Usually natural taint zones aren't self-sustaining, and are fairly easy to contain and clean. If that's still too risky for you, there IS an option in the config files that allows you to disable natural taint-spawning,
I have never spawned a world that hasn't had a sizable bit of tainted land nearby. While I may not play on any form of hardcore mode, I have spawned a few worlds in my day. I usually managed to clean the taint up. Usually.
gyrating geometric gizmo globe-lights for the desks, or just magic globes in general. A gigantic red globe would be quite thematic w/ the upcoming witches. ( http://goo.gl/EYXAT )
magic replacement for doors: Magic force-field blocks, or illusions mobs/other players see as solid blocks and act accordingly.
Windows/glass blocks which have illusive properties. "Purified glass" that doesn't have that white streak in it. Or window panes / glass block that allow you to see through a barrier (Say, 1 layer of blocks) or allow sunlight down through said barrier.
Hell, artificial sunlight would be nice. Bright light is always nice. Sympathetic magic in this case could be that the artificial sunlight source dims as the sun lowers. Forming something from refined light, or stealing a part of the sun with dark magics?
magic inventory tree - large auto-sorted inventory. Anything would be better than rooms of rows of boxes. Tree either literally a tree or as a description of a multiblock structure.
nice suggestions Nesmo in the meantime you can satisfy all your camuflage needs with the Secret rooms mod a little buggy sometimes but nice to use with your friends have a look (it still doesn't work on mods blocks but it's planned to be fixed)
edit: also a like "magic dome" that makes you see the area like it was generated from the outside but just cross the field and you'll see it was hiding you friend house!!! lol jk that would be a nightmare to program I guess
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.
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?
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.