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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.

    Never forget

    Posted in: PC Servers
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    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.


    I really like the design (for a first pass) but maybe it should be just a little bit higher poly? Not much mind you otherwise it will look out of place. I really like the idea of the gauntlet being the casting tool especially since it lets you wield a mainhand weapon or tool. If you're mining you could have a pick in one hand and an excavation focus in the other to get things further away.

    Will the foci have a similar upgrade system as before?
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Hey so is there anyway possible to edit what biomes etc show up for use on a server? Pre 1.8 there was a really nice config for this but now you'd need to use the customize settings.


    EDIT: Found another mod to deal with it.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from KingEdward9830»

    You know, if only there weren't people out there who would abuse it I would suggest the tainted jetpack as either a Forbidden Knowledge under Artiface or an Eldritch research. As it is though, there would be way too many people flying around servers spewing taint on the poor innocent noobs' houses down below. Still, Taint can and should have risky-but-practical applications. The thing with growing a bloom into a tree and then letting it wither for Vis could be something, and even in TC5 you can with a lot of skill auto-farm Tainted resources by (for example) using an autocaster to zap tainted mobs from a floating platform and collecting loot with either a flying golem or some vacuum hopper equivalent if you have other mods. By the way Azanor, speaking of golems, is there any way the TC6 Golemancy could be something like TC5? Thinking of dealing with TC4 Golems in the next version makes me cringe, it seems like a major downgrade. Even if you have to release a version or two without Golems like you did in TC5 I would be OK just put as much effort as you possibly can into the golems and make them awesome again! (sorry if I sound demanding, I just love TC5 golems.)

    Ahem. Back to taint. I think most of the ideas in the post I'm quoting are valid, except that Taint can happen naturally currently, it's called a Tainted Node. They spawn in worldgen, more common in Tainted Lands I think but still sometimes outside them. That, and the fact that a Hungry Node as seen in TC5 can cause Taint easily, as they eat Vis instead of produce it, creating imbalance that can snowball into Taint.


    The jetpack was more of a joke. Something that was tried and went horribly wrong. I'm not really trying to do exact specifics, just bouncing ideas off the wall and seeing if anything sticks.

    And taint definitely occurs naturally in TC4 and TC5 (can't remember about TC3 and TC2) but Azanor is reworking the node system so it wouldn't be hard to say that doesn't occur now. It also wouldn't functionally be that different. It's just that in a tainted biomes there would be a little ruin containing some nasty critters and something necessary to go deeper in the tainted research tree. Kind of like the book from the Crimson Cultists.

    Amen to the TC5 golems.

    Quote from Shirololl»


    I guess there is no way around the taint's extreme grief potential.



    I think that should be up to the server. Having the ability to turn off certain problematic items and turn down (or off) the rate of taint spread would be nice. But for me I usually play on a small private server with a trustworthy group of people so it's not a big issue.


    Quote from Hyxaru»

    The thing is, there is no possible middle ground for taint. It has to be a dangerous threat, or else it's ignored.


    I totally agree. Ever since TC2 taint has been basically non-existent outside of tainted biomes. It was always no big deal to just be slightly more careful and never have to deal with taint. The mechanic was dead before it hit the ground.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from KingEdward9830»

    To Azanor:

    As for other aspects of the mod, I want you to make Taint highly dangerous, not like early TC5 where it could eat a world whole, but more like later-on TC5 where it's very destructive but within logical boundaries. Seeing as how some rare aspects come from Taint, it should be possible to farm it, but very risky to try since if it gnaws a hole in your farm it could eat your base. It should also have some sort of an "immune system" like what was suggested before, but it shouldn't be able to destroy a bloom that has had time to grow good roots, only one that was just planted recently.


    Oh yeah. I've always loved taint ever since my first experience with it in TC2. I remember a chunk in my farm getting tainted and coming out to be murdered by my own corrupted farm animals. Taint has since been sort of tame ever since TF3. Taint should be a sort of inevitability, something to manage rather than avoid all together. A cost of doing business with thaumaturgical energies. Manage it well and it can help you along in your magical studies, but let it loose and it just might eat half your base. A few ideas:

    • Manageability. Taint in it's early stages is little more than a nuisance. A bit of purple fiber clinging to your wall. Mundane tools seem to have little effect on it but thaumium seems to do the trick.
    • Spontaneous outbreaks. When doing early crafting, an occasional burst of taint might occur. Something easy to clean up... if you don't put it off.
    • Gardening. Cleaning up all the taint might be the best idea... but what if you kept some? Keep a bit of taint contained and watch it putrefy. Certain blocks items could keep it contained so that you can keep a little slice of decay in your garden.
    • Research. Watching this corrupting force tear apart reality at the level of its most basic aspects is.... enlightening. Taint can speed up your research processes, but at what cost to your mind?
    • Ruins. Throughout your travels you might find lands already conquered by the corruption of magic itself. But nature doesn't produce taint on it's own. Taint comes from imbalance. And so only the work of another Thaumaturge could have caused it. If you find the remains of their home, you could find their research. You'll not make the same mistakes as them, right?
    • Harnessing. Maybe you've gone too far. Maybe it doesn't really matter at this point. Taint is the very essence of entropy itself. And entropy often releases energy that can be harnessed. Sure there is that nagging feeling that you're hastening the end of all existence itself but only by a tiny bit, right? Just give it a nudge and watch the boulder crash down the hill.
    • Apocalypse. This got out of hand just a teency bit. Maybe it was feeding the taint raw vis crystals, maybe it was leaving the fence gate open in your tainted garden and just maybe it was when you tried to make a jetpack out of powered by taint spores. That's kind of irrelevant now and there isn't any point blaming anyone (it was definitely the jetpack). The point being, it's time to leave. Maybe you can clean this mess up later but something is banging on your door that you're pretty sure used to be a villager and it's time to high-tail it.

    I decided not to do more concrete ideas but more of a theme since I have no idea about the general state of TC6.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    I'm trying to set up a private server with BOP. I'd like to disable a few biomes and poison ivy but the configs have been changed in the latest version. Is there any way to disable those without using the customize settings? I'm also using RTG so that doesn't work for me.

    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.


    Kali is back!
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    *Emerges from Hole*
    Oh Magipunk is coming back. I'll have to play it
    *Returns to Hole*
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    *pokes head out and looks around*
    *goes back into hole*
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    The solution isn't bigger farms etc its growing the right crops. Grow crops that you can make into higher tier foods. Soybeans are a must have. Wheat or Barley are obviously good. You can make grilled cheese with just soy, wheat and salt (which is infinite)
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from qqq122qq

    Currently, no. but it will be up by the end of the week.


    Soon...
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Well I wish you good luck. Take all the time you need, personal needs and careers have to come before what you do in your free time. Hope you get the job!
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Haven't really been on much lately, I've been playing other games and busy with the beginning of the semester. I have no real preference of hunger overhaul, its irritating to begin with but I managed to get good food later so it wasn't a problem. I'm mixed about ATG. I do enjoy the mountains and the continuous terrain (no snow/desert/jungle borders anymore lol) but it removes some of the really cool terrain feature you would normally see in specific biomes (ie BOP rainforests normally have really cool cliffs). ATG also generates insane amounts of lag for terrain generation. Even when I allocate 8GB of ram my computer with a 3.4 GHz intel processer has lag problems with gen. It also seems to overall reduce performance even once the terrain is generated for some reason or another. Personally I'd vote to remove it. As for other mods there are some really cool Thaumcraft http://www.minecraft...mcraft-4-addon/ as well as some others. But I vote no to TT Kami. Its simply way overpowered.

    Also no gravestones, I like the catacombs but not the gravestones.

    Edit: Its a long shot but bees are always good..... there are magical ones
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Yea I was the one who had a magical ability to find them all over the place but now that I moved to a newly generated area I havent had one since. Crashlemeir hasnt crashed the server in weeks!
    Posted in: PC Servers
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