Very well, I stand corrected regarding the dynamos; I apologize. I suppose I marginalized it too much as a stop-gap measure for supplying vis.
I still stand by my other two points, however. If you enjoy the potion system, I can understand that. I was just trying to put my opinions in constructively.
Very well, I stand corrected regarding the dynamos; I apologize. I suppose I marginalized it too much as a stop-gap measure for supplying vis.
I still stand by my other two points, however. If you enjoy the potion system, I can understand that. I was just trying to put my opinions in constructively.
Some of the essentia effects you can get from using the seroconverter are unique to this mod and are also very useful. I'd name examples, but that would be spoilers.
Not to mention some of the effects are also not possible to obtain through vanilla alchemy, even though they aren't unique to this mod.
I have the same... Problem? Issue? I'm going to call it an Exploitable bug: Species Modified creatures only need four victus and some nutrient mix, and I can't get more than one general infusion onto my Lunar wolves, which is a shame because I wanted to have a Magical super-wolf that I don't need to worry about when I'm out adventuring. The mod in it's entirety is still awesome, though.
This mod is so cool! It includes a LOT of warp, but that makes sense :3. On the bright side! I can make a pimp golem! (A golden golem with a top hat and a bow )
I would ditch the mirror being an amulet at all.
There is alot of demand on the amulet slot already, and having something disposable (so it would be wasteful putting runic shielding on it) and missing any other benefit (no emergency healing or 1500 extra vis) just cut down your survival chances.
Having an "unstable mirror" you carry around that would serve the same function seems more sensible.
I have no idea if the mirror amulet actually creates a mirror portal with item suction (which might only recover some or none of your items if you died in lava for instance) , or if that's just an in game explanation for some other method of item saving.
If it actually works as a mirror portal with suction you would also have a nice item to use to pick stuff up to a mirror directly (if it wasnt too expensive to use), by throwing it at a pile of items.
Mirror should stay an amulet, and take up a bauble slot. Guaranteed safety of all your hard to make items is pretty overpowered, and sacrificing other items you could put in the amulet slot is definitely fair. I could understand it not breaking completely so you could safely put runic shielding on it, but still think it should require a pearl each time. Also, it realistically shouldn't be able to teleport itself through it's own mirror, so it should be the one thing that drops to the ground normally instead of getting teleported to your mirror destination.
I'm not a big far of giving up fun stuff for that one time you might die.
Primordial pearls also don't grow on trees.
I'm not really sure what the whole "revive in a tank" system is aimed at, the lethality of Outer lands mazes is really quite high, one pearl per maze (discounting the vary rare occasion you get one from a loot bag) , and it costs two pearls to revive once with items ( I assume the soul beacon is one use as well). The limiting factor might well become how many eldritch obelisks you can find (that don't drop you into the void and kill you).
My main point however is, in a normal game , the cost of the pearl to revive with some XP retained is excessive, this very mod has XP you can just suck out of soul sand, so the main use of that whole getup , with tank ,beacon, corpse effigy etc. would be to keep the items, making the use of the amulet slot and an extra pearl on top to get that benefit just too over the top.
In a hard core game the good part is just surviving the death, obviously keeping items would be a nice bonus , but some one who is having to conquer mazes for multiple pearls in a hard core game is probably going to keep the pearls to *not die* rather than keep some items they can relatively easily replace. Unless they are so powerful as to not have really any chance of dying while doing the mazes, which being essentially the end game for Thaumcraft and considerably harder then any vanilla content would mean they are not likely to die any where else either.
Well first off, reviving in a tank is game-changing for hard mode. Saving experience is also very important unless you have automated experience farms like bushes from TC, as XP is more important than ever due to the experience hog of the focul manipulator and such. Even the XP generation from this mod uses a non-renewable resource, unless you have soulsand automation from something like automagy's nevermind. Even that needs a cobblestone generator and macerator-type setup for the glass, and spider farm or some such for the vinculum. Bottom line, there is no renewable resource for XP without a lot of setup and mid-late game work such as mob xp farms using substantial resources, outside of overpowered "I win" things like TC berry bushes. Even using only thaumcraft golems and mob farms you're limited by the 50-ish experience level capacity of each brain in a jar you make, which comes with it's own balancing features such as warp per infusion and balancing mob rate vs golem health regen.
Respawn via the vat has a 1-time pearl cost, not the per-respawn cost you assumed. So you're "not really sure what the whole "revive in a tank" system is aimed at" comment doesn't make sense to me, as I think it's very well balanced and serves a useful purpose.
As far as "I'm not a big far of giving up fun stuff for that one time you might die" goes, if you want an amulet of emergency shielding, vis storage amulet, TT talisman of withhold and talisman of remediation, FM collar of pain AND mirrored amulet all at once, then you've missed the point of balance. Base thaumcraft is kind of all about balance, and the current implementation of the amulet does a good job honoring that.
If you think the pearl cost each time is too steep, than I refer you to my previous paragraph. If hours of farming, mining and infusions to make all the foci in your focus pouch, armor, weapons, enchantments, etc. is a considerable investment (which it is), then to guarantee the safety of it all should carry it's own considerable cost. Would you prefer a renewable resource cost to replace the amulet? Where's the balance in that? If you want cheat mode there are plenty of mods that save inventory on death with up-front-only cost or no cost at all.
I take it you play on normal then? I base all my difficulty assumptions on hard, and I can tell you that even with prot IV void armor I've died plenty of times in zombie swarms (zombie awareness mod) or in TF dungeons. Chocolate quest dungeons are also a serious pain (walker dungeons especially). The outer lands I actually didn't have all that much trouble with, though I ward each intersection and the opening to the boss room. Long corridors with no traps, pitfalls or anything makes bottlenecking easy. Only problem is if you get too close to the warding stone and crabs jump up and climb over the invisible wall.
I guess on vanilla with normal difficulty dying is never a problem, but I certainly find the cost of saving all my items worth it with the mods and difficulty setting I play.
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Suggestion: instead of the mirror amulet, you make a modified hand mirror, which becomes 'burnt out' rather than destroyed, which can be reactivated at a lesser cost, so you don't need a new primordial pearl every time you die. In addition, it won't take up the amulet slot.
I haz an suggestion! Self Infusing. It would be forbidden knowledge (Taboo). How it would work is it would infuse things into players like, Revealing eyes (goggles of revealing ability - the vis discount) but there would be a curse! The curse would be that you can see shadow mobs (Mobs that arent there)
The untyped suction on the vat when doing infusions really makes consecutive infusions difficult, since the system always gets gummed up on anything that has partial phial costs.
Quote from justicesays2�
I have played through TF , with vanilla thaumcraft 4, and the only hard dungeon was the minotaur labyrinth, mostly due to the use of bedrock for the lower level, otherwise flying = easy win (again).
Naga - cant fly, nuked from orbit...etc. etc.
I'm not sure why you're playing at all then. If you opt to abuse the mechanics by flying around all the time, you defeat the purpose of the mod author's fight mechanics. Exploiting flight everywhere to circumvent challenge seems pointless and odd to me, since you're just robbing yourself of any real satisfying gameplay. Seems excessive to state you have to nerf or gimp yourself for balance, as it's more accurate to say restricting yourself to the bounds of intended gameplay for encounters maintains balance. If one mod adds a nuke gun, don't use it on content from another mod that maintains vanilla difficulty. That's not gimping or nerfing - it's intended gameplay.
I pretty sure you don't even need an additional addon for a cobblegen.
Arcane bores set up in the correct way would do it quite nicely.
5 lava source in a row, sitting on the edge of a 5x5 pit, all made of warded glass, 5 water source the other side, 5 wide arcane bore pointed down the middle.
Like this in fact , just knocked it up in my creative world, but the production rate isnt huge.It could probably be optimized a bit with better spacing. It takes about 14 cobble to make 1 nugget from the ore boar, so it would be slow.
I've found a herba powered metallum mana bean farm works fine for infinite iron though, with a side order of lucrum beans to make gold.
That looks like a really complicated setup. Where as the one I'm using is a single block that outputs cobble which the ore boar eats and the nuggets get picked up by a gather golem.
That looks like a really complicated setup. Where as the one I'm using is a single block that outputs cobble which the ore boar eats and the nuggets get picked up by a gather golem.
Can we get a screenshot, please?
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Resident Thaumaturge cake-dragon at your service o:
I still stand by my other two points, however. If you enjoy the potion system, I can understand that. I was just trying to put my opinions in constructively.
Some of the essentia effects you can get from using the seroconverter are unique to this mod and are also very useful. I'd name examples, but that would be spoilers.
Not to mention some of the effects are also not possible to obtain through vanilla alchemy, even though they aren't unique to this mod.
Minecraft freezes when using the focus pouch / lens caseDurr just me not reading the whole crash log.
Uhhhh, your crash log is amazingly informative to what the real cause of your crash is. It has nothing to do with this mod. Look:
Mirror should stay an amulet, and take up a bauble slot. Guaranteed safety of all your hard to make items is pretty overpowered, and sacrificing other items you could put in the amulet slot is definitely fair. I could understand it not breaking completely so you could safely put runic shielding on it, but still think it should require a pearl each time. Also, it realistically shouldn't be able to teleport itself through it's own mirror, so it should be the one thing that drops to the ground normally instead of getting teleported to your mirror destination.
Well first off, reviving in a tank is game-changing for hard mode. Saving experience is also very important unless you have automated experience farms like bushes from TC, as XP is more important than ever due to the experience hog of the focul manipulator and such. Even the XP generation from this mod uses a non-renewable resource, unless you have soulsand automation from something like automagy's nevermind. Even that needs a cobblestone generator and macerator-type setup for the glass, and spider farm or some such for the vinculum. Bottom line, there is no renewable resource for XP without a lot of setup and mid-late game work such as mob xp farms using substantial resources, outside of overpowered "I win" things like TC berry bushes. Even using only thaumcraft golems and mob farms you're limited by the 50-ish experience level capacity of each brain in a jar you make, which comes with it's own balancing features such as warp per infusion and balancing mob rate vs golem health regen.
Respawn via the vat has a 1-time pearl cost, not the per-respawn cost you assumed. So you're "not really sure what the whole "revive in a tank" system is aimed at" comment doesn't make sense to me, as I think it's very well balanced and serves a useful purpose.
As far as "I'm not a big far of giving up fun stuff for that one time you might die" goes, if you want an amulet of emergency shielding, vis storage amulet, TT talisman of withhold and talisman of remediation, FM collar of pain AND mirrored amulet all at once, then you've missed the point of balance. Base thaumcraft is kind of all about balance, and the current implementation of the amulet does a good job honoring that.
If you think the pearl cost each time is too steep, than I refer you to my previous paragraph. If hours of farming, mining and infusions to make all the foci in your focus pouch, armor, weapons, enchantments, etc. is a considerable investment (which it is), then to guarantee the safety of it all should carry it's own considerable cost. Would you prefer a renewable resource cost to replace the amulet? Where's the balance in that? If you want cheat mode there are plenty of mods that save inventory on death with up-front-only cost or no cost at all.
I guess on vanilla with normal difficulty dying is never a problem, but I certainly find the cost of saving all my items worth it with the mods and difficulty setting I play.
I'm not sure why you're playing at all then. If you opt to abuse the mechanics by flying around all the time, you defeat the purpose of the mod author's fight mechanics. Exploiting flight everywhere to circumvent challenge seems pointless and odd to me, since you're just robbing yourself of any real satisfying gameplay. Seems excessive to state you have to nerf or gimp yourself for balance, as it's more accurate to say restricting yourself to the bounds of intended gameplay for encounters maintains balance. If one mod adds a nuke gun, don't use it on content from another mod that maintains vanilla difficulty. That's not gimping or nerfing - it's intended gameplay.
That looks like a really complicated setup. Where as the one I'm using is a single block that outputs cobble which the ore boar eats and the nuggets get picked up by a gather golem.
http://pastebin.com/ix58nQCS
Can we get a screenshot, please?