Sorry if I created misunderstanding, it is just how I pictured the dragon to be-me myself playing Thaumcraft with 10 extra addons, I know quite a deal about it to know it has nothing really to do with steampunk-simply the feel it generates (cuz Thaumaturgy and Steampunk are both quite fictional-sort-of concepts, and, because thinking of magically operating golems (and now, sentry turrets) doesn't associate with anything else)
Indeed, you got me on the horse part-exactly what I've been thinking. In fact, I wouldn't want myself it to be an enderdragon with a chaged texture-Thaumcraft doesn't operate in that way. It is more of a wish for the Artifice section-usable like a horse, but looking like a magik-mecha drago )
On a side note, having an Eldritch dragon is a good alternative-just imagine, an Aztec-like pyramid out of ancient bricks, with corridors, nasties and treasure, with a dragon awaiting at the top. I'd certainly hit that road... )))
I just wanted to pronounce that I would like to have live dragons... at least as an option. Doesn't mean I wann fly right through a mountain with an Enderdragon or something... in 1.9 Enderdragons will be renweable I think... sounds like a nice basis for getting multiple eggs to somehow create various kinds of thaumic dragons with?
Hungry nodes seem to be common (I have found two 200 m away from each other), but they do not seem to eat everything around. Maybe they grow worse over time.
I have also found "Astral" node. Any idea what it is doing? Also, what "Sinister" node does? Spawns mobs like in older versions?
I just wanted to pronounce that I would like to have live dragons... at least as an option. Doesn't mean I wann fly right through a mountain with an Enderdragon or something... in 1.9 Enderdragons will be renweable I think... sounds like a nice basis for getting multiple eggs to somehow create various kinds of thaumic dragons with?
Unfortunately only the first dragon drops the egg if I remember corectly, you could use the rare-but-multiple dragon heads though.
Hungry nodes seem to be common (I have found two 200 m away from each other), but they do not seem to eat everything around. Maybe they grow worse over time.
I have also found "Astral" node. Any idea what it is doing? Also, what "Sinister" node does? Spawns mobs like in older versions?
If you find different types of nodes, scan 'em. The info will appear in the Book.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Obsidian totems and I believe barrow hills too are no longer a part of thaumcraft, and obelisk no longer contain a sinister node. Sinister nodes are now like most other nodes completely randomly generated.
Hungry nodes eat the vis type that they posses, if Im not mistaken. They might just eat all surrounding vis and charge the aura with the aspect they posses, leaving that aspect alone or also eating whatever it recharges.
No idea what barrow hills are supposed to be, but the eerie hills with a large dungeon inside still exist and have sininodes inside.
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Has anyone figured out a solution to killing nodes other than a command or hoping it turns Unstable/Pure and kills itself? I've been fascinated by the new nodal mechanics but when I make a bad (hungry or tainted) node I'd rather not have to move away or move it away to mitigate damage.
Rollback Post to RevisionRollBack
In the name of peace, moderation, and decency- WIPE THEM ALL OUT!
Has anyone figured out a solution to killing nodes other than a command or hoping it turns Unstable/Pure and kills itself? I've been fascinated by the new nodal mechanics but when I make a bad (hungry or tainted) node I'd rather not have to move away or move it away to mitigate damage.
I still think unstoppable tainted nodes are a potentially nasty addition to Thaumcraft if Azanor likes them, so be it, but they seem a bit illogical to me.
And why do all of you want hollow shells/steampunk horses as mounts? I mean... fine...but who doesn't want a pet dragon?
Also nodes as driving forces for them? In a 100years maybe, we don't have the kind of control over them to move them around like that.
As for a mount in thaumcraft maybe it could be a sort of multi legged utility platform golem. so you place a chest on it and make a large scale golem transport, or place a seat on it for travel the materials its made of would determine movement straw is fast but weak, clay is fire/lavaproof, wood is sturdy enough yet light enough to climb walls, metal is kinda slow but is really resistant to fall dammage.they could have a resting state where they lower themselves locking them to the block grid so blocks can be placed on there back.
they could have tree slots on there back for seats, chests or fixed turrets/autocasters, or maybe more slots for different materials. clockwork ones cloud be static like you issue commands on creation then thats what they do, and bio thaumic brains would act more naturaly. imagine if you would, a world fill with battle platforms or mayhap public transportation or better yet a spider platform with a arcane bore on its back. i would imagine affixing a bore to the platforms back would reduce the capabilites of the bore for the sake of mobility making it more suited for large scale tunneling than proper mining.
or maybe magic carpets from thaumcraft 2 could return...
The creative node spawner is what I'm guessing they're using. Or maybe something from an addon.
I use the creative spawner. I've only been dabbling with nodes in creative since I play (well, host) a server and since the 1.8.9 version only came out yesterday, and I wanted to start at the same time as my friends. I've only used Thaumcraft for less than a few hours. Its fun spawning nodes and merging them, but they've all eventually turned sinister/tainted/hungry, although they all DO turn Hungry in the end (100's of an aspect). I just thought it odd for there to be no real way to prevent negative-effect nodes from affecting the aura.
Rollback Post to RevisionRollBack
In the name of peace, moderation, and decency- WIPE THEM ALL OUT!
initial reaction of this versions research mechanic:
i feel like it is balanced much batter than before in terms of research points. ive had a lot of notes where i ran out of a specific aspect, just barely completing it.
on one of the notes i actually made a mistake, and it turned into a real head scratcher of how to solve it from there. i had to rethink a certain path without one of the primals. got it solved in the end, but i feel i generally have to be more careful than with the initial pool in 5.0 which is a good thing.
as far as the gating mechanic goes in terms of unlocking by scanning things, it definitely feel like it could become a problem for people who are less experienced with the mod. like someone already mentioned, it might be a good idea if research fragments could be crafted into notes that grant small hints of where to search to progress further.
like a small note and a scatch of a golem to give a hint for example.
the experience gating feels pretty good overall. completing notes to collect experience, and spending it on other research to buy.
thank you for the leather recipe by the way
edit.: oh, another thing. the golem crafting is absolutely amazing. i feel like this has really potential to be expanded on with a lot of different materials, that grant the golems a variety of traits.
this has the potential for almost tinkers construct level complexity for every imaginable material.
I think research that you need scans for unlock should be present in book blacked out with a hint of what to scan.
And those which are blacked out because they need research from other place should have a hint about what they need too.
That would make the fun of thinking out go away. When you miss something, is easy to consider what has a relation with it, for example the infusion recipes. Sometimes is not so easy, but if they make all easy, you could finish the recipes in un just 30m with full paper and ink.
Primal focus
It's still walking by yourself, I don't want to get my feet dirty and swim through rivers all the time.
I made a D flip-flop!
For travel I want wings like in SR:Gat out of Hell
(in other words, not-lame version of Elytra)
Harness is great, and can fly really fast (if you click ctrl), but does not give the feel of wind under your wings.
I just wanted to pronounce that I would like to have live dragons... at least as an option. Doesn't mean I wann fly right through a mountain with an Enderdragon or something... in 1.9 Enderdragons will be renweable I think... sounds like a nice basis for getting multiple eggs to somehow create various kinds of thaumic dragons with?
I made a D flip-flop!
Hungry nodes seem to be common (I have found two 200 m away from each other), but they do not seem to eat everything around. Maybe they grow worse over time.
I have also found "Astral" node. Any idea what it is doing? Also, what "Sinister" node does? Spawns mobs like in older versions?
Unfortunately only the first dragon drops the egg if I remember corectly, you could use the rare-but-multiple dragon heads though.
If you find different types of nodes, scan 'em. The info will appear in the Book.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
No idea what barrow hills are supposed to be, but the eerie hills with a large dungeon inside still exist and have sininodes inside.
I made a D flip-flop!
Barrow hills are pretty much the name people around here gave to that type of dungeon.
I call them sinister temples. Oooooooooooohhhhhhh....
I made a D flip-flop!
Has anyone figured out a solution to killing nodes other than a command or hoping it turns Unstable/Pure and kills itself? I've been fascinated by the new nodal mechanics but when I make a bad (hungry or tainted) node I'd rather not have to move away or move it away to mitigate damage.
I still think unstoppable tainted nodes are a potentially nasty addition to Thaumcraft if Azanor likes them, so be it, but they seem a bit illogical to me.
And why do all of you want hollow shells/steampunk horses as mounts? I mean... fine...but who doesn't want a pet dragon?
Also nodes as driving forces for them? In a 100years maybe, we don't have the kind of control over them to move them around like that.
I made a D flip-flop!
Suggestion:
As for a mount in thaumcraft maybe it could be a sort of multi legged utility platform golem. so you place a chest on it and make a large scale golem transport, or place a seat on it for travel the materials its made of would determine movement straw is fast but weak, clay is fire/lavaproof, wood is sturdy enough yet light enough to climb walls, metal is kinda slow but is really resistant to fall dammage.they could have a resting state where they lower themselves locking them to the block grid so blocks can be placed on there back.
they could have tree slots on there back for seats, chests or fixed turrets/autocasters, or maybe more slots for different materials. clockwork ones cloud be static like you issue commands on creation then thats what they do, and bio thaumic brains would act more naturaly. imagine if you would, a world fill with battle platforms or mayhap public transportation or better yet a spider platform with a arcane bore on its back. i would imagine affixing a bore to the platforms back would reduce the capabilites of the bore for the sake of mobility making it more suited for large scale tunneling than proper mining.
or maybe magic carpets from thaumcraft 2 could return...
The creative node spawner is what I'm guessing they're using. Or maybe something from an addon.
I use the creative spawner. I've only been dabbling with nodes in creative since I play (well, host) a server and since the 1.8.9 version only came out yesterday, and I wanted to start at the same time as my friends. I've only used Thaumcraft for less than a few hours. Its fun spawning nodes and merging them, but they've all eventually turned sinister/tainted/hungry, although they all DO turn Hungry in the end (100's of an aspect). I just thought it odd for there to be no real way to prevent negative-effect nodes from affecting the aura.
I want to reiterate how I love Essentia Transfusion
initial reaction of this versions research mechanic:
i feel like it is balanced much batter than before in terms of research points. ive had a lot of notes where i ran out of a specific aspect, just barely completing it.
on one of the notes i actually made a mistake, and it turned into a real head scratcher of how to solve it from there. i had to rethink a certain path without one of the primals. got it solved in the end, but i feel i generally have to be more careful than with the initial pool in 5.0 which is a good thing.
as far as the gating mechanic goes in terms of unlocking by scanning things, it definitely feel like it could become a problem for people who are less experienced with the mod. like someone already mentioned, it might be a good idea if research fragments could be crafted into notes that grant small hints of where to search to progress further.
like a small note and a scatch of a golem to give a hint for example.
the experience gating feels pretty good overall. completing notes to collect experience, and spending it on other research to buy.
thank you for the leather recipe by the way
edit.: oh, another thing. the golem crafting is absolutely amazing. i feel like this has really potential to be expanded on with a lot of different materials, that grant the golems a variety of traits.
this has the potential for almost tinkers construct level complexity for every imaginable material.
I think research items that you need scans things to unlock should be present in book blacked out with a hint of what to scan.
And research which is blacked out because it needs research from the other place in the book should have a hint about what they need too.
That would make the fun of thinking out go away. When you miss something, is easy to consider what has a relation with it, for example the infusion recipes. Sometimes is not so easy, but if they make all easy, you could finish the recipes in un just 30m with full paper and ink.
I make modpacks in my free time, its fun.
Azanor please repair the bug with optifine!, I WANT PLAY THIS MOD WITH OPTIFINE!!. :3 <3 <3 <3 <3
I speak Spanish, so if you notice a mistake is because I am not an expert in English D: