Thanks tons for that summing up, Luther. My ears aren't broke but sound quality on my Xoom isn't great with this set up so I missed some of that. It's a great summation and I'm more excited than ever for TC3.
The Meaning of Life, the Universe, and Everything.
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One thing I'm curious about the schedule: if MC 1.4 is released before TC3 is ready, what would be the plan regarding the MC version TC3 will be released for? First released for MC1.4 and then ported to 1.3.2? First released for 1.3.2 and then ported to 1.4? Simultaneous releases for both? Released just for 1.4?
1.4 is supposed to have less changes than 1.4, so it should be less of a hassle to update. I'm not even sure it will have the new mod API. Will it?
Highly doubtful. The api will be a large undertaking to build and we've seen little of it. Its possible it comes out soon but I wouldn't expect it til early next year.
Tell you what Pelirow, when TC3 is released and we get a communal TC3 thread server going (Because come on; it's gonna happen) - You and I team up to see what awesome sauce our collective gaming styles can create.
Heh, I'm a goody two shoes "save the world!" type, so you poor mad scientists trying to mess things up to cause havoc would end up turning around and finding your messes "mysteriously" cleaned up.
Would there be any people interested in playing on a roleplay thaumcraft server when thaumcraft 3 releases. I am thinking to create a roleplay server with thaumcraft 3 and hopeful boats and ships mod with a skyworld generation. So you would have a sort off steampunk rolepaly server with airships and magic (in a simple way).
Not sure if this has been suggested before, I've been trying to keep track of this thread but now its up to 118 pages lil difficult but when you were talking with slowpoke about whether or not to put in artifacts into this version of Thaumcraft because in TC2 they became useless after you had researched everything it hit me. Why not put in a "restoration" system where if you found the ancient seal's or daggers you could use resources to return it to a usable state. If you went with this idea then even after you had researched everything finding artifacts could be useful in some capacity instead of just taking up space.
Edit. Thanks fish need to be careful and proofread.
Not sure if this has been suggested before, I've been trying to keep track of this thread but now its up to 118 pages lil difficult but when you were talking with slowpoke about whether or not to put in artifacts into this version of Thaumcraft because in TC2 they became useless after you had researched everything it hit me. Why not put in a "restoration" system Where if you found the ancient seal's or daggers you could use resources to return it to a usable state. If you went with this idea then even after you had researched everything finding artifacts could be useful in some capacity instead of just taking up space.
GENIUS! Except for the 800 spelling errors I fixed, but still. GENIUS!
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Quote from name="RaustBlackDragon" timestamp="1318006760" post="9049947" »
Ladies and gentlemen, Hell has frozen over, and Satan is putting on ice skating shows for charity.
you know what'd be awesome? a personal portable hole, so for example, if i use a personal ph, i can shake off my enemies on a php server, and not be followed through, to keep people out of your secret bases. unless they have one that is.
I don't know if anyone has asked this yet, but I was wondering if the Travelling Trunk would be returning in this iteration of Thaumcraft? I love that little guy
Dude I love this mod. How about being able to make armour that is researched and better then Thaumium, and with special features like the Sword of the Zephyr, Pickaxe of the Core, Shovel of Renewal, etc.
Hmmmmm. Thinking about wands/staves... as I understand it, the current TC3 system allows you to assemble a basic version, and then upgrade it to be more powerful..
What would you think about a wand/stave system which ties in with the Aspect system? Say for instance you want to make a wand of fire.. You manufacture a blank/empty wand, then slot it into some sort of machine to infuse Aspects into it. Fire wands are pretty direct, so all you'd need is Fire aspects, and you'd get a flamethrower-effect wand just like the one from TC2. Maybe 1 'charge' per aspect? If you wanted a higher-tier wand, you might have to infuse Fire and Force (for a wand of fireballs) or Fire, Force, Death (for a wand of napalm). Different spells would use different aspects in different ratios: Maybe Fire/Air would give you a wand of Sparks, Fire/Air/Force for Lightning, and Fire/Air/Magic/Motion for Chain Lightning.
If you run a wand's charge out completely, you can drop it in the machine again, add more aspects, and recharge it. OR, you could mix in different aspects and make a completely different wand -- perhaps with a chance of catastrophic failure, if you try to change "polarity" (going from a wand of Fire to a wand of Ice, for example..)
Very nice idea. I like it.
Hope Azanor reads it as well. Making and charging wands using aspects would be epic.
Heck, making spells, one-shot-runes and altars (permanently-placed-runes-that-need-recharging-after-x-uses) this way would be equally cool.
Indeed, considering all playing styles are good.
Alternatively you could ask Azanor to add an option into TC3 config file for the explosion strength for a wand-crafting failure. An explosion of 0 would mean only the item is destroyed, no 'explosion' per se.
@Azanor:
Can research items in the research tree have dependencies?
I.e. you must research 'this' before you can research 'that'.
I can't remember this ever being asked specifically, nor mentioned specifically.
And I realized that I have just always assumed it does have.
I.e. Say you have an item with the aspect "Giganormous-rare-aspect-of-ultimate-research" that is used to research the best stuff. Can you research said best stuff even if you had not even researched the basic stuff yet?
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People just can't stay away from me... but that is because I'm so fat I have my own gravitational field.
It's the flying cutlery that stresses me out.
could you make tainted ingots witch make dark tools and armor like the armor will make you imortal but you half to give it XP levels and the tools slowly add to the taint and destroy a little aura
In your interview with slowpoke you mentioned that you couldn't decide on a crafting recipe for the basic wand. How about simply enchanting a stick in a vanilla enchanting table with say a level 5 enchantment?
That may be a little TOO late in the game...
anyways, I'm still waiting for this to come out... like the cinderpearl idea, gives an actual reason to collect those, lol.
Also. If number of suggestions with "catastrophic failures" is any indication of things to come, soon TC3 landscape will be literally littered with smoking craters, charred skeletons and ruined laboratories. If you mean destroying the item, that's fine and acceptable, but I think the gameplay shouldn't be actively trying to punish the player for experimentation
I think the Thaumic tank in TC2 was a fine example of balance. You knew when it was overfilled with Taint, and you knew what could happen then (it was stated on the recipe page on the wiki, in plain sight). Random in sense when it blew, but you could try to prevent it any time before: by draining taint away or plainly removing it, allowing Taint to pollute the air.
Also, you actually didn't need to be close to the tank if it exploded. Not so in case of a machine that allows for wand creation/manipulation. Explosions in the face would be unjust for players playing hardcore It is one thing to die due to player's own mistake, the other due to random chance of critical malfunction you actually can't prevent.
You say that like smoldering ruins and glassy craters are a BAD thing...
No, in this context, catastrophic failure would mean the loss of your materials (the wand and the aspects to charge it) and probably a spike of chaotic energy into the local aura (increasing taint). I agree that basic experimentation shouldn't actively be THAT dangerous, but experimental failures shouldn't be entirely consequence-free, either. A good analogy would be chemistry class -- If you mix the wrong things together, or even get the ratios incorrect, you could end up with a toxic gas, a terrible smell, acid-scarred tabletops, a lab fire, or some gruesome personal injuries.
"You say that like smoldering ruins and glassy craters are a BAD thing... "
Yes, it is. For some of us anyway. I know some like that kind of thing and I don't want to deprive them of their explosive fun, but some of us like tamer things, and want to be able to build and experiment without fearing we'll accidentally blow up. Maybe Azanor can keep all of us happy somehow. He's pretty awesome.
Highly doubtful. The api will be a large undertaking to build and we've seen little of it. Its possible it comes out soon but I wouldn't expect it til early next year.
Heh, I'm a goody two shoes "save the world!" type, so you poor mad scientists trying to mess things up to cause havoc would end up turning around and finding your messes "mysteriously" cleaned up.
I somehow doubt it will have the api. It should also be a fairly painless update.
Edit. Thanks fish need to be careful and proofread.
How can there be 800 spelling errors there's less than 800 words
Who knows, 800 characters maybe.
happy 42nt post!
I cant wait for the update, progress seems to be going along just fine. Take your time Azanor!
What would you think about a wand/stave system which ties in with the Aspect system? Say for instance you want to make a wand of fire.. You manufacture a blank/empty wand, then slot it into some sort of machine to infuse Aspects into it. Fire wands are pretty direct, so all you'd need is Fire aspects, and you'd get a flamethrower-effect wand just like the one from TC2. Maybe 1 'charge' per aspect? If you wanted a higher-tier wand, you might have to infuse Fire and Force (for a wand of fireballs) or Fire, Force, Death (for a wand of napalm). Different spells would use different aspects in different ratios: Maybe Fire/Air would give you a wand of Sparks, Fire/Air/Force for Lightning, and Fire/Air/Magic/Motion for Chain Lightning.
If you run a wand's charge out completely, you can drop it in the machine again, add more aspects, and recharge it. OR, you could mix in different aspects and make a completely different wand -- perhaps with a chance of catastrophic failure, if you try to change "polarity" (going from a wand of Fire to a wand of Ice, for example..)
Very nice idea. I like it.
Hope Azanor reads it as well. Making and charging wands using aspects would be epic.
Heck, making spells, one-shot-runes and altars (permanently-placed-runes-that-need-recharging-after-x-uses) this way would be equally cool.
Indeed, considering all playing styles are good.
Alternatively you could ask Azanor to add an option into TC3 config file for the explosion strength for a wand-crafting failure. An explosion of 0 would mean only the item is destroyed, no 'explosion' per se.
@Azanor:
Can research items in the research tree have dependencies?
I.e. you must research 'this' before you can research 'that'.
I can't remember this ever being asked specifically, nor mentioned specifically.
And I realized that I have just always assumed it does have.
I.e. Say you have an item with the aspect "Giganormous-rare-aspect-of-ultimate-research" that is used to research the best stuff. Can you research said best stuff even if you had not even researched the basic stuff yet?
It's the flying cutlery that stresses me out.
anyways, I'm still waiting for this to come out... like the cinderpearl idea, gives an actual reason to collect those, lol.
You say that like smoldering ruins and glassy craters are a BAD thing...
No, in this context, catastrophic failure would mean the loss of your materials (the wand and the aspects to charge it) and probably a spike of chaotic energy into the local aura (increasing taint). I agree that basic experimentation shouldn't actively be THAT dangerous, but experimental failures shouldn't be entirely consequence-free, either. A good analogy would be chemistry class -- If you mix the wrong things together, or even get the ratios incorrect, you could end up with a toxic gas, a terrible smell, acid-scarred tabletops, a lab fire, or some gruesome personal injuries.
Yes, it is. For some of us anyway. I know some like that kind of thing and I don't want to deprive them of their explosive fun, but some of us like tamer things, and want to be able to build and experiment without fearing we'll accidentally blow up. Maybe Azanor can keep all of us happy somehow. He's pretty awesome.