ok,im stuffed! ive seen enough ideas and i want to hear what azanor wants to add
and what ideas he has choosed
i hope magic circles,alchemy,herbalism get added
alchemy modules + new plants = new potions,extracts and lab accidents
circles can summon demons,monsters,items and more lab accidents
BTW: do you need bugtesters? ; ) you never know what kind of bugs youll end up with if you dont bugtest!(totem duplication,vis ore duplication and more )
The thing is, throughout Thaumcraft, the majority of what is added that we can directly influence or do is alchemy and enchanting, baring the portals, wands, and aura/taint.
What I would like to see is Thaumcraft, with actual magic.
How about making it a research?
Research: Internal vis.
Everything has vis, from zombies to enderman to pigman.
So what about steve?
By researching into internal vis, we unlock the vis that flow throughout the players body.
At first, its only a small amount of vis, hardly even enough to be useful for anything.
However, as you research, you find a way to increase this vis supply within the player.
Later still, you manage to find ways to direct this vis into something useful.
Lets divide that into affinities, active and passive skills.
For passive skills, how about investing a set amount of your stored vis into a particular skill?
So, that would mean:
Invest 100 vis into speed, allowing you to move faster, however, that cuts away from the avaliable vis that you have for anything else you want to invest into.
Lets say you have a current vis supply of 100
You devote 25% of that into speed, so you have 75% still avaliable to move into anything else.
For simplicities sake, lets divide that into a total, 75/75/100
The first value is how much you have currently, the second value is how much that hasn't yet been placed into a passive ability, the third is how much you have in total.
You could, of course, take away vis that is being devoted into a passive skills.
Say you devoted 100% to speed, and wanted to reduce that to 50%.
Now, to active skills:
These would be traditional 'spells'.
So, one skill would be 'fire ball', and it costs about 15 vis to use, depleting your internal stores a little.
Here, just let me write down every idea I currently have
Passive:
Strength: Makes you deal more damage, as well as having more knockback when hitting mobs.
Speed: Makes you move faster. (Dig and mine faster too?)
Regeneration: Gives you a slow regeneration effect, the regeneration is faster when more vis is dedicated to this skill.
Active:
Fire ball: By gathering and expelling your internal energies, you create a fireball infront of you that flies forwards.
Ice walk: By manipulating your internal vis, your very presence can freeze water and turn lava into obsidian.
Flight: Flying is hard, and it is very exhausting to use, none the less, even short bursts of flight can be incredibly helpful.
Healing: You heal yourself. Don't know how else to put it.
Teleport?: Having studdied the enderman and their abilities, you have figured out how to achieve teleportation, though it is very tiring and not very effective.
Affinities:
Countless hours of studdying the nature of vis and taint has lead you to be able to change your own internal vis towards a specific type of vis.
Instead of dedicating vis into affinities and locking it away, your vis changes its type. Be warned however, opposite types of vis can not exist with the same body, lest they rip the container apart.
For example, you could have 20% air, 20% water and 60% Pure as an affinity, leading water, air and pure skills more effective.
There could also be fully tuning yourself to one type, leading to interesting effects.
Pure:
Pure vis affects the non-elemental skills within your body, changing it to become more effective, most passive skills are effected by this. Fully attuning yourself to Pure leads to you becoming a Pure spirit, at which point you will want to place yourself in a place with as little taint as possible, with a lot of pure aura in the air. Placing yourself in these places increase the speed at which you move, your strength, your speed, your health regeneration and even the speed at which your internal vis recharges.
Your enemy is Taint, and its very presence can weaken you significantly.
Air:
Air vis affects the skills attuned with the air, making it more effective, and far less exhausting. It also allows you to jump higher, and move faster while in the air, as well as taking less fall damage. Fully attuning yourself with air leads to you becoming an Air spirit, jumping higher and further, suffering little, if any, fall damage. As an Air spirit, you work best at high places, the higher you are, the better you are.
Your enemy is earth, the more you are surrounded by it, and the deep you go, the weaker you become.
Fire:
Fire vis affects the skills attuned with fire, making them more effective, and easier to pull off. The more you attune yourself to fire, the less damage lava and fire deal to you. Fully attuning yourself to fire makes you a Fire spirit, at which point, lava and fire heal you, and the more you are surrounded by it, the stronger you become.
Your enemy is water, touching it can be fatal.
Water:
Water vis affects all skills attuned with water, making them much more effective, and that much easier to do. The more you attune yourself to water, the longer you can surive underwater, and the faster you move in it. Fully attuning yourself to water makes you a Water spirit, which means that you become stronger when water is near, it also means that you are capable of surving underwater for indefinite periods of time, touching water will heal you, and increase the rate at which your internal vis recharges.
You also attain the ability to manipulate ice. Ice type spells become more effective.
Your enemy is fire, its presence can weaken you, and lava will kill you instantly.
Earth:
Earth vis affects all skills attuned with earth, making them more effective and less exhausting. The more you attune yourself with earth, the stronger you become by its presence. Fully attuning yourself to earth makes you an Earth spirit, at which point, you become stronger whenever more earth is around, and the deeper you go, the stronger you get.
You also attain the ability to manipulate plantlife with greater effect.
Your enemy is air, the more there is, the weaker you become.
Taint:
Taint vis corrupts you, and it corrupts your abilities. Upon welcoming taint into your internal vis, your abilities change to become taintlike. For example, fireball shall corrupt what its hits and release taint into the atmosphere. Fully merging yourself with taint leads to you becoming a Tainted spirit, at which point, the very aura in the air will attack you, attempting to weaken and kill you. Your only sancturary is tainted lands.
The more pure vis there is in the air, the weaker you become, and if there is enough you will die.
You can, however, spread the taint to become safe, as your very presence will corrupt the land, and you will attain ability to manipulate taint itself, allowing you to do all manner of deeds.
If you so wish, you can stop the taint arround you from spreading once you attain that much control over it.
this sounds awesome if Arcanacraft does develop spells of any kind i would like the spells like this also since the mod is based around the aura could it be called Auracraft?
I also like the ideas of ley lines (perhaps even different elemental ones that boost different subsets of magic), mapping them out, and building on their intersections for their unique advantages. A mage might have a huge sandstone-and-obsidian tower in the desert that's a great spot for earth and fire magic, and an iron-fenced garden deep in the jungle a mile away that's used for life and water magic.
Terraforming, beyond just "tainted" and "not tainted." To accompany the above. Altering the world through massive amounts of aura and the redirection of elemental energies to a particular area.
hmm elemental leylines... now that's something to consider... imagine high level items like the "aura magnet" (I think it got implemented as the soul brazier? I really need to play with the new stuff) that attracted and bent the various leylines, so you could have one for each of the elements that would emit a force on the existing leylines to curb them in your direction, of course this could have so very interesting side effects, for example if you attempted to make all possible elements intersect in once chunk, there should be consequences and complications to make this difficult (but I say doable). For example if one chunk with an intersection is adjacent to three other intersections you could get a more wild and unstable zone of magic, due to the high concentration of opposing energies and the flux between them, such things could cause random transmutations (respective to their elements of course, fire could make lava, netherrack and the like appear, water could freeze, snow and flood, etc...) quirks with the machines, misfires with wands (a wand of equal exchange might have a chance of operating as a wand of fire in an area with a fire flux for example).
This flux would occur when leylines are parallel (in close proximity) or when there are a lot of intersections about, and they would basically allow the more prominent elements (ie the ones that are causing the flux) to "bleed" into functions not associated with them, this could be used for beneficial purposes, or it could lead to amusing lab accidents.
In addition to adding to what is already a cool mechanic (aura) by defining it further and giving the player more ways to interact with it, it could also add the degree of complexity needed to make the aura the "tagline" of the mod, similar to what WhatGravitas said above.
Beginning the game:
Using what you get off of the wiki you can build an infuser that runs off of the aura. This infuser is basic and slow. Once you get a crystal you can infuse it in the infuser with a crafting table to make a thaumic crafting table. This will be used to make any low 'tech' items that aren't infused. Build a crucible and a q-block. Toss in a few items like wood or cobblestone in the crucible and it will turn up some essences. Using the arcane tinkering tool take the essences out and put them in the q-block. Placing paper will make it work and bookshelves around the q-block will make it work faster (and unknown to you causes research to lean toward the lost branch). After researching some more essences you get a discovery. It is a low-grade version of the goggles of revealing just without the thaumometer part. Possibly made with crystals and iron. Finding a monolith with the goggles would show the arcane marks on the center block. After opening the monolith and getting down safely you will find a void chest or two and an eldritch crucible or a telescope. After taking this all back you toss things into the eldritch crucible(EC) and it turns into a dark liquid(nox). Since you clearly don't have enough knowledge you throw some of the artifacts into the crucible and take out the essences and research them. (I am goinng to skip through you figuring out that the telescope is a research booster and a lot of other things.) You have made a more advanced infuser and have made the thaum detector and taint detector and noticed that the aura is getting lower and the taint is getting higher. Maybe even spotted a purple block. This is tainted land. After a while it will slowly spread to other blocks and spawns some weeds even corrupting the animals. After getting artifacts and researching how to fight against it you can make a disperser. This machine will do the opposite of the brazier of souls. Also since you have an EC with some of that dark liquid and that through research you have made conduits but when trying to connect the EC to some of the other machines nothing happens but when connected to the disperser it suddenly starts working. Continuing on like this you should learn that the eldritch is also related to dreams and the stars. Taint is a bad form of vis or pure magic and that the forbidden branch is researched through the remains of hostile mobs. After a while you will learn to smelt items into vis and taint and that the conduits do connect to the new crucible and that the low-grade machines are running faster when fueled by the vis or taint and that it causes new effects. Using the true goggles of revealing you notice points in the sky. these are focal points, usually near monoliths and silverwood trees. These points are where condensers will work their best. The closer to a focal point the more vis/taint produced. The liquid version of taint and vis are high-grade and that they have unusual effects when combined with nox. When used with a dream machine that records dreams it will cause different things to happen to you after waking up. This would be a cool thing because if combined with taint because although it could cause bad things to happen some good things may also occur. Like for a while your sword has the soulstealer enchant.
This is a combination of many ideas and it is up to you if you like it. I will try to add anything you think should be added or try to summarize it.
Since I don't think anyone saw this I'll post it again.
Edit: While messing around on Google translate a synonym for essence in latin is vis.
nox liquid should be flowing upwards in the tanks.
You gain nox by harnessing the power of the void.
Void ore is only a biproduct and can be smolten in an arcane forge surrounded by enderstone for void ingots.
You get your first nox through the darkness generator &monoliths.
(every eldritch machine can be found in monolith chambers.)
crystalizer? we already have that and i can easily be redone in arcanacraft by making it dependent on the aura.
edit: ah, nox crystalizer... my bad.
i hope the researtch as we know it wont be removed since i like to have a table surrounded by bottled brains and bottled taint spore plants
we need more in'a'jar's ! i love to keep stuff on bottles so i can make the place more like those old (very old) labs where they tried to create gold out of air,fire,water,earth and other stuff.
Just posting to say that imo, I personally would prefer Thaumcraft 3 over ArcanaCraft. For one thing, there are several less developed mods named things like MysticCraft, WizardCraft, MagicCraft, etc etc and it would be easily confused with those mods with a name like that. Thaumcraft has good brand recognition these days. For the other, I just think it sounds better.
Just posting to say that imo, I personally would prefer Thaumcraft 3 over ArcanaCraft. For one thing, there are several less developed mods named things like MysticCraft, WizardCraft, MagicCraft, etc etc and it would be easily confused with those mods with a name like that. Thaumcraft has good brand recognition these days. For the other, I just think it sounds better.
Also, it's just random brainstorming - Azanor is doing the mod, I'm just a random person posting some random stuff! I'm just hoping he can make something out of the "scholarly magic" theme, I spinning here, considering how it seems to be a natural fit for research + seals (two big systems in TC2, especially if you want to remove vis as it is now).
This... a thousand times this! Its Azanor's mod, he asked for input and we are attempting to supply worthy suggestions, I do have to say though the "scholarly magic" theme is one of my favorite parts and I dearly hope he sticks to it.
Just as a note, I always thought that the TC2 portals are a bit... to easy to get, at least compared to the TC1 portals (which gobbled up a lot of vis and needed you to craft the archways) and the void bracelet (which only allows teleporting back). It just seems to be something so valuable (instant transport), that it deserved its own machinery/block/archway etc.
I couldn't agree more - that is one of the changes from TC1 I regret the most.
Thaumcraft 3/Arcanacraft? My god Azanor you'll be a god in the modding community in no time at this rate!
My ideas for it:
One or several intuitive systems with lots of combinations, similar to IC2's crops and beer systems and forestry's bees
Probably the botany idea suggested awhile ago, possibly new mobs and a breeding system? (EDIT: GRUB COMEBACK...EDIT AGAIN: dragons?)maybe even potions and magic items, maybe like magic dust or items of power that vary from one another, forcing to try and create the best one. Personal i think that something like that would be great fun to try and get the best magical stuff for your experiments
Speaking of experiments that would also be a good idea, having to experiment more with stuff and maybe more lab accident possibilities
Besides that I can't really think of much us besides SMP support which will most likely be covered by 1.3 and the mod api etc
But I can say that you've done an awesome job with your mods so far and I'd love to see why you have in store for us next!
(request: more sneak peeks, itll keep us interested and know that the mods still alive)
THIRD EDIT: (oh god az you got me thinking of ideas again lol) elemental vis? Like fire vis (or some other name like tas for fire pos/lev/ onus for earth gaw for water etc and thumbs if you see the reference I tried to make) and water vis etc and certain machines and stuff need certain elements of vis to run, like arcane furnace needs fire vis to run? Maybe? And maybe even new elements/crystals/etc like ice, plant, cave which could even be branches of the main elements like water ->ice or gas. And earthen -> cave or plant etc
On a side note, a stray thought:
There was some talk about herbology a few pages back, and I realized something. With the Tainted Tree being a sentient plant and all, wouldn't it make the perfect caretaker for other plants if herbology is ever implemented? Purified, of course (or not). Placed near other plants, it could have a positive effect on their growth, speeding up their growth cycle or increasing their drops. It could spawn multicolored grubs (like the old Eldrich Trees) which crawl around other plants. You know, like badass magical earthworms.
Edit: Or maybe Dryads.
Edit 2: Or Eldrich Dryads, with green thumbed tainticles of doom and gardening.
i found this you tube series w/ the title "Playing with Tech mods" Thaumcraft 2 is in it!! Is this why you are going to change Thaumcraft? also it would be a good idea for you to have a sub title to Thaumcraft to not go high with the #'s and Thaumcraft: the Arcane
Magic, research, herbalism, alchemy, & exploration
sounds great
You can change the name (i sorta took this one) (sorry d95)
New Innovative Research+Crafting System
You should try something like the Profession systems in many MMORPGs. Things like speciallized enchanting based off skill that would mix with research for recipes.
***You could a do a jewelcrafting system where you can use custom gemstones and mix with vis crystals (if still around) to make additional enchantments. you could treat the jewel accepting items as a container with an inventory Using NBT to save/load and an instance to access it for the effects. then expand the crafting and create a whole system based off this. ***rings/amulets/baubles/earrings/bracelets or whatever suits your needs doing this most likely by a using private GUI that will open up next to the inventory GUI so that you do not cause conflicts. Other forms of professions could follow the same pattern-
By intermixing these you dont have to spend a massive amount of time to get the reward, but to get the bitter imbued materials, you would have to builld up.
Just some ideas haha that I thought id throw your way.
going to repost this from other thread. warning, wall of text
it is possible to research crystals to find a way to make potions out of them. these potions adjust your "affinity". this is where things get fun. say you have gotten fire affinity. you would do double damage to any earth wisps, (fire scorches earth) but 1/2 damage to water wisps(water puts out fire). fire wisps will actually help you ,by bringing you items or helping you kill things. a side effect of this is all water crystals will try to kill you, as water doesn't like fire. you also have particle effects based on your current affinity. water>fire>earth>air>water. also, your affinity benefits you in a way. earth makes you a better farmer, water let's you breath underwater, fire negates fire damage, and air lets you negate fall damage. here is the fun part. THEY DO NOT WARE off. you will keep them until you drink another potion, made from tainted crystals. this one is the negation potion, which returns you to your nuetral status. vis potions change you, so that all crystals ignore you even more than they do now. with vis crystal, you drain from the aura to stay fully healed. damage doesn't change.
Rollback Post to RevisionRollBack
TG: im not a hero TG: my bro was TG: john is TG: im not
@luther: I like the arcane library idea. A lot of people has already been discussing the word/true name and combination ideas of researching, hopefully this will get into the core of arcanacraft.
ps: about the construct lag, azanor can definitely implement the blocks to update only if the immediate attaching blocks are updated. that way, the blocks doesn't have to check if the structure is complete every 4 ticks (as in railcraft). Instead, the lag only occurs either when you construct or destruct a structure.
and what ideas he has choosed
i hope magic circles,alchemy,herbalism get added
alchemy modules + new plants = new potions,extracts and lab accidents
circles can summon demons,monsters,items and more lab accidents
BTW: do you need bugtesters? ; ) you never know what kind of bugs youll end up with if you dont bugtest!(totem duplication,vis ore duplication and more )
hmm elemental leylines... now that's something to consider... imagine high level items like the "aura magnet" (I think it got implemented as the soul brazier? I really need to play with the new stuff) that attracted and bent the various leylines, so you could have one for each of the elements that would emit a force on the existing leylines to curb them in your direction, of course this could have so very interesting side effects, for example if you attempted to make all possible elements intersect in once chunk, there should be consequences and complications to make this difficult (but I say doable). For example if one chunk with an intersection is adjacent to three other intersections you could get a more wild and unstable zone of magic, due to the high concentration of opposing energies and the flux between them, such things could cause random transmutations (respective to their elements of course, fire could make lava, netherrack and the like appear, water could freeze, snow and flood, etc...) quirks with the machines, misfires with wands (a wand of equal exchange might have a chance of operating as a wand of fire in an area with a fire flux for example).
This flux would occur when leylines are parallel (in close proximity) or when there are a lot of intersections about, and they would basically allow the more prominent elements (ie the ones that are causing the flux) to "bleed" into functions not associated with them, this could be used for beneficial purposes, or it could lead to amusing lab accidents.
In addition to adding to what is already a cool mechanic (aura) by defining it further and giving the player more ways to interact with it, it could also add the degree of complexity needed to make the aura the "tagline" of the mod, similar to what WhatGravitas said above.
Since I don't think anyone saw this I'll post it again.
Edit: While messing around on Google translate a synonym for essence in latin is vis.
crystalizer? we already have that and i can easily be redone in arcanacraft by making it dependent on the aura.
edit: ah, nox crystalizer... my bad.
i hope the researtch as we know it wont be removed since i like to have a table surrounded by bottled brains and bottled taint spore plants
we need more in'a'jar's ! i love to keep stuff on bottles so i can make the place more like those old (very old) labs where they tried to create gold out of air,fire,water,earth and other stuff.
Thaumcraft : arcana
Magic,researtch,herbalism,alchemy & exporation
This... a thousand times this! Its Azanor's mod, he asked for input and we are attempting to supply worthy suggestions, I do have to say though the "scholarly magic" theme is one of my favorite parts and I dearly hope he sticks to it.
I couldn't agree more - that is one of the changes from TC1 I regret the most.
My ideas for it:
One or several intuitive systems with lots of combinations, similar to IC2's crops and beer systems and forestry's bees
Probably the botany idea suggested awhile ago, possibly new mobs and a breeding system? (EDIT: GRUB COMEBACK...EDIT AGAIN: dragons?)maybe even potions and magic items, maybe like magic dust or items of power that vary from one another, forcing to try and create the best one. Personal i think that something like that would be great fun to try and get the best magical stuff for your experiments
Speaking of experiments that would also be a good idea, having to experiment more with stuff and maybe more lab accident possibilities
Besides that I can't really think of much us besides SMP support which will most likely be covered by 1.3 and the mod api etc
But I can say that you've done an awesome job with your mods so far and I'd love to see why you have in store for us next!
(request: more sneak peeks, itll keep us interested and know that the mods still alive)
THIRD EDIT: (oh god az you got me thinking of ideas again lol) elemental vis? Like fire vis (or some other name like tas for fire pos/lev/ onus for earth gaw for water etc and thumbs if you see the reference I tried to make) and water vis etc and certain machines and stuff need certain elements of vis to run, like arcane furnace needs fire vis to run? Maybe? And maybe even new elements/crystals/etc like ice, plant, cave which could even be branches of the main elements like water ->ice or gas. And earthen -> cave or plant etc
Thaumcraft: the Arcane
Magic, research, herbalism, alchemy, & exploration
sounds great
You can change the name (i sorta took this one) (sorry d95)
You should try something like the Profession systems in many MMORPGs. Things like speciallized enchanting based off skill that would mix with research for recipes.
***You could a do a jewelcrafting system where you can use custom gemstones and mix with vis crystals (if still around) to make additional enchantments. you could treat the jewel accepting items as a container with an inventory Using NBT to save/load and an instance to access it for the effects. then expand the crafting and create a whole system based off this. ***rings/amulets/baubles/earrings/bracelets or whatever suits your needs doing this most likely by a using private GUI that will open up next to the inventory GUI so that you do not cause conflicts. Other forms of professions could follow the same pattern-
By intermixing these you dont have to spend a massive amount of time to get the reward, but to get the bitter imbued materials, you would have to builld up.
Just some ideas haha that I thought id throw your way.
it is possible to research crystals to find a way to make potions out of them. these potions adjust your "affinity". this is where things get fun. say you have gotten fire affinity. you would do double damage to any earth wisps, (fire scorches earth) but 1/2 damage to water wisps(water puts out fire). fire wisps will actually help you ,by bringing you items or helping you kill things. a side effect of this is all water crystals will try to kill you, as water doesn't like fire. you also have particle effects based on your current affinity. water>fire>earth>air>water. also, your affinity benefits you in a way. earth makes you a better farmer, water let's you breath underwater, fire negates fire damage, and air lets you negate fall damage. here is the fun part. THEY DO NOT WARE off. you will keep them until you drink another potion, made from tainted crystals. this one is the negation potion, which returns you to your nuetral status. vis potions change you, so that all crystals ignore you even more than they do now. with vis crystal, you drain from the aura to stay fully healed. damage doesn't change.
TG: john is TG: im not
did i miss a point here?
TG: john is TG: im not
Since you asking: Yes, you did. Need explanation?
let me guess. you want to be able to make, then infuse cards, that summon said mob on use, either peaceful or hostile is yet to be described
TG: john is TG: im not
ps: about the construct lag, azanor can definitely implement the blocks to update only if the immediate attaching blocks are updated. that way, the blocks doesn't have to check if the structure is complete every 4 ticks (as in railcraft). Instead, the lag only occurs either when you construct or destruct a structure.