It was introduced in thaumcraft 3, and there it had a cost. It drained the local Aura, which in turn increased flux. Here it's entirely without any cost once you get it.
thats the reason, why its much slower, and your tools actually take quite some damage and need time to repair themselves after a while.
i can only repeat, that there is no difficulty in upkeep costs. just tediousness.
a grind is not a challenge. and its anoying to have to replace/repair tools constantly. isnt that the reason the mechanic was introduced in the first place?
Upkeep just means there is a need to consume resources. In endgame TC4 there is practically no reason to gather any resources of any kind. In my previous world I got bored as there was nothing to do. I was sitting on stacks and stacks of diamonds, gold, shards, iron, thaumium, ect.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Upkeep just means there is a need to consume resources. In endgame TC4 there is practically no reason to gather any resources of any kind. In my previous world I got bored as there was nothing to do. I was sitting on stacks and stacks of diamonds, gold, shards, iron, thaumium, ect.
the reaosn would be to build stuff. thats just how minecraft works. vanilla or thaumcraft. at some point youve exhausted the content, and youve gathered everything there is to gather.
i know before i started playing with mods, i had a world where i had stacks of iron blocks laying around without anything to do with it.
its usually the time where you start with big builds. an upkeep cost doesnt change anything about that, unless you make it so large, that you consume more/as much resources as you can mine.
Upkeep just means there is a need to consume resources. In endgame TC4 there is practically no reason to gather any resources of any kind. In my previous world I got bored as there was nothing to do. I was sitting on stacks and stacks of diamonds, gold, shards, iron, thaumium, ect.
This is exactly the point I'm trying to make. Some people may like it that way. Others (like me) want an option to increase the upkeep costs somehow.
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Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
The repair enchant is too good, I agree. I have been considering alternatives, but I'm still not sure how to approach the problem.
I had a stray thought when playing. Your advanced tools, like Pickaxe of the Core and Axe of the Stream are always tied to an element.
So.. what if you could repair the durability on them buy draining vis from a node?
I know it doesnt exactly address the issue of the repair enchantment. Just throwing it out there.
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"I would agree with you, but then we'd both be wrong."
I had a stray thought when playing. Your advanced tools, like Pickaxe of the Core and Axe of the Stream are always tied to an element.
So.. what if you could repair the durability on them buy draining vis from a node?
I know it doesnt exactly address the issue of the repair enchantment. Just throwing it out there.
what exactly is the issue about the repair enchant, apart from extra resource costs, that can be compensated?
i could set up a zombie grinder for infinite iron, something ill do either way, have netherwart farm for paecantatio and ill never run out of resources to repair it. the only difference is, that weve got to run home and repair our tools in some form of station, instead of having them slowly replenish in the inventory.
heck, just using them and mining itself guarantees that you never run out of the resources to repair them.
its just an uneccessary roadblock. an extra errand to ran, while youre in the middle of building. for me, its as anoying as having to refill the scribing tools in the middle of research.
the auto repair mechanic as it is was one of the best improvements over vanilla.
This is exactly the point I'm trying to make. Some people may like it that way. Others (like me) want an option to increase the upkeep costs somehow.
I certainly agree with you, I'm all for having to work for your fun. But there's an awful lot of people out there who want the game to be creative mode as it were, with no constraints.
In any case I think the main problem with making this stuff configurable is that it makes it very hard for poor Azanor to balance stuff if he has no idea what conditions people are playing with. Configurable options is something of a slippery slope.
I think thaumcraft dont have to be an overpowered mod with an end game, the fun in minecraft is break your head thinking how to survive and resist the adversity, if i want easy things i just cheat with nei and is the same. If you want to make things easy please add a config file so i can still use this awesome mod in my server without banning cool things
the reaosn would be to build stuff. thats just how minecraft works. vanilla or thaumcraft. at some point youve exhausted the content, and youve gathered everything there is to gather.
i know before i started playing with mods, i had a world where i had stacks of iron blocks laying around without anything to do with it.
its usually the time where you start with big builds. an upkeep cost doesnt change anything about that, unless you make it so large, that you consume more/as much resources as you can mine.
If I just wanted to build some massive structure I'd just go play creative. I play SSP so I don't really have a reason to build some massive structure to be a showoff. I'd rather SURVIVE but it's just too easy (although that's mostly due to vanilla MC). I donno, I think I've just been playing too much dark souls. I've just gotten too used to a harsh difficulty that everything else just seems too easy.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
If I just wanted to build some massive structure I'd just go play creative. I play SSP so I don't really have a reason to build some massive structure to be a showoff. I'd rather SURVIVE but it's just too easy (although that's mostly due to vanilla MC). I donno, I think I've just been playing too much dark souls. I've just gotten too used to a harsh difficulty that everything else just seems too easy.
I like to make big things in survival too just for the added challenge. There is no challenge to that in Creative.
But you can also make the game harder with other mods. I have Mo'Creatures installed for example and that mods adds a few pretty dangerous new mobs like werewolves, ogres, golems and so on. There are other mobs that add even more dangerous mobs.
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
If I just wanted to build some massive structure I'd just go play creative. I play SSP so I don't really have a reason to build some massive structure to be a showoff. I'd rather SURVIVE but it's just too easy (although that's mostly due to vanilla MC). I donno, I think I've just been playing too much dark souls. I've just gotten too used to a harsh difficulty that everything else just seems too easy.
i dont even know how to answer that.
the survival part is usually over as soon as youve got a set of iron armor in vanilla minecraft. from there on, its mostly about working towards the resources to make builds, or defeat the enderdragon.
if you want to make the game harder, there are several mods that increase the srtrain on your hunger bar and add more powerful mobs.
If I just wanted to build some massive structure I'd just go play creative. I play SSP so I don't really have a reason to build some massive structure to be a showoff. I'd rather SURVIVE but it's just too easy (although that's mostly due to vanilla MC). I donno, I think I've just been playing too much dark souls. I've just gotten too used to a harsh difficulty that everything else just seems too easy.
Building in survival is fun, since you have the constraints of how much material you have and various other factors to consider. I'm certainly more proud of my base than I would be if I went into creative to do it.
Also: Dark souls rules. Also Demon's souls, IWBTG, Super Meat Boy and VVVVVV. Challenging games are great.
Building in survival is fun, since you have the constraints of how much material you have and various other factors to consider. I'm certainly more proud of my base than I would be if I went into creative to do it.
Also: Dark souls rules. Also Demon's souls, IWBTG, Super Meat Boy and VVVVVV. Challenging games are great.
because they are challenging since they take mechanical skill. what you guys want to add is another item sink. a reason to hoard a little more resources.
its like having to do gather quests in wow.
in contrast to that, the requirement to have to research the recipes the way you do in thaumcraft 4 to be able to make the items is a great mechanic. because the minigame in its current form is interesting and requires thought.
much better than the thaumcraft 3 research that was another item sink.
Don't get me wrong, I'm not saying building is boring. It's just I've never really finished any massive building project in SSP. Sure I've built a few medium-ish things I'm proud of. It's just I get the materials and lay the foundations for a huge project, but then I just get bored. Honestly, if it wasn't for the Twilight Forest mod I would have likely stopped playing MC long ago. While not an extreme difficulty, the bosses still pose some challenge.
I assigned a stone decanting golem to a crucible and let him go to a water source to fetch more water, but he keeps turning back to the water source and not actually dumping the water. Is this a bug?
Don't get me wrong, I'm not saying building is boring. It's just I've never really finished any massive building project in SSP. Sure I've built a few medium-ish things I'm proud of. It's just I get the materials and lay the foundations for a huge project, but then I just get bored. Honestly, if it wasn't for the Twilight Forest mod I would have likely stopped playing MC long ago. While not an extreme difficulty, the bosses still pose some challenge.
dont get me wrong. i understand wanting to make the game more challenging. thats why i downloaded several mods, that add stonger mobs, and im doing runs on twilight forest dungeons and bosses.
THATS added challenge thats actually fun, because it makes you more wary of your surroundings, and those boss fights feel mechanically interesting and rewarding.
adding upkeep costs to tools doesnt add anything interesting to the game. just the requirement for more mining. (if you dont have resource production automated).
let me give you another example:
after trying ic2 experimental, i never want to touch that mod again. because they didnt make it challenging or interesting. they thought they would just compensate the gain of the machines youre building by making the basic machines require about 10 stacks of iron and such a massive amount of uneccessary crafting steps, that it got me bored to tears.
dont get me wrong. i understand wanting to make the game more challenging. thats why i downloaded several mods, that add stonger mobs, and im doing runs on twilight forest dungeons and bosses.
THATS added challenge thats actually fun, because it makes you more wary of your surroundings, and those boss fights feel mechanically interesting and rewarding.
adding upkeep costs to tools doesnt add anything interesting to the game. just the requirement for more mining. (if you dont have resource production automated).
let me give you another example:
after trying ic2 experimental, i never want to touch that mod again. because they didnt make it challenging or interesting. they thought they would just compensate the gain of the machines your building by making the basic machines require about 10 stacks of iron and such a massive amount of uneccessary crafting steps, that it got me bored to tears.
I don't feel like making Minecraft harder is what makes it more fun for me, what makes it more fun for me is my ability to build cool devices and machines to make the game easier. I can respect your desire for a harder game, but I don't feel like it always applies. Even super easy games can be fun.
But oh wow, IC2 experimental. What a disaster. I don't feel motivated to touch IC2 just because of the disgusting new recipes and the horrid metal former. Seriously, 20 diamonds for an MFE? Ew, no, I'll take Thermal Expansion please. IC2 is more fairly balanced now, yeah, but it's not done right. If they wanted to make it harder, they should have done it in a creative, fun way, like how Azanor does it with Thaumcraft (although I'm sick to death of infusion crafting).
...(although I'm sick to death of infusion crafting).
infusion crafting is another mechanic i really like about thaumcraft. it adds a new different crafting mechanic, that has the form of a minigame and requires quick reaction of the player if something goes wrong.
it adds challenge in the right way.
the only thing is, that it seems a little overdone by some addon mods, and the amount could be reduced a bit in thaumcraft for one big infusion for a wand instead of 3 small infusions for thaumium wand caps and silverwood/obsidian rods seperately.
if thaumium caps where craftable in a workbench like previously, there was never a problem with thaumium capped wooden wands (lol) or thaumium capped greatwood wands.
thats why there is actually no reason to have an extra infusion for the activated wand caps, instead of making them workbench recipes and the completed obsidian/silverwood wand itself an infusion.
I personally enjoy mining (well, exploring caves more then actual mining). I rather like an upkeep system. I like a little bit of busy work. It makes me feel like I've earned everything I own because I worked for it and I've worked to make sure my armor and tools remain in good condition.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Yeah, but it takes far too long to set it up for a not so great outcome in some cases. If it didn't take so much effort to craft some of the golem stuff, then I would use them more. That might just be me, though.
thanks, ill look into it.
thats the reason, why its much slower, and your tools actually take quite some damage and need time to repair themselves after a while.
Upkeep just means there is a need to consume resources. In endgame TC4 there is practically no reason to gather any resources of any kind. In my previous world I got bored as there was nothing to do. I was sitting on stacks and stacks of diamonds, gold, shards, iron, thaumium, ect.
the reaosn would be to build stuff. thats just how minecraft works. vanilla or thaumcraft. at some point youve exhausted the content, and youve gathered everything there is to gather.
i know before i started playing with mods, i had a world where i had stacks of iron blocks laying around without anything to do with it.
its usually the time where you start with big builds. an upkeep cost doesnt change anything about that, unless you make it so large, that you consume more/as much resources as you can mine.
This is exactly the point I'm trying to make. Some people may like it that way. Others (like me) want an option to increase the upkeep costs somehow.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
I had a stray thought when playing. Your advanced tools, like Pickaxe of the Core and Axe of the Stream are always tied to an element.
So.. what if you could repair the durability on them buy draining vis from a node?
I know it doesnt exactly address the issue of the repair enchantment. Just throwing it out there.
what exactly is the issue about the repair enchant, apart from extra resource costs, that can be compensated?
i could set up a zombie grinder for infinite iron, something ill do either way, have netherwart farm for paecantatio and ill never run out of resources to repair it. the only difference is, that weve got to run home and repair our tools in some form of station, instead of having them slowly replenish in the inventory.
heck, just using them and mining itself guarantees that you never run out of the resources to repair them.
its just an uneccessary roadblock. an extra errand to ran, while youre in the middle of building. for me, its as anoying as having to refill the scribing tools in the middle of research.
the auto repair mechanic as it is was one of the best improvements over vanilla.
I certainly agree with you, I'm all for having to work for your fun. But there's an awful lot of people out there who want the game to be creative mode as it were, with no constraints.
In any case I think the main problem with making this stuff configurable is that it makes it very hard for poor Azanor to balance stuff if he has no idea what conditions people are playing with. Configurable options is something of a slippery slope.
If I just wanted to build some massive structure I'd just go play creative. I play SSP so I don't really have a reason to build some massive structure to be a showoff. I'd rather SURVIVE but it's just too easy (although that's mostly due to vanilla MC). I donno, I think I've just been playing too much dark souls. I've just gotten too used to a harsh difficulty that everything else just seems too easy.
I like to make big things in survival too just for the added challenge. There is no challenge to that in Creative.
But you can also make the game harder with other mods. I have Mo'Creatures installed for example and that mods adds a few pretty dangerous new mobs like werewolves, ogres, golems and so on. There are other mobs that add even more dangerous mobs.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
i dont even know how to answer that.
the survival part is usually over as soon as youve got a set of iron armor in vanilla minecraft. from there on, its mostly about working towards the resources to make builds, or defeat the enderdragon.
if you want to make the game harder, there are several mods that increase the srtrain on your hunger bar and add more powerful mobs.
Building in survival is fun, since you have the constraints of how much material you have and various other factors to consider. I'm certainly more proud of my base than I would be if I went into creative to do it.
Also: Dark souls rules. Also Demon's souls, IWBTG, Super Meat Boy and VVVVVV. Challenging games are great.
because they are challenging since they take mechanical skill. what you guys want to add is another item sink. a reason to hoard a little more resources.
its like having to do gather quests in wow.
in contrast to that, the requirement to have to research the recipes the way you do in thaumcraft 4 to be able to make the items is a great mechanic. because the minigame in its current form is interesting and requires thought.
much better than the thaumcraft 3 research that was another item sink.
dont get me wrong. i understand wanting to make the game more challenging. thats why i downloaded several mods, that add stonger mobs, and im doing runs on twilight forest dungeons and bosses.
THATS added challenge thats actually fun, because it makes you more wary of your surroundings, and those boss fights feel mechanically interesting and rewarding.
adding upkeep costs to tools doesnt add anything interesting to the game. just the requirement for more mining. (if you dont have resource production automated).
let me give you another example:
after trying ic2 experimental, i never want to touch that mod again. because they didnt make it challenging or interesting. they thought they would just compensate the gain of the machines youre building by making the basic machines require about 10 stacks of iron and such a massive amount of uneccessary crafting steps, that it got me bored to tears.
I don't feel like making Minecraft harder is what makes it more fun for me, what makes it more fun for me is my ability to build cool devices and machines to make the game easier. I can respect your desire for a harder game, but I don't feel like it always applies. Even super easy games can be fun.
But oh wow, IC2 experimental. What a disaster. I don't feel motivated to touch IC2 just because of the disgusting new recipes and the horrid metal former. Seriously, 20 diamonds for an MFE? Ew, no, I'll take Thermal Expansion please. IC2 is more fairly balanced now, yeah, but it's not done right. If they wanted to make it harder, they should have done it in a creative, fun way, like how Azanor does it with Thaumcraft (although I'm sick to death of infusion crafting).
infusion crafting is another mechanic i really like about thaumcraft. it adds a new different crafting mechanic, that has the form of a minigame and requires quick reaction of the player if something goes wrong.
it adds challenge in the right way.
the only thing is, that it seems a little overdone by some addon mods, and the amount could be reduced a bit in thaumcraft for one big infusion for a wand instead of 3 small infusions for thaumium wand caps and silverwood/obsidian rods seperately.
if thaumium caps where craftable in a workbench like previously, there was never a problem with thaumium capped wooden wands (lol) or thaumium capped greatwood wands.
thats why there is actually no reason to have an extra infusion for the activated wand caps, instead of making them workbench recipes and the completed obsidian/silverwood wand itself an infusion.
Yeah, but it takes far too long to set it up for a not so great outcome in some cases. If it didn't take so much effort to craft some of the golem stuff, then I would use them more. That might just be me, though.