Question is WHEN do I energize? I want a fast charge node for my wands.
The way to create a "good" energized node or a "fast" charging energized node is to let nodes with a lot of different aspects/large amount of aspects merge. So if you have a node with only 2-3 primal aspects and you energize it, it will not lead to a fast charging node for all aspects. However, if you have a node with good amounts of primal and different compounds aspects, it will lead to a good energized node. This is because nodes with compounds aspects ultimately break down into primal aspects when you energize it. So you should energize the node when you think you have all the primal aspects in a node in large amounts or when you have compounds aspects that will lead primal aspects.
The new focus upgrading system looks amazing! I have a minor suggestion regarding the frost focus: Could you make the water freezing ability optional now? While it is a nice utility function to the focus, it can be a bit messy at times.
EDIT: We're getting slabs and stairs of TC blocks! Check out what's in the last slot of Azanor's hotbar. Also, is anyone else curious as to why Azanor has so much ethereal essence in his inventory?
Love the idea of new slabs/stairs! As for the essence, it is possible from Liquid Death! Or maybe a new system of Crafting/Making Ethereal essence? A new Spawn system?
I think the Eldritch Portal will be similar to what is in this azanor's video:
The new Focus Upgrade system is beautiful, plain and simple. A visually arresting, understandable way of branching out and doing New Things with Old Foci. I'm especially excited to see if Warding or Primal get upgraded, and the potential of Excavation. Maybe tiny explosion beams. That, and seeing the Frost focus be a bit more applicable; the little shardy things just seem sort of awkward to utilize, especially for the freezing water. Maybe a spray-type one that sacrifices length of attacks for width, more of a freezy-cone for debuffing many enemies at a time?
Question is WHEN do I energize? I want a fast charge node for my wands.
When you've got about 25 or 36 for each aspect (compounds count for all primals they contain), +- 20% for pale or bright nodes. That gives you a charge rate of 5 or 6, which is usually more than enough.
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Quote from Riyshn»
Didn't Azanor already say he's probably not going to mess with it too much after all?
Anyway, the problem with that idea is that the aspects that the mod is balanced around being 'rare' (Auram and such), are mostly only tier 3 or 4.
Mhm. And so the "rare" aspect mana beans could take longer to grow. A simple concept, really, although I can't really say whether or not that'd be so for its implementation.
Also, is anyone else curious as to why Azanor has so much ethereal essence in his inventory?
Not to deflate hype, but I'm guessing he just broke nodes which didn't have enough aspects to provide for his energised nodes in that display. Note they're in unusual numbers rather than the single items that creative mode gives.
You're probably best off starting from scratch for building a bigger node. First, read back in the thread for advice on building a suitable node. You want to make one whose compounds and primals cover all six primals -- any compound counts equally for all primals it contains, at its full value, but only the highest value for each primal counts. The centivis output for each primal will be the square root (rounding down) of the node's highest strength for that primal or any compound containing it. The aspect strengths do not combine, so if you have (only) Mortuus 50 and Exanimis 42, that gets you 7 (50 is more than 49) for Perdito, Terra, and Aqua, but only 6 (42 is more than 36) for Ordo and Aer, and nothing for Ignis. There may or may not be a cap of 10 output (reports are mixed), but 11 output would need a strength of 121 anyway, which is pretty hard to manage. Bright or Pale nodes get a 20% bonus or penalty, after the possible cap.
For another example, I'm planning to start with a node that has Instrumentum 64. That covers all but Ignis, and will give an output of 8 for those. Before I energize it, I'll be merging in nodes with Ignis, and while I'm at it, another node with Instrumentum 35. If I can get the node up to Instrumentum 81, that will give me 9 output for most of the primals, and I'm pretty sure I can get Ignis up to at least 49, maybe even 64, for an output of 7 or 8. Note that for any aspect except Ignis or a compound containing Ignis, it won't matter what the value is unless it beats the Instrumentum. (Unlikely, given the nodes I'll be using and my limited patience.)
The energized node you already have gives a moderate supply for two of the more useful aspects -- as is, you could use it to feed your furnace and crystallizers. If you turn off the transducer, you will have a drained-flat (and likely damaged) node, but if you let it recover as much as it can, it might be worth feeding into another node.
Rollback Post to RevisionRollBack
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.
Not to deflate hype, but I'm guessing he just broke nodes which didn't have enough aspects to provide for his energised nodes in that display. Note they're in unusual numbers rather than the single items that creative mode gives.
Yeah, you're likely right about that. There's quite a bit of ignis essence there, and the redstone ready world uses a desert biome.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Not to deflate hype, but I'm guessing he just broke nodes which didn't have enough aspects to provide for his energised nodes in that display. Note they're in unusual numbers rather than the single items that creative mode gives.
also seems like none else has noticed the arcane stone STAIRS in the inventory XD
also seems like none else has noticed the arcane stone STAIRS in the inventory XD
You may have missed it, but I made an edit to one of my posts that mentioned that.
Quote from Auric245524»The new focus upgrading system looks amazing! I have a minor suggestion regarding the frost focus: Could you make the water freezing ability optional now? While it is a nice utility function to the focus, it can be a bit messy at times.
EDIT: We're getting slabs and stairs of TC blocks! Check out what's in the last slot of Azanor's hotbar. Also, is anyone else curious as to why Azanor has so much ethereal essence in his inventory?
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I'm wondering what the unique modifications for the nine hells focus will be, besides the obvious alchemist's fire. More bats per cast? Fire wisps with no drops instead of bats? I'm personally hoping for bats that can apply debuffs like slowness, weakness, blindness, nausea, etc.
I'm wondering what the unique modifications for the nine hells focus will be, besides the obvious alchemist's fire. More bats per cast? Fire wisps with no drops instead of bats? I'm personally hoping for bats that can apply debuffs like slowness, weakness, blindness, nausea, etc.
I'm hoping for tougher bats. My main use of the Nine Hells focus is killing zombie pigmen, but at present each bat can only hit a pigman once before being killed. Although switching for wisps would solve that too.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
I'm rather eager to see how this all turns out. It's all well and good guessing for the damaging foci, but what about the less obvious ones? How could you upgrade the focus of equal trade? Or the portable hole? Or the warding focus? Potency and Frugal are givens, but will they have unique upgrades?
The way to create a "good" energized node or a "fast" charging energized node is to let nodes with a lot of different aspects/large amount of aspects merge. So if you have a node with only 2-3 primal aspects and you energize it, it will not lead to a fast charging node for all aspects. However, if you have a node with good amounts of primal and different compounds aspects, it will lead to a good energized node. This is because nodes with compounds aspects ultimately break down into primal aspects when you energize it. So you should energize the node when you think you have all the primal aspects in a node in large amounts or when you have compounds aspects that will lead primal aspects.
Love the idea of new slabs/stairs! As for the essence, it is possible from Liquid Death! Or maybe a new system of Crafting/Making Ethereal essence? A new Spawn system?
I think the Eldritch Portal will be similar to what is in this azanor's video:
LOL now I get what you meant by breaking the foci. All I can say is...break them break them ALL!!!
Oooooh. You actually had me cackling as I watched. Customized foci with new and unique effects...can't wait!
When you've got about 25 or 36 for each aspect (compounds count for all primals they contain), +- 20% for pale or bright nodes. That gives you a charge rate of 5 or 6, which is usually more than enough.
A.W.E.S.O.M.E.
Thank you for the hard work, Azanor!
Mhm. And so the "rare" aspect mana beans could take longer to grow. A simple concept, really, although I can't really say whether or not that'd be so for its implementation.
Neat.avi
Mod by Tuhljin
If you manage the nodes properly you will end up with Super Nodes like this:
You should see what a node looks like when it has a bunch of different aspects.
Rave party!
Not to deflate hype, but I'm guessing he just broke nodes which didn't have enough aspects to provide for his energised nodes in that display. Note they're in unusual numbers rather than the single items that creative mode gives.
You're probably best off starting from scratch for building a bigger node. First, read back in the thread for advice on building a suitable node. You want to make one whose compounds and primals cover all six primals -- any compound counts equally for all primals it contains, at its full value, but only the highest value for each primal counts. The centivis output for each primal will be the square root (rounding down) of the node's highest strength for that primal or any compound containing it. The aspect strengths do not combine, so if you have (only) Mortuus 50 and Exanimis 42, that gets you 7 (50 is more than 49) for Perdito, Terra, and Aqua, but only 6 (42 is more than 36) for Ordo and Aer, and nothing for Ignis. There may or may not be a cap of 10 output (reports are mixed), but 11 output would need a strength of 121 anyway, which is pretty hard to manage. Bright or Pale nodes get a 20% bonus or penalty, after the possible cap.
For another example, I'm planning to start with a node that has Instrumentum 64. That covers all but Ignis, and will give an output of 8 for those. Before I energize it, I'll be merging in nodes with Ignis, and while I'm at it, another node with Instrumentum 35. If I can get the node up to Instrumentum 81, that will give me 9 output for most of the primals, and I'm pretty sure I can get Ignis up to at least 49, maybe even 64, for an output of 7 or 8. Note that for any aspect except Ignis or a compound containing Ignis, it won't matter what the value is unless it beats the Instrumentum. (Unlikely, given the nodes I'll be using and my limited patience.)
The energized node you already have gives a moderate supply for two of the more useful aspects -- as is, you could use it to feed your furnace and crystallizers. If you turn off the transducer, you will have a drained-flat (and likely damaged) node, but if you let it recover as much as it can, it might be worth feeding into another node.
Yeah, you're likely right about that. There's quite a bit of ignis essence there, and the redstone ready world uses a desert biome.
also seems like none else has noticed the arcane stone STAIRS in the inventory XD
You may have missed it, but I made an edit to one of my posts that mentioned that.
az mentioned quite a while ago, that hes going to add stairs and slabs for the decorative blocks. still awesome.
I'm hoping for tougher bats. My main use of the Nine Hells focus is killing zombie pigmen, but at present each bat can only hit a pigman once before being killed. Although switching for wisps would solve that too.
QUESTIONS ABOUND.