Azanor, could you make Purifying Salt dissolve in falling water? That way you can make a two-block-deep pool, and take baths in the bottom layer without having to refill each time as the spreading Purifying Liquid destroys the source blocks. Also, would it be possible to eliminate the current from the spreading liquid?
Unfortunately the way it overwrites normal water is due to how forge handles custom fluids - there is no easy way around it without me messing with the forge fluid code. I'll take a look, but I really can't promise anything.
you know, everytime i read about warp and it's effects, i'm that much more glad i'm lazy about thaumcraft research, i also suspect that if i do return to hosting a server it will be an offline mode one with a NPC-account to contain all of the nasty warp research.
there, i said it, hate me if you want, i don't mind.
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24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
That picture that Megaprr posted... It got me thinking.. Why isnt there any Stella or Lunam aspect? Why did you drop Granum? Why is the Eldritch stuff so awesome? I cant wait for the next update... I think it was just my imagination but the Eldritch eye i have, i think it blinked... When i thought it blinked it freaked me out, why would i think it would blink? And what lore is behind this that the Eldritch Guardians drop Eyes?
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I do textures... Hit me if you want some... They are all free and vanilla quality like...
About people hating Warp... Its too cruel... Adding difficulty options for the warp would make it generally better in everything, or adding wider variety of effects that would make Warp more interesting... I understand its to keep players from feeling overpowered, but sunscorched effect IIiiis a bit too op... Both in game and in real life (my eyes, they burn)... That said, there should really be difficulty options for the warp and more effects...
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I do textures... Hit me if you want some... They are all free and vanilla quality like...
oh great, i thought only mojang blunders and lack of common sense were spawning mobs literally on top of the player's head so if you lag at just the right time you can be dead before you even have a chance to react.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The more I hear about warp, the worse it sounds. This was a mod about collecting new resources and building devices, using magic to build new things and fight mobs. It's sounding like the advanced game is turning into a mod about making absolutely sure you can't enjoy your achievements: Being continuously twitchy, never being safe anywhere (especially, never safe to AFK), and struggling to cope with random debuffs, spawns, and other screw-overs. Thematic? Whose theme? I haven't played Blood Magic, but AFAICT even that doesn't mess you up half as much, and it's about blood sacrifice!
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Adding to all the talk of warp: even something so simple as a grace period after getting a warp effect would be nice. I'm getting effects while I'm sitting in my house twiddling my fingers and waiting for flux phage or death's gaze to go away.
That said, it's worth remembering this IS an earlier release than Azanor might otherwise have been planning on. We only got it now 'cause we all asked so nicely when he seemed to be feeling down. So if you read this Azanor: We still love you! I like the concept of warp, and there's definitely the basis of a good thing there. It's just kind of overbearing at the moment.
On the topic of warp, I might as well give my two cents. I personally like warp, as I see it as "Making a deal with a demon". You gain great power, but at a cost. You know there will be risks, you know that it might come back to haunt you(In more ways then one), but you chose to do it anyway because you want that oh so tempting research. You are both rewarded and punished for your choice. Dive head first into the forbidden and you'll be able to use powers long forgotten, but start seeing why they were forgotten...
It seems people here want more ways to "Deal" with warp. While I am completely against being able to "Remove" warp(Because what would be the point then?), I might offer a few ideas. People want a way to have an "Aura of protection" against warp effects for a base, so perhaps have a device powered by CV to do just that. The range is based on how much CV is pumped into it, needing at least one of every primal and the range based on the lowest number. Being inside the range gives the "Warp Ward" effect. Another option is a bauble that automagicly use bath salts in your inventory at the cost of a chunk of aqua vis. Costs more then normal, but you stop needing to worry about finding a pool of water for the effect.
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
The Meaning of Life, the Universe, and Everything.
Join Date:
12/24/2012
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So far I really like warp, but I guess I don't have enough for the more serious effects. So far it's just screen dimming and lots of free research, with an occasional debuff. For those getting the guardians and spiders and whatever and complaining about not being able to AFK, what happens if you build a 1x1x2 room in your house and AFK in there? Can they still get you?
Something in the config has been bothering me for a bit. The research difficulty setting appears to be reversed, -1 is far (vastly) more difficult than 1 because you need so much more of what is usually more complex research points. At 0 the hardest section to complete has always been the wand/staff cores, now imagine that everywhere, why do you call that "easy?" It's not that I want an actual easy mode, I got tired of the mini-game after filling out the book many times over but was afraid to set it to "easy" because I thought it would feel like cheating, but it's been the opposite, it's more difficult and satisfying and setting it back to 0 or 1 would feel more like cheating to me at this point (since almost everything can be solved by taking one step toward wind then drawing a line of trees and sprouts, or going toward earth/order and using metal/crystal, all of which you get ridiculous amounts of and use nowhere else).
Something in the config has been bothering me for a bit. The research difficulty setting appears to be reversed, -1 is far (vastly) more difficult than 1 because you need so much more of what is usually more complex research points.
For some of us, the puzzles themselves are a sticking point. The extra points needed for easy mode are a tradeoff, but the D-table makes it straightforward to get more points.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Quote from TheFlyingBanana»So if you read this Azanor: We still love you! I like the concept of warp, and there's definitely the basis of a good thing there. It's just kind of overbearing at the moment.
That is what irks me about it.
Though I have voiced my complaint, it should be known that I don't do so lightly. Normally if I don't a mod, I just don't use it and I don't say anything. But I don't hate thaumcraft 4, which is what makes it all the more painful. Instead of the warp changes falling into the "don't like it, therefore don't care" category, warp is essentially punishing me for wanting to use all of the neat little goodies and ideas I already love using in the first place. When looking at other mods, they can accomplish stronger feats with less costs, which is a gigantic turnoff for thaumcraft 4.2
The system can be changed for the better, and if it is changed, then I'm ready to jump aboard the train all over again.
An idea:
Have a way to remove warp, but also make it so warped materials and items have a certain threshold in which needs to be surpassed in order to craft and gain the full effects. Likewise, have more ways to gain warp (such as eating tainted materials, at great damage to the player). That way, instead of warp being an unending curse to the player, warp becomes an actual exchange, wherein a player can pay for greater power with the insanity that comes with it.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
the D-table makes it straightforward to get more points.
"Straightforward" sure, but woefully inadequate. A stack of crafting tables might get you a single research, assuming you have a lot of luck with the ordo. The only way to get anywhere is to scan a ton of aura nodes, the deconstruction table is more for when you are just missing a point or two.
"Straightforward" sure, but woefully inadequate. A stack of crafting tables might get you a single research, assuming you have a lot of luck with the ordo. The only way to get anywhere is to scan a ton of aura nodes, the deconstruction table is more for when you are just missing a point or two.
Crafting tables cost a whole block of wood apiece, and only have one aspect to split. Use wool instead.... Last game I used the D-table to (eventually) push through the wand/staff tree on "easy" mode. Plenty of Ordo....
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I think it would be very cool, (and really fit into the whole occult/alchemical codex that Thaumcraft has) if something like that image was put into the Aspect entry of the Thaumonomicon, but the aspect links got graphically unlocked over time as you discover them. Perhaps a black and white diagram?
It is cool -- in fact, it's my desktop background. Alas, that particular image is outdated (you can still see the old recipes for Saxum and Sano), but I'd love to see a current version. I don't so much want to see it in the Thaumonomicon (it would be graphically too complex), but I'd be psyched to see merch like that.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Calcifire3691: Thanks! I will note that from prior comments, the "sunburn" doesn't follow all the rules for undead -- it seems a helmet does not protect you. (Understandably.)
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
The more I hear about warp, the worse it sounds. This was a mod about collecting new resources and building devices, using magic to build new things and fight mobs. It's sounding like the advanced game is turning into a mod about making absolutely sure you can't enjoy your achievements: Being continuously twitchy, never being safe anywhere (especially, never safe to AFK), and struggling to cope with random debuffs, spawns, and other screw-overs. Thematic? Whose theme? I haven't played Blood Magic, but AFAICT even that doesn't mess you up half as much, and it's about blood sacrifice!
Well, I see it as a way to make the player chose just how far down the rabbit hole you want to go. A few forbidden researches under your belt won't be causing horible effects, just a few minor ones like applying a temporary filter to the screen(Making it a little blurry or darker around the edges), but if you want everything, the best of the best, you start getting the really nasty stuff. Having just research mastery, infernal furnace, and brain in a jar gives around six points of warp(Last I checked it was mostly harmless, minor, moderate for severity of these three). With just this, you should still have only minor effects yet not be anywhere near eldritch. Bath salts will last quite some time(With low warp they last over an hour each), so if you want only the weakest effects you don't need to spend much.
The reason warp was added, at least as it seems to me, was for a way to balance things against something other then resource cost or infrastructure. You give the player items, things they don't "Need" but would be very helpful, useful, or powerful. Most mods, when they add something like this, add in a huge cost to make it. The way warp balances the item is to force the player to ask "Is it worth it?" and "How far should I really go?" instead of "How much/How long will this take?".
One nice thing to take away is how few items have warp attached to them. Here, a list of them all with warp values:
Research mastery(Mostly Harmless)
Infernal furnace(Minor)
Brain in a jar(Moderate)
Liquid Death(Moderate)
Flesh golems(Moderate)
Advanced golems(Taboo)
Wand focus: Nine Hell's(Minor)
Golem animation core: Butcher(Mostly Harmless)
Bone Wand core(Mostly harmless)
Bone Staff core(Mostly Harmless)
Angry ghost faceplate(Mostly harmless)
Sipping Fiend Faceplate(Mostly Harmless)
These three are gated off, needing high levels of warp to unlock
Wand focus: Primal(Minor)
Staff Core of the Primal(Moderate)
Voidmetal Wandcaps(Mostly Harmless)
A grand total of fifteen researches. Consider how small a portion of TC that is. Granted, five researches need something that gives warp as a prerequisite without being forbidden(Arcane bellows, Infusion enchanting, Fortress armor, Helm of reveling, and the Grinning devil's faceplate). Note that in my earlier example I counted the one research everyone gets(Research mastery) and the two that gate off these items(Infernal furnace and Brain in a Jar).
Now then, how many of these do you really use? If the answer is "None", the how does it effect you? Now, almost everyone can't live without "Research mastery", but aside from that... Most of these are things you don't "Need", but might be useful or powerful.Where they stand in the research tree mean you typically only do them if you want that item. So in the end the player needs to decide what is worth the cost of warp.
So now I ask, how far are you willing to go down the rabbit hole, because I will be at the bottom in a Eldritch wonderland...
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Unfortunately the way it overwrites normal water is due to how forge handles custom fluids - there is no easy way around it without me messing with the forge fluid code. I'll take a look, but I really can't promise anything.
there, i said it, hate me if you want, i don't mind.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I do textures... Hit me if you want some... They are all free and vanilla quality like...
I do textures... Hit me if you want some... They are all free and vanilla quality like...
oh great, i thought only mojang blunders and lack of common sense were spawning mobs literally on top of the player's head so if you lag at just the right time you can be dead before you even have a chance to react.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
That said, it's worth remembering this IS an earlier release than Azanor might otherwise have been planning on. We only got it now 'cause we all asked so nicely when he seemed to be feeling down. So if you read this Azanor: We still love you! I like the concept of warp, and there's definitely the basis of a good thing there. It's just kind of overbearing at the moment.
It seems people here want more ways to "Deal" with warp. While I am completely against being able to "Remove" warp(Because what would be the point then?), I might offer a few ideas. People want a way to have an "Aura of protection" against warp effects for a base, so perhaps have a device powered by CV to do just that. The range is based on how much CV is pumped into it, needing at least one of every primal and the range based on the lowest number. Being inside the range gives the "Warp Ward" effect. Another option is a bauble that automagicly use bath salts in your inventory at the cost of a chunk of aqua vis. Costs more then normal, but you stop needing to worry about finding a pool of water for the effect.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Something in the config has been bothering me for a bit. The research difficulty setting appears to be reversed, -1 is far (vastly) more difficult than 1 because you need so much more of what is usually more complex research points. At 0 the hardest section to complete has always been the wand/staff cores, now imagine that everywhere, why do you call that "easy?" It's not that I want an actual easy mode, I got tired of the mini-game after filling out the book many times over but was afraid to set it to "easy" because I thought it would feel like cheating, but it's been the opposite, it's more difficult and satisfying and setting it back to 0 or 1 would feel more like cheating to me at this point (since almost everything can be solved by taking one step toward wind then drawing a line of trees and sprouts, or going toward earth/order and using metal/crystal, all of which you get ridiculous amounts of and use nowhere else).
For some of us, the puzzles themselves are a sticking point. The extra points needed for easy mode are a tradeoff, but the D-table makes it straightforward to get more points.
That is what irks me about it.
Though I have voiced my complaint, it should be known that I don't do so lightly. Normally if I don't a mod, I just don't use it and I don't say anything. But I don't hate thaumcraft 4, which is what makes it all the more painful. Instead of the warp changes falling into the "don't like it, therefore don't care" category, warp is essentially punishing me for wanting to use all of the neat little goodies and ideas I already love using in the first place. When looking at other mods, they can accomplish stronger feats with less costs, which is a gigantic turnoff for thaumcraft 4.2
The system can be changed for the better, and if it is changed, then I'm ready to jump aboard the train all over again.
An idea:
Have a way to remove warp, but also make it so warped materials and items have a certain threshold in which needs to be surpassed in order to craft and gain the full effects. Likewise, have more ways to gain warp (such as eating tainted materials, at great damage to the player). That way, instead of warp being an unending curse to the player, warp becomes an actual exchange, wherein a player can pay for greater power with the insanity that comes with it.
"Straightforward" sure, but woefully inadequate. A stack of crafting tables might get you a single research, assuming you have a lot of luck with the ordo. The only way to get anywhere is to scan a ton of aura nodes, the deconstruction table is more for when you are just missing a point or two.
Crafting tables cost a whole block of wood apiece, and only have one aspect to split. Use wool instead.... Last game I used the D-table to (eventually) push through the wand/staff tree on "easy" mode. Plenty of Ordo....
It is cool -- in fact, it's my desktop background. Alas, that particular image is outdated (you can still see the old recipes for Saxum and Sano), but I'd love to see a current version. I don't so much want to see it in the Thaumonomicon (it would be graphically too complex), but I'd be psyched to see merch like that.
There will be one. Never, ever doubt Azanor and his ability to keep us on our toes.
As for what's next? It's a secret.
Well, I see it as a way to make the player chose just how far down the rabbit hole you want to go. A few forbidden researches under your belt won't be causing horible effects, just a few minor ones like applying a temporary filter to the screen(Making it a little blurry or darker around the edges), but if you want everything, the best of the best, you start getting the really nasty stuff. Having just research mastery, infernal furnace, and brain in a jar gives around six points of warp(Last I checked it was mostly harmless, minor, moderate for severity of these three). With just this, you should still have only minor effects yet not be anywhere near eldritch. Bath salts will last quite some time(With low warp they last over an hour each), so if you want only the weakest effects you don't need to spend much.
The reason warp was added, at least as it seems to me, was for a way to balance things against something other then resource cost or infrastructure. You give the player items, things they don't "Need" but would be very helpful, useful, or powerful. Most mods, when they add something like this, add in a huge cost to make it. The way warp balances the item is to force the player to ask "Is it worth it?" and "How far should I really go?" instead of "How much/How long will this take?".
One nice thing to take away is how few items have warp attached to them. Here, a list of them all with warp values:
Research mastery(Mostly Harmless)
Infernal furnace(Minor)
Brain in a jar(Moderate)
Liquid Death(Moderate)
Flesh golems(Moderate)
Advanced golems(Taboo)
Wand focus: Nine Hell's(Minor)
Golem animation core: Butcher(Mostly Harmless)
Bone Wand core(Mostly harmless)
Bone Staff core(Mostly Harmless)
Angry ghost faceplate(Mostly harmless)
Sipping Fiend Faceplate(Mostly Harmless)
These three are gated off, needing high levels of warp to unlock
Wand focus: Primal(Minor)
Staff Core of the Primal(Moderate)
Voidmetal Wandcaps(Mostly Harmless)
A grand total of fifteen researches. Consider how small a portion of TC that is. Granted, five researches need something that gives warp as a prerequisite without being forbidden(Arcane bellows, Infusion enchanting, Fortress armor, Helm of reveling, and the Grinning devil's faceplate). Note that in my earlier example I counted the one research everyone gets(Research mastery) and the two that gate off these items(Infernal furnace and Brain in a Jar).
So now I ask, how far are you willing to go down the rabbit hole, because I will be at the bottom in a Eldritch wonderland...
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum