On the topic of aspects, four aspects I would like to see would be:
-Stella (Sky, Stars, Infinity) [Volatus+Vacuos]
-Sol (Day, Sun) [Stella+Lux]
-Luna (Night, Moon) [Stella+Tenebrae]
And finally Tempus(Time) [Sol+Luna, or maybe a seventh, hidden primal?]
I would really like to see Tempus back, IMO it was removed for no reason (It was not very useful, but, for example, Tempestas is still here, and it seems (to me) less important than Tempus) And imagine all the awesome infusions we could do with this!
On the topic of warp, it is a feature I like, the only thing that bothers me is how obvious it is right now, but Azanor said that more, less obvious effects are going to be added in the future. Anyway, madness is not what will cause me to stop being a thaumaturge. I am ready to warp mysef so much that, at the end, all I can see is truth and not that stupid thing that other people call "reality".
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English is not my first language, sorry if misspelled some words or wrote something strange.
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's easier to get a block of wood than a piece of wool (without a massive sheep farm), and the 4 fabrico on the crafting table is enough to give it a 100% chance of returning a research point. They both break down into everything except fire, so about a 20% chance of ordo.
I honestly rather like it, it means we no longer have to go to the nether to get what is essentially a floating torch.
it used to make sense when nitor counted towards altar stability, but now the only difference between nitor and a torch is that nitor floats and can power a crucible.
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.
One nice thing to take away is how few items have warp attached to them. Here, a list of them all with warp values:(snip) 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...
The big things there are up front: Research Mastery is useful, though admittedly not essential. The Infernal Furnace makes a huge difference for smelting (and is needed for Three Meat Treat). Brain-in-a-Jar is hugely helpful for animal and mob farms -- in my last world, I had at least half a dozen BIJs around my base, and I put another half-dozen in the End after fighting the dragon. For the Butcher core, it's animal farms again, and I have no idea how Liquid Death would be useful, but prior comments suggest it's useful for crafting. It does sound now like I'm not likely to get mobbed by eldritch guardians for setting up an Infernal Furnace, but if it keeps clicking up every time I make one of these items.... (And why the heck are advanced golems the nastiest thing on the list?)
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!
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.
Well, there is wuss mode. You lose the eldritch tab, but so far there's really nothing in there except stronger tools and the primal staff and focus. First thing I did was look through a cheatsheet, and I was kinda underwhelmed by what that tab would give me for what I'd have to do to myself to get there.
"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.
Personally, I use the deconstruction table as a garbage can. I toss in stuff like extra saplings and spare silverwood, and snag the point whenever I happen to walk past.
I honestly rather like it, it means we no longer have to go to the nether to get what is essentially a floating torch.
it used to make sense when nitor counted towards altar stability, but now the only difference between nitor and a torch is that nitor floats and can power a crucible.
Personally I thought it was about right, especially since it's used for golem cores, and especially especially since you can now manufacture glowstone. Ah well, I'm sure it won't take me long to get used to it. Of note, this now means that you can make nitor using only wood as a feedstock, and that you can now make batches of 12 in the crucible (24 charcoal) instead of 10 (15 charcoal, 30 torches)
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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!!!
I honestly rather like it, it means we no longer have to go to the nether to get what is essentially a floating torch.
it used to make sense when nitor counted towards altar stability, but now the only difference between nitor and a torch is that nitor floats and can power a crucible.
Hmm. Nitor is also the heart of golem cores, or did that change too? I saw that Void Jars now need blaze powder instead of ender pearls. I have to admit that blaze powder was underused given its appearance in deserts, but that still hurts. Unfortunately, in my current game I don't have either yet, and I need a pearl anyway for the Runic Matrix.
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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 crux of the matter is this: if you don't want to have to deal with warp, don't also demand access to the eldritch tab, that is for those who are willing to deal with it. your price for avoiding warp via the config is that you cannot access the void stuff
For the record, I don't care about if I have to deal with Warp to get the stuff in the Eldritch tab at all. I DO care about having to deal with Warp just from doing research. It's a purely thematic choice that I do not like when it comes to how it actually plays
On the topic of aspects, four aspects I would like to see would be:
-Stella (Sky, Stars, Infinity) [Volatus+Vacuos]
-Sol (Day, Sun) [Stella+Lux]
-Luna (Night, Moon) [Stella+Tenebrae]
And finally Tempus(Time) [Sol+Luna, or maybe a seventh, hidden primal?]
I would really like to see Tempus back, IMO it was removed for no reason (It was not very useful, but, for example, Tempestas is still here, and it seems (to me) less important than Tempus) And imagine all the awesome infusions we could do with this!
On the topic of warp, it is a feature I like, the only thing that bothers me is how obvious it is right now, but Azanor said that more, less obvious effects are going to be added in the future. Anyway, madness is not what will cause me to stop being a thaumaturge. I am ready to warp mysef so much that, at the end, all I can see is truth and not that stupid thing that other people call "reality".
Once I get some actual coding skills (That wont happen for a long time. Soz) I can make an addon with these aspects, like a stellar magic mod. That sound cool. lol.
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So, I was playing on a brand new 1.7.10 world. I had just researched Infusion, and I wanted to get down to Thaumium Fortress Armor. However, when I scanned a brain, no clues to hidden research were found? Was the method to researching Brain-In-A-Jar changed, or am I just derping?
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VUM, ME QBIXX PIYE IV AVPERWAQQAUV, UD QURPQ;
CU! RENEX AV PBE WUUVXACBP OVFER PBE GUORPQ.
~~~
Kar nfnuvvh qoyekc-wmyk nhrvrgwkcs; kie whiznuw; klh zsiek nmor pxgpfhh kce psl wkuh ik cfyu xptzgvrfk.
The big things there are up front: Research Mastery is useful, though admittedly not essential. The Infernal Furnace makes a huge difference for smelting (and is needed for Three Meat Treat). Brain-in-a-Jar is hugely helpful for animal and mob farms -- in my last world, I had at least half a dozen BIJs around my base, and I put another half-dozen in the End after fighting the dragon. For the Butcher core, it's animal farms again, and I have no idea how Liquid Death would be useful, but prior comments suggest it's useful for crafting. It does sound now like I'm not likely to get mobbed by eldritch guardians for setting up an Infernal Furnace, but if it keeps clicking up every time I make one of these items.... (And why the heck are advanced golems the nastiest thing on the list?)
It looks like the furnace will not give you warp for crafting it, so as long as you don't spam brain in a jars everywhere you should stay at a low warp level(I recall that you only gain one point of warp per craft). As for why the advanced golem is "Taboo", your giving them cognitive abilities beyond what they should have by fusing them with a zombie brain(Imparting a bit of malevolence into them in the process). There are rumors that they might already be trying to start a golem rebellion...
The "Liquid Death" crystallizes any aspect that the mob has(So Zombies give humanus, exanimus, and terra), making it great for farming some aspects.
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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
Calcifire3691: Now, that's just spiteful. "You don't like being warped? Fine, you're not a thaumaturge anymore."
I disagree, actually. Warp is the consequence of a serious choice. It should also be serious to remove. See, no one forces you to use Warped research, and you don't, strictly speaking, need it to play the game. It's just the conceit of gamers to be completionists compelling them to learn and do everything. However, what Warp represents is the concept of "things man was not meant to know". If you chose to learn it anyway, it's you who didn't heed the warnings. Besides which, as long as it's a perfect reset, this could actually be seen as a blessing. Temporary restrictions would mean you could effectively "turn off" Thaumcraft when you aren't using it, without removing the mod, letting you deal with Warp on your terms. On the more extreme end, it's even better. Managed properly, a player could recover quickly from a reset, with infrastructure already in place. Use the discovery that lets you duplicate research to jump-start yourself, take advantage of experience and what you've already made to advance through the tree less wastefully, skipping over things you know you won't need, and don't take the warped research the second time around. Now you've had to put a bit more work into it, but you're a thaumaturge again, and you aren't warped.
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.
Well, what I meant wasn't to put in that particular image, but to have something like it. I agree that it's too complex at the moment, but with some simplification, and a bit of creativity, I'm sure it could work.
Using any Biome adding mod (Such as BoP and Highlands), and I'm not seeing any Taint biomes, even setting taint biome weight to 200. Anyone have this issue?
GREETINGS! Been a while since I posted here... Anyhow, I wanted to give my five cents (pennies are gone here in Canada so I can't give my two cents) about Warp.
The idea is fantastic. I love the concept of your body and mind being warped by the horrors you create, fits in well with the "Eldritch things men were not meant to know" theme. It's a good balancing point, making you wonder what you really want to do, but some of the effects are a bit extreme for the current warp levels (I'm guessing the effects will be more spread out over the Warp spectrum once more are added.)
The implementation is also fantastic, and the effects are cool. However, I, like many, have a few changes I think would benefit it: DEATH GAZE:
I love the idea, but I really think you should have to look directly at a mob for it to be affected. Currently, it's extremely overpowering and considering how powerful it is, it lasts way too long (I've had it for up to five minutes, but then again, I had Thaumic Tinkerer installed and had done all the research, so I probably had more warp than the average.) FLUX PHAGE:
I like it, a simple "you're woozy and can't focus vis" but contagious. Now, I have no problems with this one, especially because (if people checked Azanor's posts they would have noticed this) when it transfers, it sometimes loses a "level" so that it will not create infinite feedback loops. Unless of course that's broken, haven't done too much testing in this area yet. I don't really want this to change, I just wanted to remind people that Azanor has accounted for the looping. SUN SCORNED:
I've only experienced this one while messing around in creative, so I don't know the full implications, but from what I've heard it affects you in any light. I think it should only burn you in the sun (assuming this isn't already the case) and there should be warning beforehand, perhaps have the "brightness" start a minute before the burning so you have time to prepare. Kind of like "oh hey, my vision's going funny and my skin is starting to burn. Maybe I should get inside" instead of "tending to sheep tending to sheep tending to she-AGGHHH I'M ON FIRE WHAT THE ROD OF NINE HELLS IS GOING ON?!"
Also: a version of this with just the brightening would be nice. Maybe even as an occasional addition to the headaches. Why? Because headaches sometimes cause effects like that, though not to that extent. And it's cool. THE FOG AND THE STIRRING WITHIN IT:
The number of spawns should be capped during this. With just the research warp (from Thaumcraft and Tinkerer) I've had up to 7 spawn on me. They are very powerful. This is not fun, it is annoying, especially because they have a tendancy to spawn in caves, meaning I have to go digging to find them or live with fog whenever I'm in the area. UNNATURAL HUNGER:
Considering how fast this will make you go through your food, it can last far too long. Though now that I know about the flesh and brains trick, maybe it isn't as bad as I thought. Haven't tested that out yet. EVERYTHING ELSE:
Is great. Just as an afterthought, I would like to see more visual and audio hallucination-type effects. Less things that can physically harm you and more things that add to the atmosphere and maybe even freak you out.
Thank you, and have a fantastic day! (Assuming you aren't busy burning to death or bashing your heads against your cryptic chalk-symbol covered walls in an attempt to open communication with the Elder Gods. If that's the case, contact your local... Well, there's nothing that can help you now. Good luck.)
So, I was playing on a brand new 1.7.10 world. I had just researched Infusion, and I wanted to get down to Thaumium Fortress Armor. However, when I scanned a brain, no clues to hidden research were found? Was the method to researching Brain-In-A-Jar changed, or am I just derping?
It doesn't unlock until you get the first golem or maybe hungry chest, I'm not sure if that's something that changed or not as I usually go straight for golems, this time I didn't touch the tree until later and was confused about the brain in the jar myself.
-Stella (Sky, Stars, Infinity) [Volatus+Vacuos]
-Sol (Day, Sun) [Stella+Lux]
-Luna (Night, Moon) [Stella+Tenebrae]
And finally Tempus(Time) [Sol+Luna, or maybe a seventh, hidden primal?]
I would really like to see Tempus back, IMO it was removed for no reason (It was not very useful, but, for example, Tempestas is still here, and it seems (to me) less important than Tempus) And imagine all the awesome infusions we could do with this!
On the topic of warp, it is a feature I like, the only thing that bothers me is how obvious it is right now, but Azanor said that more, less obvious effects are going to be added in the future. Anyway, madness is not what will cause me to stop being a thaumaturge. I am ready to warp mysef so much that, at the end, all I can see is truth and not that stupid thing that other people call "reality".
It's easier to get a block of wood than a piece of wool (without a massive sheep farm), and the 4 fabrico on the crafting table is enough to give it a 100% chance of returning a research point. They both break down into everything except fire, so about a 20% chance of ordo.
Ok then, I thought for sure my game was derping!
The big things there are up front: Research Mastery is useful, though admittedly not essential. The Infernal Furnace makes a huge difference for smelting (and is needed for Three Meat Treat). Brain-in-a-Jar is hugely helpful for animal and mob farms -- in my last world, I had at least half a dozen BIJs around my base, and I put another half-dozen in the End after fighting the dragon. For the Butcher core, it's animal farms again, and I have no idea how Liquid Death would be useful, but prior comments suggest it's useful for crafting. It does sound now like I'm not likely to get mobbed by eldritch guardians for setting up an Infernal Furnace, but if it keeps clicking up every time I make one of these items.... (And why the heck are advanced golems the nastiest thing on the list?)
Well, there is wuss mode. You lose the eldritch tab, but so far there's really nothing in there except stronger tools and the primal staff and focus. First thing I did was look through a cheatsheet, and I was kinda underwhelmed by what that tab would give me for what I'd have to do to myself to get there.
Personally, I use the deconstruction table as a garbage can. I toss in stuff like extra saplings and spare silverwood, and snag the point whenever I happen to walk past.
Personally I thought it was about right, especially since it's used for golem cores, and especially especially since you can now manufacture glowstone. Ah well, I'm sure it won't take me long to get used to it. Of note, this now means that you can make nitor using only wood as a feedstock, and that you can now make batches of 12 in the crucible (24 charcoal) instead of 10 (15 charcoal, 30 torches)
Hmm. Nitor is also the heart of golem cores, or did that change too? I saw that Void Jars now need blaze powder instead of ender pearls. I have to admit that blaze powder was underused given its appearance in deserts, but that still hurts. Unfortunately, in my current game I don't have either yet, and I need a pearl anyway for the Runic Matrix.
For the record, I don't care about if I have to deal with Warp to get the stuff in the Eldritch tab at all. I DO care about having to deal with Warp just from doing research. It's a purely thematic choice that I do not like when it comes to how it actually plays
Once I get some actual coding skills (That wont happen for a long time. Soz) I can make an addon with these aspects, like a stellar magic mod. That sound cool. lol.
Click us or we die!
My grown dragons!
Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup
My Dragon Scroll :If you wish to see my scroll, click here.
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I never used magic bees and I seem to remember seeing tempus back in TC3.
It looks like the furnace will not give you warp for crafting it, so as long as you don't spam brain in a jars everywhere you should stay at a low warp level(I recall that you only gain one point of warp per craft). As for why the advanced golem is "Taboo", your giving them cognitive abilities beyond what they should have by fusing them with a zombie brain(Imparting a bit of malevolence into them in the process). There are rumors that they might already be trying to start a golem rebellion...
The "Liquid Death" crystallizes any aspect that the mob has(So Zombies give humanus, exanimus, and terra), making it great for farming some aspects.
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
I disagree, actually. Warp is the consequence of a serious choice. It should also be serious to remove. See, no one forces you to use Warped research, and you don't, strictly speaking, need it to play the game. It's just the conceit of gamers to be completionists compelling them to learn and do everything. However, what Warp represents is the concept of "things man was not meant to know". If you chose to learn it anyway, it's you who didn't heed the warnings. Besides which, as long as it's a perfect reset, this could actually be seen as a blessing. Temporary restrictions would mean you could effectively "turn off" Thaumcraft when you aren't using it, without removing the mod, letting you deal with Warp on your terms. On the more extreme end, it's even better. Managed properly, a player could recover quickly from a reset, with infrastructure already in place. Use the discovery that lets you duplicate research to jump-start yourself, take advantage of experience and what you've already made to advance through the tree less wastefully, skipping over things you know you won't need, and don't take the warped research the second time around. Now you've had to put a bit more work into it, but you're a thaumaturge again, and you aren't warped.
Well, what I meant wasn't to put in that particular image, but to have something like it. I agree that it's too complex at the moment, but with some simplification, and a bit of creativity, I'm sure it could work.
The idea is fantastic. I love the concept of your body and mind being warped by the horrors you create, fits in well with the "Eldritch things men were not meant to know" theme. It's a good balancing point, making you wonder what you really want to do, but some of the effects are a bit extreme for the current warp levels (I'm guessing the effects will be more spread out over the Warp spectrum once more are added.)
The implementation is also fantastic, and the effects are cool. However, I, like many, have a few changes I think would benefit it:
DEATH GAZE:
I love the idea, but I really think you should have to look directly at a mob for it to be affected. Currently, it's extremely overpowering and considering how powerful it is, it lasts way too long (I've had it for up to five minutes, but then again, I had Thaumic Tinkerer installed and had done all the research, so I probably had more warp than the average.)
FLUX PHAGE:
I like it, a simple "you're woozy and can't focus vis" but contagious. Now, I have no problems with this one, especially because (if people checked Azanor's posts they would have noticed this) when it transfers, it sometimes loses a "level" so that it will not create infinite feedback loops. Unless of course that's broken, haven't done too much testing in this area yet. I don't really want this to change, I just wanted to remind people that Azanor has accounted for the looping.
SUN SCORNED:
I've only experienced this one while messing around in creative, so I don't know the full implications, but from what I've heard it affects you in any light. I think it should only burn you in the sun (assuming this isn't already the case) and there should be warning beforehand, perhaps have the "brightness" start a minute before the burning so you have time to prepare. Kind of like "oh hey, my vision's going funny and my skin is starting to burn. Maybe I should get inside" instead of "tending to sheep tending to sheep tending to she-AGGHHH I'M ON FIRE WHAT THE ROD OF NINE HELLS IS GOING ON?!"
Also: a version of this with just the brightening would be nice. Maybe even as an occasional addition to the headaches. Why? Because headaches sometimes cause effects like that, though not to that extent. And it's cool.
THE FOG AND THE STIRRING WITHIN IT:
The number of spawns should be capped during this. With just the research warp (from Thaumcraft and Tinkerer) I've had up to 7 spawn on me. They are very powerful. This is not fun, it is annoying, especially because they have a tendancy to spawn in caves, meaning I have to go digging to find them or live with fog whenever I'm in the area.
UNNATURAL HUNGER:
Considering how fast this will make you go through your food, it can last far too long. Though now that I know about the flesh and brains trick, maybe it isn't as bad as I thought. Haven't tested that out yet.
EVERYTHING ELSE:
Is great. Just as an afterthought, I would like to see more visual and audio hallucination-type effects. Less things that can physically harm you and more things that add to the atmosphere and maybe even freak you out.
Thank you, and have a fantastic day! (Assuming you aren't busy burning to death or bashing your heads against your cryptic chalk-symbol covered walls in an attempt to open communication with the Elder Gods. If that's the case, contact your local... Well, there's nothing that can help you now. Good luck.)
It doesn't unlock until you get the first golem or maybe hungry chest, I'm not sure if that's something that changed or not as I usually go straight for golems, this time I didn't touch the tree until later and was confused about the brain in the jar myself.