An Explosive Wand Focus would be cool. Fires a Small hissing Projectile that will explode with the force of a Creeper when it hits something. It would use the Fire and Chaos aspect.
I honestly think the wand focus replacement for the rod of nine hells would count as an explosive wand focus, as it allows you to fling exploding bats at any non-tile entity, (namely the person standing next to you).
Speaking of wand foci, I personally find the excavation wand focus a bit...mundane...The excavation wand focus acts much like a diamond drill in ic2. While it is true it has longer reach, and shoots a glowing green beam at blocks,it's neither a new mechanic nor an interesting one. Therefore, I suggest implementing an upgraded version, that rapidly effects blocks in a 3x3 around the block the beam hits. Instead of mining the blocks, it would fling them into the air, away from the direction the wand is pointing! This would be much faster than simply removing the blocks, and the focus would consume less vis per block removed than the normal excavation wand. However, the blocks removed from the ground in this way neither politely pop into your inventory, nor are they deleted from the world. Instead, the blocks rain down onto the ground or, potentially, your house.
So instead of working like the drill, it would work kind of like the hammer from Tinker's Construct. I don't think that we should be looking solely for unique functions, because then you will have very few functions at all.
You should definitely cut down the aspects and get rid of the unneeded ones. Your example was perfect, why do we need five plant aspects when we could make do with one or two? As for the Aura Nodes concept, I believe that it would be best to leave it as is. To combat griefing and malicious use you could make an item that can only be spawned in that is able to get rid of a node and/or reset the area's aura.
So instead of working like the drill, it would work kind of like the hammer from Tinker's Construct. I don't think that we should be looking solely for unique functions, because then you will have very few functions at all.
I may have mis-represented my idea if that is what you got out of it. I suggested having an upgraded version of the focus that could move large swaths of blocks out of your way rather than destroying them. I didn't only suggest it because I thought it would be unique, rather I thought it was new, interesting, useful, but not without cost. Moving away large swaths of stone to try and uncover ore if you happen to have a ravine to dump all the unwanted blocks in would be useful and an interesting mechanic, at least in my opinion. As for the costs and risks, the first would come from the chance that if used improperly the blocks could end up landing somewhere you don't want them to, say... the tunnel you used to get in to your mine. The second risk would come from overlooking something, as the item would not only move unwanted blocks, but perhaps send wanted ones into the junk pile as well.
You should definitely cut down the aspects and get rid of the unneeded ones. Your example was perfect, why do we need five plant aspects when we could make do with one or two? As for the Aura Nodes concept, I believe that it would be best to leave it as is. To combat griefing and malicious use you could make an item that can only be spawned in that is able to get rid of a node and/or reset the area's aura.
The node system change is not suggested, it has been implemented as of the latest non-public release of thaumcraft 3.1. Aura nodes in the current forgecraft version are blocks/tile entitys that slowly regenerate their aspects over time. The transference of new nodes in the new system involves the construction of a multiblock around it and has fairly high costs in terms of the vis and research required.
As for griefing, nodes are considerably less tied to flux and its negative effects than they were in thaumcraft 3. However, the griefing of the nodes themselves is a possibility as nodes can, if completely drained of vis, diminish in quality (speed of vis regeneration or number of aspects) or quantity (the node does not always come back if completely depleted). This can be remedied somewhat by moving the node or nodes inside your base, or building your base around them, as they can be detected relatively early in-game. However I so far know of no way to completely protect a node from other players using it if it is outside your domain other than the fact that if they destroy or weaken it they cannot use it either. If you honestly want to prevent other people from using or tampering with your nodes the simplest thing to do is simply to ward your base, or to create a sort of arcane charging station only you or your friends can use. This would be helped by the fact that warded stone will likely make a reappearance of sorts, though it could be improved significantly from its current form.
Moving nodes, is possible, but preventable if you move them next to each other, as the multiblock is currently 3x3x3.5 and nodes themselves count as blocks, or at least tile-entitys.
The aspect system has long since been discussed, augmented, and finalized. The final draft allows authors of child mods to more easily add their own aspects if their mod so requires, and reduces overall clutter. The new research system is so complex that if we had kept all the deadwood it would have been next to impossible to use.
Moving nodes, is possible, but preventable if you move them next to each other, as the multiblock is currently 3x3x3.5 and nodes themselves count as blocks, or at least tile-entitys.
The aspect system has long since been discussed, augmented, and finalized. The final draft allows authors of child mods to more easily add their own aspects if their mod so requires, and reduces overall clutter. The new research system is so complex that if we had kept all the deadwood it would have been next to impossible to use.
i think that wand foci should have multiple modes of use, maybe different 'spells' for them, and that they can also interact with their elements with no vis use, so you can have wand foci of the elements (fire, earth, air, water... etc.) and that when you interact with a wand focis element n the wild, you can siphon the aspect for it
An Explosive Wand Focus would be cool. Fires a Small hissing Projectile that will explode with the force of a Creeper when it hits something. It would use the Fire and Chaos aspect.
Thats just a greifing tool.
Rollback Post to RevisionRollBack
Today's weather report includes black holes, mixed with light meteor showers
Honestly? I'm all for this Azanor. I do believe something needs to be done about the aura, as it really does seem quite fickle. I love the idea of gathering essentia, and i am excited by the prospect of spellcasting. (although i do agree with flamedance, you MUST make the name something of your own creation. spellcasting is just so... ordinary for the creative and inspired world of thaumcraft) Research... Eh. Take it or leave it. I don't mind the current system. I'm sure I'll like any new system just as much, if not more.
To be honest, the ONLY thing I actively dislike about this is that I sense it will take a while to implement. You have spoiled us with frequent, content-filled updates XP. If it makes thaumcraft more awesome, however, I really am all for it. You've got amazing talent, and have yet to disappoint. Lead on, O captain my captain! =D
he could call spellcasting "vis projection" or "proVISing"
1st: This is OLD topic made ONLY for an OLD version of Thaumcraft.
2nd: Can a mod close this thread so no one else will pretend to be a necromancer and start reviving dead topics?
I honestly think the wand focus replacement for the rod of nine hells would count as an explosive wand focus, as it allows you to fling exploding bats at any non-tile entity, (namely the person standing next to you).
Speaking of wand foci, I personally find the excavation wand focus a bit...mundane...The excavation wand focus acts much like a diamond drill in ic2. While it is true it has longer reach, and shoots a glowing green beam at blocks,it's neither a new mechanic nor an interesting one. Therefore, I suggest implementing an upgraded version, that rapidly effects blocks in a 3x3 around the block the beam hits. Instead of mining the blocks, it would fling them into the air, away from the direction the wand is pointing! This would be much faster than simply removing the blocks, and the focus would consume less vis per block removed than the normal excavation wand. However, the blocks removed from the ground in this way neither politely pop into your inventory, nor are they deleted from the world. Instead, the blocks rain down onto the ground or, potentially, your house.
I may have mis-represented my idea if that is what you got out of it. I suggested having an upgraded version of the focus that could move large swaths of blocks out of your way rather than destroying them. I didn't only suggest it because I thought it would be unique, rather I thought it was new, interesting, useful, but not without cost. Moving away large swaths of stone to try and uncover ore if you happen to have a ravine to dump all the unwanted blocks in would be useful and an interesting mechanic, at least in my opinion. As for the costs and risks, the first would come from the chance that if used improperly the blocks could end up landing somewhere you don't want them to, say... the tunnel you used to get in to your mine. The second risk would come from overlooking something, as the item would not only move unwanted blocks, but perhaps send wanted ones into the junk pile as well.
The node system change is not suggested, it has been implemented as of the latest non-public release of thaumcraft 3.1. Aura nodes in the current forgecraft version are blocks/tile entitys that slowly regenerate their aspects over time. The transference of new nodes in the new system involves the construction of a multiblock around it and has fairly high costs in terms of the vis and research required.
As for griefing, nodes are considerably less tied to flux and its negative effects than they were in thaumcraft 3. However, the griefing of the nodes themselves is a possibility as nodes can, if completely drained of vis, diminish in quality (speed of vis regeneration or number of aspects) or quantity (the node does not always come back if completely depleted). This can be remedied somewhat by moving the node or nodes inside your base, or building your base around them, as they can be detected relatively early in-game. However I so far know of no way to completely protect a node from other players using it if it is outside your domain other than the fact that if they destroy or weaken it they cannot use it either. If you honestly want to prevent other people from using or tampering with your nodes the simplest thing to do is simply to ward your base, or to create a sort of arcane charging station only you or your friends can use. This would be helped by the fact that warded stone will likely make a reappearance of sorts, though it could be improved significantly from its current form.
Moving nodes, is possible, but preventable if you move them next to each other, as the multiblock is currently 3x3x3.5 and nodes themselves count as blocks, or at least tile-entitys.
The aspect system has long since been discussed, augmented, and finalized. The final draft allows authors of child mods to more easily add their own aspects if their mod so requires, and reduces overall clutter. The new research system is so complex that if we had kept all the deadwood it would have been next to impossible to use.
http://www.minecraftforum.net/topic/2011841-thaumcraft-400-updated-6102013/
HAPPY BIRTHDAY!
Wait, what? I thought it was still being tested...
Nodes can also be mined with a pick. Hmmm...
Thats just a greifing tool.
he could call spellcasting "vis projection" or "proVISing"
I will give you credit for this mod!
2nd: Can a mod close this thread so no one else will pretend to be a necromancer and start reviving dead topics?