Limit it to a single level! Repair I by itself is much less OP, at least it takes a while for massive damage to recover. But it still answers the basic need of not wanting your best tools to be strictly temporary.
It could also require a tougher infusion than "lots of iron". Even replacing the anvil with 4 thaumium blocks would help, especially if the infusion had more instability. If you really want to be vicious, it could require several diamonds.
You could make it only repair the item up to half durability, needing thaumium for the rest. I'm not actually wild about this idea, because it feels artificial and awkward, but it's something.
Have it draw energy from your life-force, either hunger or even directly from health. Of course, it then wouldn't repair at all while you're under 90% hunger or 100% health respectively. ETA: For hunger, at least 0.1 exhaustion per point, but you might go up to 1.0 exhaustion per point (that is, 4 durability points per hunger point, 8 per shank). For health, take damage every few durability, somewhere from 2 to 8. Note that regenerating 1 health costs 3.0 exhaustion. Most-damaged relevant item in your hotbar gets priority, ties go to the leftmost.
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.
What if the scaning would happen when you have the Thaumometer selected in hotbar and try to see the aspects (hold shift) of a item in chests. If there are no aspects to show, then start the scaning process.
I like that idea.
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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.
Interesting bug that I just found, aspects that I drag into research no longer appear. I can click on an aspect and drag it to the research, it makes the noise like it's being placed in the grid and it consumes a research point, but the aspect doesn't appear on the grid. I was able to complete several pieces of research, and this didn't happen till I started nitor. Before Nitor I had researched research expertise and mastery, and the node tapping tree all the way up to node in a jar. I have tried to do research on multiple things beside nitor after this started happening and I get the same results. If there is anymore information I can provide let me know and I will see what I can do.
As a side note, I noticed this discussion on the repair enchantment. In order to balance it more you might want to make it only craft able through infusion crafting and have more consequences for drawing vis from the environment through things such as repair enchantments. Right now I only see natural taint and only one time did I accidentally create taint when I accidentally threw a whole stack into the crucible, otherwise I hardly see it. If there where more consequences it would more balance things like the repair enchantment. Besides taint/flux, another way to balance might be to reintroduce the eldritch. I really thought the monoliths from TC2 where cool and I know alot of people wanted to see eldritch abomonations in the game. Basically performing magic would draw the attention of the eldritch who would try and sabotage and attack you/interfere with your magic, they could do this actively by physically attacking you and stealing stuff etc. or passively such as creating lots of taint or casting spells on you. Just an idea because I really liked eldritch monoliths.
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I was going to make a witty and awesome signature but I feel kind of lazy, maybe another day.
Interesting bug that I just found, aspects that I drag into research no longer appear. I can click on an aspect and drag it to the research, it makes the noise like it's being placed in the grid and it consumes a research point, but the aspect doesn't appear on the grid. I was able to complete several pieces of research, and this didn't happen till I started nitor. Before Nitor I had researched research expertise and mastery, and the node tapping tree all the way up to node in a jar. I have tried to do research on multiple things beside nitor after this started happening and I get the same results. If there is anymore information I can provide let me know and I will see what I can do.
As a side note, I noticed this discussion on the repair enchantment. In order to balance it more you might want to make it only craft able through infusion crafting and have more consequences for drawing vis from the environment through things such as repair enchantments. Right now I only see natural taint and only one time did I accidentally create taint when I accidentally threw a whole stack into the crucible, otherwise I hardly see it. If there where more consequences it would more balance things like the repair enchantment. Besides taint/flux, another way to balance might be to reintroduce the eldritch. I really thought the monoliths from TC2 where cool and I know alot of people wanted to see eldritch abomonations in the game. Basically performing magic would draw the attention of the eldritch who would try and sabotage and attack you/interfere with your magic, they could do this actively by physically attacking you and stealing stuff etc. or passively such as creating lots of taint or casting spells on you. Just an idea because I really liked eldritch monoliths.
it shouldnt consume the research point. but have you run out of ink? you may have to refill your scribing tools.
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'm thinking of seriously nerfing the enchant itself to something like 1 durability a minute (simply removing it might break things).
However to have "quick" repairing some other mechanic will take its place. Maybe an item with its own durability that repairs any equipped items over time and will eventually break. That means you will need to keep recrafting it. Alternatively it won't break but will need recharging in some expensive fashion.
As for aura nodes I do have some things planned for them in the future. Not a nerf exactly - more of a return to older times
How about a thaumic anvil that uses essentia or vis to slowly repair items?
BUG REPORT: There is bug with the research gui. On different aspect ratios it has some empty space between the star background and the wood border. I have tested it on both default and my custom sphax texture pack and it has the same issues. Please take a look at the screenshots below (on each one I have specified the resolution and the place it has an offset).
Have a gamebreaking bug with the newest version. Last night I did a lot of research and purchased a bunch as well, such as almost all golems and upgrades, as well as the transmutation, and research/ node trees. This morning I log in and first thing I noticed is that I only have one of each primal. This has happened to me before, so I just relogged and it cleared that up. Then I open my thaumonomicon, and about 90% of my research is gone. Only things that it says I know is thaumium, nitor, and alumentum. Everything else is gone
Honestly, I like the Repair enchant as-is, but think that it should only be available on the Infusion tools (Pickaxe of the Core, Hoe of Growth, etc). Those tools are pricy to make to begin with, and adding Repair to them is a nice bonus. I have a small group of wood-gathering golems consisting of two sets of one lumberjack golem, one gathering golem and two use golems, one use golem to plant the saplings and one use golem to use my Hoe of Growth with Repair enchant on the sapling. The time from between when the golem decides to start chopping the tree down and the other golem plants the saplings allows enough time for the Hoe to regenerate the durability lost from growing the tree, and makes it a nice Thaumcraft-themed wood collecting system. If Repair as-is was removed, I would have to exchange out the Hoe of Growth for stacks of bonemeal from my bone farm, because the Hoe of Growth costs far more to replace than some pulversized bones.
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'm thinking of seriously nerfing the enchant itself to something like 1 durability a minute (simply removing it might break things).
I think that kind of nerf is a great idea. You *could* keep your supertool forever, you'd just have to pay attention and take some care with it. Actually as is I rarely bother with Repair II anyway - if a tool is getting fragile I just take a break and do something else. Even that doesn't happen often.
Not sure what the right rate would be. 1 / minute is probably too slow.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Do barrows hills/the totem/wisp/obsidian chest things not generate in Mystcraft worlds anymore?
Do barrows hills not generate in the overworld anymore?
Totem pillars generate in the overworld but not the circle of obsidian with a chest thing, I've gone through almost 75 Mystcraft worlds and have yet to see a single 5 block tall pillar of totems or a single wisp obsidian thing (with the chest) and not a single barrows hill, I have flown all over the overworld and have seen a couple totems but no barrows...
Just the other day before updating to 4.1, I couldn't go more then 1 Mystcraft age without finding a totem or an obsidian/wisp chest or a hill and I couldn't fly over a mountain without seeing a black circle on my minimap...now there is nothing...
I thought crafting KAMI stuff was going to be the hard part of this but as it turns out, getting 12 obsidian totems is the hardest task in the game...
I'll be honest.. I've broken armors and tools with repair... It isn't that strong... Do I have mods that make mobs/ bosses a bit more challenging? Yes I do. Do I want to have to give up thaumcraft tools when I explore a mod that's danger? No I do not. The arcane bore? Chews through a pickaxe of the core before it can even finish an operation. and then I have to wait for it to repair.
If you make some item that recharges your tools for you, all you've done is recreat every other electric tool mod. I'd much rather see the node tool recharge come back into play. It feels magical, like something you can't explain, but theres a logic too it. Drawing power from nature to repair your tools and weaponry.
Having an item that dishes out repair to your tools is like carrying a redstone flux set of tools with a resonant ender battery... I can understand that the unexplained magical repair from tools can seem a bit to good to be true.. But isn't that magic? Making the impossible possible? I don't want to have some machine or place to go to to recharge my none wand tools... It's just cold, mechanical and monotonous. I want there to be purpose and use from nodes in the world. Nodes you may not be carrying home but nodes that are just there. like a huge terra node.
Also look at the durability of most of the thaumiam tools there near diamond level. If you want to make them something a bit more sacred and precious, bring the durability down. You have iron tools with large pool of durability, higher defense and attack, and the enchantability of gold. The one thing that always broke first was my goggles of revealing. Why? It's got 355 durability. It's a smaller pool to keep filled up and the rate seems fair. A sword of the zepher is triple that. Repair is a decent pace but you'll never run a sword dry with that durability. It's huuuuuuuge! Try bringing the tools to a softer durability and see how repair seems then.
I think that a durability bar on the Thaumometer could be a great addition, for balancing reasons, at least on hard mode
Why? I've never heard anyone say that the Thaumometer's OP or anything, and all it'll do is add another resource sink to something that most people already don't like doing
This may be the newb question to end all newb questions, but are the Runic armor pieces supposed to break? I'm playing the most recent public release (4.1.0e), and when I'm playing around in my test world I like to pull in egregious amounts of mobs and bosses to test new gear. I was getting the crap beat out of me by about twenty zombies/skellies/minotaurs (and a hydra) and I realized that I had started to walk slowly and couldn't see any of the nodes around the arena I had built. I ran away from the commotion and checked to see what my armor was doing only to find that I didn't have any of it on. There weren't any mobs in the mix that could steal armor, so the only thing I can think of is that the armor must have broke.
I noticed a lot of people have commented on how they feel the new mod items and mechanics are OP, but I would like to say that I'm OK with the mod as is. I usually play with a lot of mob/adventure mods, and while these items and enchants might be excessively powerful in vanilla thaumcraft, armor with repair II often faces destruction when in my hands (the above actually happens a lot in my worlds, sans the hydra of course). I don't know about anyone else, but everything you've added thus far seems perfectly balanced to me.
Though, it would be really cool if you could add some kind of tier two version of runic armor that can hold more upgrades. Just a thought...
Hmm, I notice you mention twilight forest mobs in there - it could be that they have their own mechanics to add damage to items. If they do that when a piece of runic armor is on 0 charge it could cause it to break. You might want to enquire in the twilight forest forums post if that is the case. I've set the armor to not be breakable, but if another mod ignores that setting then there isn't much I can do.
Hmm, I notice you mention twilight forest mobs in there - it could be that they have their own mechanics to add damage to items. If they do that when a piece of runic armor is on 0 charge it could cause it to break. You might want to enquire in the twilight forest forums post if that is the case. I've set the armor to not be breakable, but if another mod ignores that setting then there isn't much I can do.
I believe twilight forest mobs have a special ability called rust which can break electric armors aswell. But that's more of an accident rather than an intended feature.
How about make it so you can repair it by putting it on a recharge pedestal? For every X amount of vis it drains, it'll regain some durability. Repair 1 would be greatly ineffective costing a lot of vis per durability while repair 2 would be semi-more efficient. Then we could do a repair 3 or 4 that increases the vis needed per durability point. Items with more enchants then just repair would also cost more vis per durability depending on the level of enchant.
Links to my code on Pastebin if anyone can see what I'm doing wrong.
If anyone could help me figure out what I'm doing wrong, I'd appreciate it. I'm fixing bugs in 1.6.4 for HarvestCraft, and I'd really like to finish adding Thaumcraft 4 compatibility at the same time as well. =)
(Argh, the editor.)
I like that idea.
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.
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As a side note, I noticed this discussion on the repair enchantment. In order to balance it more you might want to make it only craft able through infusion crafting and have more consequences for drawing vis from the environment through things such as repair enchantments. Right now I only see natural taint and only one time did I accidentally create taint when I accidentally threw a whole stack into the crucible, otherwise I hardly see it. If there where more consequences it would more balance things like the repair enchantment. Besides taint/flux, another way to balance might be to reintroduce the eldritch. I really thought the monoliths from TC2 where cool and I know alot of people wanted to see eldritch abomonations in the game. Basically performing magic would draw the attention of the eldritch who would try and sabotage and attack you/interfere with your magic, they could do this actively by physically attacking you and stealing stuff etc. or passively such as creating lots of taint or casting spells on you. Just an idea because I really liked eldritch monoliths.
it shouldnt consume the research point. but have you run out of ink? you may have to refill your scribing tools.
How about a thaumic anvil that uses essentia or vis to slowly repair items?
I am a blind idiot, thank you. I could have sworn that it had consumed research points too but I must just be going crazy as well as blind.
Azanor, I don't know if you have seen this or not, but I would appreciate if this bug was fixed! Thanks in advance.
I think that kind of nerf is a great idea. You *could* keep your supertool forever, you'd just have to pay attention and take some care with it. Actually as is I rarely bother with Repair II anyway - if a tool is getting fragile I just take a break and do something else. Even that doesn't happen often.
Not sure what the right rate would be. 1 / minute is probably too slow.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Do barrows hills not generate in the overworld anymore?
Totem pillars generate in the overworld but not the circle of obsidian with a chest thing, I've gone through almost 75 Mystcraft worlds and have yet to see a single 5 block tall pillar of totems or a single wisp obsidian thing (with the chest) and not a single barrows hill, I have flown all over the overworld and have seen a couple totems but no barrows...
Just the other day before updating to 4.1, I couldn't go more then 1 Mystcraft age without finding a totem or an obsidian/wisp chest or a hill and I couldn't fly over a mountain without seeing a black circle on my minimap...now there is nothing...
I thought crafting KAMI stuff was going to be the hard part of this but as it turns out, getting 12 obsidian totems is the hardest task in the game...
If you make some item that recharges your tools for you, all you've done is recreat every other electric tool mod. I'd much rather see the node tool recharge come back into play. It feels magical, like something you can't explain, but theres a logic too it. Drawing power from nature to repair your tools and weaponry.
Having an item that dishes out repair to your tools is like carrying a redstone flux set of tools with a resonant ender battery... I can understand that the unexplained magical repair from tools can seem a bit to good to be true.. But isn't that magic? Making the impossible possible? I don't want to have some machine or place to go to to recharge my none wand tools... It's just cold, mechanical and monotonous. I want there to be purpose and use from nodes in the world. Nodes you may not be carrying home but nodes that are just there. like a huge terra node.
Also look at the durability of most of the thaumiam tools there near diamond level. If you want to make them something a bit more sacred and precious, bring the durability down. You have iron tools with large pool of durability, higher defense and attack, and the enchantability of gold. The one thing that always broke first was my goggles of revealing. Why? It's got 355 durability. It's a smaller pool to keep filled up and the rate seems fair. A sword of the zepher is triple that. Repair is a decent pace but you'll never run a sword dry with that durability. It's huuuuuuuge! Try bringing the tools to a softer durability and see how repair seems then.
Why? I've never heard anyone say that the Thaumometer's OP or anything, and all it'll do is add another resource sink to something that most people already don't like doing
Nope, they are not. Have yours broken?
Hmm, I notice you mention twilight forest mobs in there - it could be that they have their own mechanics to add damage to items. If they do that when a piece of runic armor is on 0 charge it could cause it to break. You might want to enquire in the twilight forest forums post if that is the case. I've set the armor to not be breakable, but if another mod ignores that setting then there isn't much I can do.
How about make it so you can repair it by putting it on a recharge pedestal? For every X amount of vis it drains, it'll regain some durability. Repair 1 would be greatly ineffective costing a lot of vis per durability while repair 2 would be semi-more efficient. Then we could do a repair 3 or 4 that increases the vis needed per durability point. Items with more enchants then just repair would also cost more vis per durability depending on the level of enchant.
If anyone could help me figure out what I'm doing wrong, I'd appreciate it. I'm fixing bugs in 1.6.4 for HarvestCraft, and I'd really like to finish adding Thaumcraft 4 compatibility at the same time as well. =)