• 0

    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Excellent mod. I have been testing it out, and I cannot repair tools with the altar. I am only assuming that the feature will still be implemented, however, if you insert an undamaged Aether tool into the altar, it works fine, using up Ambrosium as well. Damaged tools do nothing when you click them into the altar. If the feature is going to be implemented, the altar cannot accept damaged tools.

    Happy to see the Aether back!
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Azanor

    Just an update about the update. Its going very slowly. RL keeps interfering and I haven't even been able to complete the 1.5 update, nevermind the planned 3.1 changes.

    I'm considering releasing a 3.0.4 version for MC1.5.1 and leaving the 3.1 changes for later. What are your thoughts on this?


    Of course. I love Thaumcraft, and I would not like to see it go for any long period of time. Take your time, and do whatever you need to do in RL.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.1? (not 4)
    The main problem I have had with TC3 is that it feels far too clean. The entire prospect of making items appear out of a crucible was cool at first, however it wore away very fast. I was curious about it, and wanted to find out why that happened, so I fired up TC2 in a 1.2.5 instance. I found the problem I was having immediately. I liked the sort of technical-magical feel that TC2 had. It was that combination of mystical mixed with technical that made the infuser the best block in TC2 for me. I liked that sort of feel, and I can only imagine how amazing that would be mixed with aspects.

    I like the aura node system, however I wish flux was a bit more unstable and unpredictable. It also has to have a harder punishment. For instance, I liked the feeling of taint in TC2; I would have this sense of dread every time I looked at those taint smokestacks. I would like a similar feel with flux, however I think the concept could be improved by making it a bit harder to calculate out. I would like some more unexpected events to be thrown into it.

    The new Thaumonomicon is absolutely amazing, however it has its problems, mainly the fact that you have limited space to put the icons. That, however, is not a major problem. I think research is the largest problem in the game currently. It feels too much like a resource grind. It has the same problems as TC2 research, except it is a bit more manual. The fact that there is a ton of aspects just makes TC research more stressful. I would like to see pacing that is dependent on a player's magical activity, not how many resources they have.
    Posted in: Requests / Ideas For Mods
  • 2

    posted a message on (Xeno's) Reliquary v1.0.6d
    Also waiting on the mod. x3n0, take your time. Everybody has a life. When it updates, ill be sure to download it, no matter how long it takes. I would rather have to wait a long time for a great update rather than waiting a short time for a not-so-great update.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Awesome. Just awesome.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from hboia

    I don't know if this is the right place to post this but I made a fan signature for ThaumCraft3 :



    Use at will.

    By the way, the secret message is "magic in its purest form".


    Looks cool! I'll definitely use it.
    Posted in: WIP Mods
  • 0

    posted a message on Equivalent Exchange 3 - 0.1.142
    In my opinion, EE2 was not a cheat mod. It was very OP, though. I really liked the transmutation and EMC concept, but I wasn't a fan of collectors. What I would like to see in the new Equivalent Exchange is some way to make it to require a lot more activity from your part.

    For example, in another mod called Thaumcraft 2, a research system was implemented. This research system allowed you to craft new items part of the mod. The problem with it was that it was extremely automatic; all you had to do was throw a stack of cobble into the research table to research something. This made the mechanic uninteresting. It also was based a lot on randomizing and felt a lot like a cobblestone-fueled lottery.

    In the mod's sequel, Thaumcraft 3, the developer is making a much more in depth research system. In the update, you have to actively work the research table, and you need logic to make the choices required for the research system. This makes it far more engaging and interesting.

    I hope that in EE3 we will have something similar, so that we can actually be involved in the different alchemical activities. One of the main things in game design is that if the player is engaged in the activity and has to work hard to achieve something, they will feel a much greater sense of reward.
    Posted in: Minecraft Mods
  • To post a comment, please .