1) let me charge wands from it rather then needing a node (right click jar to "tap" it like a node)
As Auric245524 mentioned already, Vis and Essentia are two different things, so this likely won't happen, and I can't say that I think it should. While it's true that allowing this wouldn't be entirely OP, it's also not something that really needs to be done. Perhaps allowing the wand to be charged via the infusion altar with jars of essentia, that would fall more in line with the "feel" of Thaumcraft.
You mentioned that finding items with Primal aspects isn't easy, but that's not at all true once you've researched the centrifuge.
2) let me infuse it into my gear to give items an "extra" boost (temporarily till the essentia runs out) --- SPEAKING OF WHICH... the harness could be placed on the infusion altar to recharge with as many jars of potentia as you can stack around it, allowing it to "charge" from those jars and therefore "increasing" its max charge (albeit temporarily) IE.. normally you place a jar in it and get 64 "charge". by using the altar you can essentially charge it to 66536 "Charge" (not that I ever expect anyone to accomplish that). *** this would remove the primary reason I dont use the harness, IE. limited flight duration. **after this "extra" charge is spent it starts using the essentia from the jar inside it again, until you charge it on the altar again.
I think it's best that the Harness has a limit to how much it can be used at any given time. The idea of using essentia to provide additional benefits to things isn't a bad idea, though, so long as it doesn't result in an "infinite use" situation.
3) let me convert one type of essentia into another type of essentia using some newly researched machine.. IE like the "compound wand focus" but for essentia. Use the same conversion table you used for research points.. IE.. to get 1 Lux essentia you need 1 AER and 1 IGNIS.. 1 Aer + 1 Ignis = 1 Lux (50% loss) for compounding.. and to go the other way... 2 Lux = 1 Aer 1 Ignis (again, 50% loss). This would allow me to get some of the "harder" to find essentia while at the same time not being overpowered)
Essentia conversion doesn't make much sense to me. Breaking compound essentia down into its components is already possible via the centrifuge, giving one point of either component for each point of compound essentia used. Combining essentia is something I'm not personally too keen on, but I wouldn't protest it being implemented somehow. Converting Lux into say, Victus, however is something I don't feel should be possible.
I understand that you're looking for more reason to play the mod, and that's fine, but I don't think removing some of the busywork or limitations is the best course of action for the mod itself.
What items have Exanimus because I have been exploring for over 3 hours and found nothing but 1 etheral essence... And I need a lot of it :/
Depends on how recent an update you are using. If you are using some of the most recent updates, you can find it on a lot of things that make sense. Specifically, Zombie Brains, Ghast Tears, Skulls/Heads of any variety, breaking Sinister Nodes which have it as one of the aspects within it, Wisp of that essence will drop it when killed, AND Mana Beans can all be a viable source of it.
What is this "Centrifuge" you people speak of... I have researced all items in TC and not seen this, (note that I haven't updated my mods to the new version so I'm still on 4.03a). I'm guessing its new in 4.04..
Since I run the server I "try" not to update the mods constantly, as usually it results in a broken world and a reset, and players tend to not like having to restart over and over every week when a new "major" mod updates..
Still, this centrifuge sounds intriguing and I'll give it a go.
I think it's best that the Harness has a limit to how much it can be used at any given time. The idea of using essentia to provide additional benefits to things isn't a bad idea, though, so long as it doesn't result in an "infinite use" situation.
ehh, it would still have the "same" limit, you would essentially just be precharging it with jars. IE. each jar hold 64, and then charging it on the alter would result in 64xnumber of jars you can cram around the altar (which I gave a theorhetical max of 66536 just because I think it should have some kind of cap). Currently you get about 5 minutes from 1 jar of 64. So say I wanted to only worry about charging it once a day/week. Then I could spend a few hours distilling all the potentia I can muster and then infusing it into the harness to extend its flight duration.
Again, same mechanics as it currently has, just "pre-charged' so I dont have to carry around 60 jars to swap them out when one runs out.
ehh, it would still have the "same" limit, you would essentially just be precharging it with jars. IE. each jar hold 64, and then charging it on the alter would result in 64xnumber of jars you can cram around the altar (which I gave a theorhetical max of 66536 just because I think it should have some kind of cap). Currently you get about 5 minutes from 1 jar of 64. So say I wanted to only worry about charging it once a day/week. Then I could spend a few hours distilling all the potentia I can muster and then infusing it into the harness to extend its flight duration.
Again, same mechanics as it currently has, just "pre-charged' so I dont have to carry around 60 jars to swap them out when one runs out.
Being able to precharge it to the point where you never - or almost never - have to stop using it is essentially the same thing as removing the limit. Personally, I've only ever had one jar of Potentia in my Harness, and it's still not empty. I made the harness back in 4.0.1, I believe. To me, it isn't something you're intended to use all the time or even a majority of the time. You certainly can if you want, but I don't feel requiring you to carry extra jars of Potentia in that case is a bad thing.
I get what you're saying, but I disagree that it would be in the mod's best interest do it.
MM Power Suits are way too op on default config values ( fortunelly they can be changed ) so this is poor comparison. From your posts it looks like everything is simpy too complicated and time consuming for you so... :).
Ehh, I dont believe charging wands form an essentia jar would be too far fetched or over powered. You first need to find items that have the primal essentias, which isn't exactly easy.
Even before you get a centrifuge though, only Ordo is at all difficult to acquire. Terra is in dirt, Ignis in Netherrack, Aer and Aqua in reeds and Periditio in cobblestone, I think. Once you do have a centrifuge, spinning down potentia (Easily acquired from charcoal) means you'll never run out of it.
I think it's best that the Harness has a limit to how much it can be used at any given time. The idea of using essentia to provide additional benefits to things isn't a bad idea, though, so long as it doesn't result in an "infinite use" situation.
Why? I mean, what "endgame" are you aiming for here? Azanor has stated in the past that Thaumcraft is "balanced" on the assumption that it is being used with Vanilla - which does work both ways: On the one hand, thaumcraft doesn't need to be "balanced" against mods like IC2 that provide power suits & ore doubling. On the other hand, if the "end game" is killing the wither and end dragon - whats left such that "limited flight time" is anything but an annoyance?
For me, this is the point that the game becomes, perhaps a bit more about building my castle in the sky. And, the ability to hover, with "low cost" is not unbalancing. Its a necessary reward.
Why? I mean, what "endgame" are you aiming for here? Azanor has stated in the past that Thaumcraft is "balanced" on the assumption that it is being used with Vanilla - which does work both ways: On the one hand, thaumcraft doesn't need to be "balanced" against mods like IC2 that provide power suits & ore doubling. On the other hand, if the "end game" is killing the wither and end dragon - whats left such that "limited flight time" is anything but an annoyance?
For me, this is the point that the game becomes, perhaps a bit more about building my castle in the sky. And, the ability to hover, with "low cost" is not unbalancing. Its a necessary reward.
The thing is, unless you literally just go afk while flying around, you should never have an issue with potentia. Seriously, you can very easily set up a charcoal farm via golems, and if you are "building your castle in the sky" as you put it, odds are you have a ton of materials on site, and in such a case, one of those "materials" would be a distilation area, or just several stacks of jars (it only takes 1-2 inventory slots to keep a 64 stack of Potentia jars, depending on if you are worried about keeping the "waste" jars or not).
Hell, I would consider the much slower block break speed when flying more annoying that the "cost" of flying in the thing.
EDIT: On to the thing that I actually came here for, that I forgot.... Can you purify a tainted node? I know you can purify the taint itself, but can the nodes be saved? I am asking because I REALLY want to "save" this 200+ vis node I found.... the thing is a titan of a node, but is tainted. Don't exactly want to place it in my base if I can't purify it, but if I can infact purify it, I want it really REALLY bad. Or would just keeping it in a safe zone of Etherial Blooms/Silverwood Pure nodes be enough to contain it to make the taint a non-issue?
Azanor, request for the Arcane Bore: as an alternative mode to the straight tunnel-digging, could you make it mine out a sphere? This would necessarily have a much shorter range (perhaps two-thirds the range of wand excavation, with Potency making it bigger), and would be activated by using the wand to point the bore into its own base. It would leave a pyramid of unmined material to support the base, and would avoid mining anything with an inventory within about 4 blocks.
This wouldn't really be intended for mining, it would be for making your own caverns. I like to make little "garden in a bottle" caverns in my worlds, and this would be designed to make it easy to make smooth-walled circular caverns like that without TNT.
Also, bright idea: could you make it so that Hungry Nodes that eat Ethereal Blooms have a small chance to become normal?
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Did you know that the Ethereal Bloom will not render with OptiFine
Yes, we did. Optifine hates Thaumcraft, having several other issues besides. The one that turned me off was the fact that it makes silverwood and totem nodes invisible to your goggles, even when you draw from them.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Soo.. on the one hand people are saying the "cost" is trivial because you can farm charcoal, centrifuge it, and then carry stacks of potentia jars. Then on the other hand people think taking that same stack of jars and "pre-charging" the harness would be "OP"...
Seems legit...
If the limiting factor for "flight' in the harness is access to coal/charcoal and a centrifuge and I can automate farming trees and converting it to charcoal, as you guys have stated. I can apparently automate converting that charcoal to potentia and putting it in a jar (though i haven't tried personally) then why not add one more piece to puzzle and allow the infuser to have another use.. charging up my harness with jars of potentia? You would still need to go through all the "work", its not like you are spawning these jars out of thin air. Its not like I'm asking for each jar to hold more then 64. I'm just saying, that each jar of 64 would instead be "pre-charged" onto the harness.. its not that big of a leap.
As far as the thaumcraft robes+harness being compared to the MM Modular power-suit; I think it is an APT comparison, as a fully enchanted robe set (which is EASY to get) is JUST as powerful as a powersuit (which is relatively costly and time consuming to get). save for flight duration. In fact, I tend to take less damage in the robe with the added benefit of reduced VIS cost, but you know, powersuits are "OP".
The tradeoff as I see it is:
TC Robe Set = Reduced wand VIS COST, can't fly long
Powersuit = Fly Longer, take more damage (especially against magic or poison), wands cost more to use
Which is why I stated before, if I could make the harness flight last a decent amount of time without having to constantly juggle jars, I would use it over the powersuit. But dont take my word for it, go ahead and load up the newest version of Powersuits and "Max it out" and see how it compares to a maxed out robe set. I recommend summoning the bosses from AM2 and using them to beat on you and see how the two compare.
Soo.. on the one hand people are saying the "cost" is trivial because you can farm charcoal, centrifuge it, and then carry stacks of potentia jars. Then on the other hand people think taking that same stack of jars and "pre-charging" the harness would be "OP"...
Seems legit...
If the limiting factor for "flight' in the harness is access to coal/charcoal and a centrifuge and I can automate farming trees and converting it to charcoal, as you guys have stated. I can apparently automate converting that charcoal to potentia and putting it in a jar (though i haven't tried personally) then why not add one more piece to puzzle and allow the infuser to have another use.. charging up my harness with jars of potentia? You would still need to go through all the "work", its not like you are spawning these jars out of thin air. Its not like I'm asking for each jar to hold more then 64. I'm just saying, that each jar of 64 would instead be "pre-charged" onto the harness.. its not that big of a leap.
As far as the thaumcraft robes+harness being compared to the MM Modular power-suit; I think it is an APT comparison, as a fully enchanted robe set (which is EASY to get) is JUST as powerful as a powersuit (which is relatively costly and time consuming to get). save for flight duration. In fact, I tend to take less damage in the robe with the added benefit of reduced VIS cost, but you know, powersuits are "OP".
The tradeoff as I see it is:
TC Robe Set = Reduced wand VIS COST, can't fly long
Powersuit = Fly Longer, take more damage (especially against magic or poison), wands cost more to use
Which is why I stated before, if I could make the harness flight last a decent amount of time without having to constantly juggle jars, I would use it over the powersuit. But dont take my word for it, go ahead and load up the newest version of Powersuits and "Max it out" and see how it compares to a maxed out robe set. I recommend summoning the bosses from AM2 and using them to beat on you and see how the two compare.
The powersuits are OP by default, and could use config balancing, which is included in the config.
However, it would be nice if the harness had the capacity to store more then one jar of essentia.
What, what ? You are comparing ( enchanted ) TC robes to ( maxed ) power suit ? Oo. This sounds so ridiculously that I had to check ;).
TC robe vs boss - insta kill.
MMPS vs boss - 0,5 - 1,5 heart per hit
only thing i would wish for the harness was, to be able to enchant it with frugal again, so it burns 5% less potentia per enchant level. i dont think this would be game breaking, and gives just a little more flight duration.
im not actually shure, but does vis discount affect the harness, or is it jsut for crafting?
As has been pointed out, the fuel itself is easy to automate at a particular level in the game. This leaves the only "balance" aspect the short flight time before a refuel is required, and the hassle of loading a new jar into the thing. I don't personally mind a relatively short flight time if that is required. I DO mind clicking a lot. A UI that is annoying to deal with - what - I need to unequip the harness to put it in my action bar, right click it to open its UI, unload a jar. load a new jar. and finally re-equip it. That is annoying. And doesn't count the jar juggle required to 'knock' a jar out of the distillery center, and replace the empty jar in its place.
This thought process yields two feature requests:
1. A block that can be connected to essentia tubing and or interacted with by an alchemy golem. This block will have an inventory that can be stocked with individual jars that will be emptied or filled with essentia (and them moved to an output slot such that additional empty-core golems can move the processed jars to a different storage).
2, Give me a "charging pad" type block that I can simply stand on, that automatically draws the necessary essentia from nearby jars to refil any jar-based items equipped. Such as the harness. That would be awesome. Just don't give me a click and drag-fest and call it 'balance'.
Even the infusion mechanisim sounds rather annoying to do often. i.e. more than once.
As has been pointed out, the fuel itself is easy to automate at a particular level in the game. This leaves the only "balance" aspect the short flight time before a refuel is required, and the hassle of loading a new jar into the thing. I don't personally mind a relatively short flight time if that is required. I DO mind clicking a lot. A UI that is annoying to deal with - what - I need to unequip the harness to put it in my action bar, right click it to open its UI, unload a jar. load a new jar. and finally re-equip it. That is annoying. And doesn't count the jar juggle required to 'knock' a jar out of the distillery center, and replace the empty jar in its place.
This thought process yields two feature requests:
1. A block that can be connected to essentia tubing and or interacted with by an alchemy golem. This block will have an inventory that can be stocked with individual jars that will be emptied or filled with essentia (and them moved to an output slot such that additional empty-core golems can move the processed jars to a different storage).
2, Give me a "charging pad" type block that I can simply stand on, that automatically draws the necessary essentia from nearby jars to refil any jar-based items equipped. Such as the harness. That would be awesome. Just don't give me a click and drag-fest and call it 'balance'.
Even the infusion mechanisim sounds rather annoying to do often. i.e. more than once.
too complicated imo.
easier solution would be a hotkey to open up the harness interface, while its still equipped. this alone would already reduce a lot of unecessary clicking.
though the possibility to have a golem break, store and replace full jars of essentia with empty ones would be nice.
easier solution would be a hotkey to open up the harness interface, while its still equipped. this alone would already reduce a lot of unecessary clicking.
though the possibility to have a golem break, store and replace full jars of essentia would be nice.
On the other hand, with just a few mods installed, I am already drowning with @!#$( hotkeys.
I vote against anything that calls for yet-another hotkey.
--
Continuing the previous general thought that a. Minecraft is balanced against vanilla and b. possession of nether stars (And or an ender dragon egg) essentially means every herculean task vanilla has to offer is done and c. to actually drive some purpose to gathering more than one of the above (where possible) - perhaps a set of nether star infusions that unlock "near" unlimited use items would not/should not be considered unbalancing. (A config switch to disable those recipes for servers where there is an extended endgame would still be appreciated i'm sure).
As Auric245524 mentioned already, Vis and Essentia are two different things, so this likely won't happen, and I can't say that I think it should. While it's true that allowing this wouldn't be entirely OP, it's also not something that really needs to be done. Perhaps allowing the wand to be charged via the infusion altar with jars of essentia, that would fall more in line with the "feel" of Thaumcraft.
You mentioned that finding items with Primal aspects isn't easy, but that's not at all true once you've researched the centrifuge.
I think it's best that the Harness has a limit to how much it can be used at any given time. The idea of using essentia to provide additional benefits to things isn't a bad idea, though, so long as it doesn't result in an "infinite use" situation.
Essentia conversion doesn't make much sense to me. Breaking compound essentia down into its components is already possible via the centrifuge, giving one point of either component for each point of compound essentia used. Combining essentia is something I'm not personally too keen on, but I wouldn't protest it being implemented somehow. Converting Lux into say, Victus, however is something I don't feel should be possible.
I understand that you're looking for more reason to play the mod, and that's fine, but I don't think removing some of the busywork or limitations is the best course of action for the mod itself.
Depends on how recent an update you are using. If you are using some of the most recent updates, you can find it on a lot of things that make sense. Specifically, Zombie Brains, Ghast Tears, Skulls/Heads of any variety, breaking Sinister Nodes which have it as one of the aspects within it, Wisp of that essence will drop it when killed, AND Mana Beans can all be a viable source of it.
Since I run the server I "try" not to update the mods constantly, as usually it results in a broken world and a reset, and players tend to not like having to restart over and over every week when a new "major" mod updates..
Still, this centrifuge sounds intriguing and I'll give it a go.
ehh, it would still have the "same" limit, you would essentially just be precharging it with jars. IE. each jar hold 64, and then charging it on the alter would result in 64xnumber of jars you can cram around the altar (which I gave a theorhetical max of 66536 just because I think it should have some kind of cap). Currently you get about 5 minutes from 1 jar of 64. So say I wanted to only worry about charging it once a day/week. Then I could spend a few hours distilling all the potentia I can muster and then infusing it into the harness to extend its flight duration.
Again, same mechanics as it currently has, just "pre-charged' so I dont have to carry around 60 jars to swap them out when one runs out.
Being able to precharge it to the point where you never - or almost never - have to stop using it is essentially the same thing as removing the limit. Personally, I've only ever had one jar of Potentia in my Harness, and it's still not empty. I made the harness back in 4.0.1, I believe. To me, it isn't something you're intended to use all the time or even a majority of the time. You certainly can if you want, but I don't feel requiring you to carry extra jars of Potentia in that case is a bad thing.
I get what you're saying, but I disagree that it would be in the mod's best interest do it.
MM Power Suits are way too op on default config values ( fortunelly they can be changed ) so this is poor comparison. From your posts it looks like everything is simpy too complicated and time consuming for you so... :).
Even before you get a centrifuge though, only Ordo is at all difficult to acquire. Terra is in dirt, Ignis in Netherrack, Aer and Aqua in reeds and Periditio in cobblestone, I think. Once you do have a centrifuge, spinning down potentia (Easily acquired from charcoal) means you'll never run out of it.
Why? I mean, what "endgame" are you aiming for here? Azanor has stated in the past that Thaumcraft is "balanced" on the assumption that it is being used with Vanilla - which does work both ways: On the one hand, thaumcraft doesn't need to be "balanced" against mods like IC2 that provide power suits & ore doubling. On the other hand, if the "end game" is killing the wither and end dragon - whats left such that "limited flight time" is anything but an annoyance?
For me, this is the point that the game becomes, perhaps a bit more about building my castle in the sky. And, the ability to hover, with "low cost" is not unbalancing. Its a necessary reward.
The thing is, unless you literally just go afk while flying around, you should never have an issue with potentia. Seriously, you can very easily set up a charcoal farm via golems, and if you are "building your castle in the sky" as you put it, odds are you have a ton of materials on site, and in such a case, one of those "materials" would be a distilation area, or just several stacks of jars (it only takes 1-2 inventory slots to keep a 64 stack of Potentia jars, depending on if you are worried about keeping the "waste" jars or not).
Hell, I would consider the much slower block break speed when flying more annoying that the "cost" of flying in the thing.
EDIT: On to the thing that I actually came here for, that I forgot.... Can you purify a tainted node? I know you can purify the taint itself, but can the nodes be saved? I am asking because I REALLY want to "save" this 200+ vis node I found.... the thing is a titan of a node, but is tainted. Don't exactly want to place it in my base if I can't purify it, but if I can infact purify it, I want it really REALLY bad. Or would just keeping it in a safe zone of Etherial Blooms/Silverwood Pure nodes be enough to contain it to make the taint a non-issue?
This wouldn't really be intended for mining, it would be for making your own caverns. I like to make little "garden in a bottle" caverns in my worlds, and this would be designed to make it easy to make smooth-walled circular caverns like that without TNT.
Also, bright idea: could you make it so that Hungry Nodes that eat Ethereal Blooms have a small chance to become normal?
Yes, we did. Optifine hates Thaumcraft, having several other issues besides. The one that turned me off was the fact that it makes silverwood and totem nodes invisible to your goggles, even when you draw from them.
Seems legit...
If the limiting factor for "flight' in the harness is access to coal/charcoal and a centrifuge and I can automate farming trees and converting it to charcoal, as you guys have stated. I can apparently automate converting that charcoal to potentia and putting it in a jar (though i haven't tried personally) then why not add one more piece to puzzle and allow the infuser to have another use.. charging up my harness with jars of potentia? You would still need to go through all the "work", its not like you are spawning these jars out of thin air. Its not like I'm asking for each jar to hold more then 64. I'm just saying, that each jar of 64 would instead be "pre-charged" onto the harness.. its not that big of a leap.
As far as the thaumcraft robes+harness being compared to the MM Modular power-suit; I think it is an APT comparison, as a fully enchanted robe set (which is EASY to get) is JUST as powerful as a powersuit (which is relatively costly and time consuming to get). save for flight duration. In fact, I tend to take less damage in the robe with the added benefit of reduced VIS cost, but you know, powersuits are "OP".
The tradeoff as I see it is:
TC Robe Set = Reduced wand VIS COST, can't fly long
Powersuit = Fly Longer, take more damage (especially against magic or poison), wands cost more to use
Which is why I stated before, if I could make the harness flight last a decent amount of time without having to constantly juggle jars, I would use it over the powersuit. But dont take my word for it, go ahead and load up the newest version of Powersuits and "Max it out" and see how it compares to a maxed out robe set. I recommend summoning the bosses from AM2 and using them to beat on you and see how the two compare.
Now what would be interesting would be if "feeding" a hungy-node-in-a-jar made it stronger.
The powersuits are OP by default, and could use config balancing, which is included in the config.
However, it would be nice if the harness had the capacity to store more then one jar of essentia.
What, what ? You are comparing ( enchanted ) TC robes to ( maxed ) power suit ? Oo. This sounds so ridiculously that I had to check ;).
TC robe vs boss - insta kill.
MMPS vs boss - 0,5 - 1,5 heart per hit
So...
im not actually shure, but does vis discount affect the harness, or is it jsut for crafting?
As has been pointed out, the fuel itself is easy to automate at a particular level in the game. This leaves the only "balance" aspect the short flight time before a refuel is required, and the hassle of loading a new jar into the thing. I don't personally mind a relatively short flight time if that is required. I DO mind clicking a lot. A UI that is annoying to deal with - what - I need to unequip the harness to put it in my action bar, right click it to open its UI, unload a jar. load a new jar. and finally re-equip it. That is annoying. And doesn't count the jar juggle required to 'knock' a jar out of the distillery center, and replace the empty jar in its place.
This thought process yields two feature requests:
1. A block that can be connected to essentia tubing and or interacted with by an alchemy golem. This block will have an inventory that can be stocked with individual jars that will be emptied or filled with essentia (and them moved to an output slot such that additional empty-core golems can move the processed jars to a different storage).
2, Give me a "charging pad" type block that I can simply stand on, that automatically draws the necessary essentia from nearby jars to refil any jar-based items equipped. Such as the harness. That would be awesome. Just don't give me a click and drag-fest and call it 'balance'.
Even the infusion mechanisim sounds rather annoying to do often. i.e. more than once.
too complicated imo.
easier solution would be a hotkey to open up the harness interface, while its still equipped. this alone would already reduce a lot of unecessary clicking.
though the possibility to have a golem break, store and replace full jars of essentia with empty ones would be nice.
On the other hand, with just a few mods installed, I am already drowning with @!#$( hotkeys.
I vote against anything that calls for yet-another hotkey.
--
Continuing the previous general thought that a. Minecraft is balanced against vanilla and b. possession of nether stars (And or an ender dragon egg) essentially means every herculean task vanilla has to offer is done and c. to actually drive some purpose to gathering more than one of the above (where possible) - perhaps a set of nether star infusions that unlock "near" unlimited use items would not/should not be considered unbalancing. (A config switch to disable those recipes for servers where there is an extended endgame would still be appreciated i'm sure).