanced shards in totem don't attract even flux (wasn't expecting that... I'm really rusty :D )

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 5.2.4 (On Hold)

    It's been a while since I had the time to play minecraft and thaumcraft with it... just a quick question about crystal farming.

    I was used to keep the the aura focused on my base with a totem powered with balanced shards (that way it would attract all the aura type) and lay down a couple of tainted crystals so if the vitium level was too high the tainted crystal would grow absorbing it (and giving free tianted shards in the process \o/) now my problem is that other crystals turn in to tainted before the tainted ones grow... which is unfortunate do you have any suggestions or tips?

    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 5.2.4 (On Hold)

    I have a problem (dunno if can be fixed) with the left-click function of the wand of equal trade. Using it while in creative causes that, instead of changing the block I'm pointing at, it destroys the block (because I'm in creative) and replaces the one directly behind. It's lightly annoying while building in creative I sometime use the EE focus to make my life easier but this way it actually makes it harder :(

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 5.2.4 (On Hold)
    Quote from Azanor»


    As I've mentioned in the past I've been thinking of ways to change research into less of a chore, without removing the achievement factor. That is a lot harder than it seems. I've mentioned that I am considering changing it into working sort of like the Hardcore Questing mod that many packs use, but that is not ideal for the TC 'feel'.


    I have come up with a possible (if a bit abstract) solution and would like opinions and suggestions.
    First change:

    No more guesswork as to what you are getting when you select a research. When you click on something in the thaumonomicon that you do not know yet you actually go to a page giving a description of what you want to get - for example nitor might say something about you trying to find a cheap, efficient energy/light source. The rest of the page will give the requirements for you to go about discovering something like that. (see change 3)


    Second change:

    All research is hidden - you have no idea what will open up if you go down a particular path, but there will be very little flailing around in the dark for the research you need - you may not know that nitor will eventually lead to essential smelting, but you will know exactly what you should do to unlock it. I will still keep the progress % that is show so you know your overall progress.

    I'm still 50/50 on this change.


    Third change:

    Completing research will require various resources and observations. For example nitor might require you to have Observations on Light (basically you needed to have scanned a light source).

    Resources required will vary from research to research and there will be several types. They are consumed to learn a research:

    • Field notes. These are gained as you scan things and will fall into a few broad categories (nature, constructs, monsters, etc.) So scanning a zombie for the first time might give you a Field Notes: The Undead. Unlike observations, field notes are small tidbits of knowledge on the subject so there is always more to learn about something.
    • Theorems (name still WIP). These are 'crafted' in the research table via a tweaked version of the existing mini-game. They represent abstract thaumaturgical knowledge and paths of reasoning that will help you discover something. They are not linked to a particular research - its just abstract knowledge basically. They do however come in different grades based on the standard mc rarity system (common, uncommon, rare, epic). The higher the rarity, the harder they are to craft. How efficiently the theorem is solved will also impact its quality. A particular research may require a 'common' theorem to learn, but you can choose to use a higher grade research than required for additional benefits - reduction in crafting costs is the obvious choice.
    • Higher tier research might require Lost knowledge. Pretty much the same as it was in TC 2 - ancient tablets, scroll fragments, etc. These cannot be crafted or gained through scanning - these will always be looted from mobs or dungeons and such. You will also have varying types - probably organized by research category (thaumaturgy, alchemy, golemancy, etc.)
    • Epiphanies. The rarest of the resources. You will only ever get a handful of them under very specific circumstances or milestones. Yes, it will basically be a gating mechanic of sorts. Alternatively you might actually get fewer epiphanies than there are researches that require them. I am not 100% a fan of this, but under certain circumstances it could be an interesting way to force a player to go down one chosen path if it makes sense - maybe there are two branches of research that are mutually exclusive for obvious reasons.

    These resources may, or may not be tangible items that you can actually give to other people, or just a counter that is kept on your character. Or both (via config setting).

    Thoughts?




    1st thought... amazing!

    2nd thought: as a single player gamer I really don't like the idea of not being able to unlock it all by myself. I'm usually the guy who likes to complete stuff in game 100%, unless there's a solid reason you can't do that: like in fable you can't be both good and evil at the same time but you used to say that in thaumcraft the whole taint vs vis wasn't about good or evil so I'm a little curious about what branches of knowledge will exclude each other.

    3rd thought aren't all these bits of field notes observation and theories going to clutter the inventory if those are all physical object that you could share with other players? On the same argument, if I research let's say the pickaxe of the core and I get the normal research that requires x resources will I be able in the future to research it again to get a better research to save on building cost? Also for the tools the tiered research could lead to tools with better stats (more durability, attack power or defense in case of armor) instead of cheaper building costs.

    On a side note, are you aware of the mess you're putting yourself in with this tiered stuff? each object with 4 tiers and handling the crafting based on the tier of the research and such seems like a bloody mess to me. I'm not really against the hardcore questing you could set the outcome quality of the research on how well the quest was performed.
    let's say that for nitor you need to kill 5 blaze you can make the faster you kill those blades the better the research or the more if it requires 5 kill 20 and get the epic research or the more efficient like how much damage you take from killing the first to killing the last.

    Posted in: Minecraft Mods
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