I too, have always been compelled by the idea that using fire attacks, on elemental fire beings should strengthen them. In the same way that using material attacks, such as throwing rocks or firing bullets, only strengthens material plane beings such as ourselves.
A tool that stores torches in an internal inventory, Right-clicking with the tool places torches as normal, But if you SHIFT+Left-click, It withdraws all the torches you placed through it back into its inventory.
This would let you light up a cave area while exploring without cluttering up caves, And once you are done you can just retrieve the torches easy peasy.
A tool that stores torches in an internal inventory, Right-clicking with the tool places torches as normal, But if you SHIFT+Left-click, It withdraws all the torches you placed through it back into its inventory.
This would let you light up a cave area while exploring without cluttering up caves, And once you are done you can just retrieve the torches easy peasy.
It whould be very interesting if this torches are more like wisp and wander around, so the move randomly on block away or something like that.
A tool that stores torches in an internal inventory, Right-clicking with the tool places torches as normal, But if you SHIFT+Left-click, It withdraws all the torches you placed through it back into its inventory.
This would let you light up a cave area while exploring without cluttering up caves, And once you are done you can just retrieve the torches easy peasy.
maybe some sort of wand focus that creates magical light sources? perhaps by default these light sources are permanent unless clicked again by the wand, but a focus upgrade could allow the player to extinguish all lights placed by the focus at once?
Original focus places temporary light sources. Foci that branch from it place either single bright permanent light source with brightness high enough to cover a rift so you don't need to run around placing all those magic torches by yourself (that's not the thing that a powerful magi should be doing) that you could extinguish by placing another one/clicking it or multiple temporary light sources that fly in a straight line and latch onto a first obstacle they encounter in their path.
Why not a tame wisp? Infuse those wisp-drops with light and order, they become a flying tag-along version of the arcane lamp, putting dropless nitor around. Does a nice wide area, nitor looks cool, and you could have it so you can dye your wisp to have it change the color of the nitor it places.
Why not a tame wisp? Infuse those wisp-drops with light and order, they become a flying tag-along version of the arcane lamp, putting dropless nitor around. Does a nice wide area, nitor looks cool, and you could have it so you can dye your wisp to have it change the color of the nitor it places.
Maybe it would be come dimmer as it's used, and when you shift-use it, all the little wisps fly back into it, recharging it
I too, have always been compelled by the idea that using fire attacks, on elemental fire beings should strengthen them. In the same way that using material attacks, such as throwing rocks or firing bullets, only strengthens material plane beings such as ourselves.
There's a different between elementals being fueled by their element, and physical beings being strengthened by physical attacks. You don't usually get stronger by getting shot.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Re: Light sources, mobile light sources are a Can Of Worms that Azanor wouldn't want to get into (unless he wants to cross-mod it with Dynamic Lights). For placing light sources at a distance, compare to Blood Magic's Sigil of the Blood Lamp (which is really quite powerful).
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.
There's a different between elementals being fueled by their element, and physical beings being strengthened by physical attacks. You don't usually get stronger by getting shot.
I agree with this. Getting shot isn't the same as getting fortified with "matter"/terra. xD
I have additional thoughts though. I think that even if it's not elemental, we (for example) don't get stronger by removing temperature or adding temperature. Our bodies handle a certain temperature level; adding or removing causes "burn to death" or "freeze to death". It's too much or too little energy at the end of the day, be it kinetic or thermal. Now I know that Thaumcraft is magic and not science, but I still think that elementals receiving too much of their elemental energy than they can handle should damage them. Think about it; Azanor has even stated (correct me if I'm wrong) that he'll add a "too much ordo" event for flux for example or whatever; why would order ever hurt the environment? Well (the way I see it), it would because too much order "is too much". Just because a being is made of fire for example, doesn't mean it can handle higher and higher amounts (temperatures) of fire.
Re: Light sources, mobile light sources are a Can Of Worms that Azanor wouldn't want to get into (unless he wants to cross-mod it with Dynamic Lights). For placing light sources at a distance, compare to Blood Magic's Sigil of the Blood Lamp (which is really quite powerful).
Not a mobile light source, an item that can place an X amount of stationary light sources, than break them all (probably in a certain radius) to recharge itself.
Not a mobile light source, an item that can place an X amount of stationary light sources, than break them all (probably in a certain radius) to recharge itself.
That reminds me of that Cigarillo lighter of Dumbledore...
I have additional thoughts though. I think that even if it's not elemental, we (for example) don't get stronger by removing temperature or adding temperature. Our bodies handle a certain temperature level; adding or removing causes "burn to death" or "freeze to death". It's too much or too little energy at the end of the day, be it kinetic or thermal. Now I know that Thaumcraft is magic and not science, but I still think that elementals receiving too much of their elemental energy than they can handle should damage them. Think about it; Azanor has even stated (correct me if I'm wrong) that he'll add a "too much ordo" event for flux for example or whatever; why would order ever hurt the environment? Well (the way I see it), it would because too much order "is too much". Just because a being is made of fire for example, doesn't mean it can handle higher and higher amounts (temperatures) of fire.
That makes sensebut you have to be careful in how you phrase it. The reasons why us non elemental creatures get damaged by too much/little is because our bodies have adapted to maintain a certain level of heat, water, air, etc. Elementals on the other hand would be much more difficult to defeat using their same element, because the subsist solely on that element for survival. So while yes, you could damage a fire elemental with fire, it would be much harder since it is able to absorb the heat and sustain itself. That is why you use the opposite elements to defeat them, as it tips the balance much more effectively than by giving them more of the essence they need to survive.
Also why the Ordo could damage the environment is because it would halt the progression of all reactions, as they are inherently chaotic. Life wouldn't be able to survive in such an environment, so it would quickly perish. It isn't because it's simply "too much", but because it would halt the continued chains of reactions that let life continue.
That makes sensebut you have to be careful in how you phrase it. The reasons why us non elemental creatures get damaged by too much/little is because our bodies have adapted to maintain a certain level of heat, water, air, etc. Elementals on the other hand would be much more difficult to defeat using their same element, because the subsist solely on that element for survival. So while yes, you could damage a fire elemental with fire, it would be much harder since it is able to absorb the heat and sustain itself. That is why you use the opposite elements to defeat them, as it tips the balance much more effectively than by giving them more of the essence they need to survive.
Also why the Ordo could damage the environment is because it would halt the progression of all reactions, as they are inherently chaotic. Life wouldn't be able to survive in such an environment, so it would quickly perish. It isn't because it's simply "too much", but because it would halt the continued chains of reactions that let life continue.
That was accurate.
When I stated "too much", I meant the exact thing you said at the end. It isn't inherently due to "number"; it's because too much ordo would interfere with the entropy (laws of thermodynamics xD); in other words, too much of any element interferes with the balance of the other elements. So yes, I 100% agree with what you said.
You've opened my eyes at the elemental part. I guess I didn't pay attention to what "elementals" are. They're a lot more specific to an element than we are (we've got earth, water, etc).
That makes sensebut you have to be careful in how you phrase it. The reasons why us non elemental creatures get damaged by too much/little is because our bodies have adapted to maintain a certain level of heat, water, air, etc. Elementals on the other hand would be much more difficult to defeat using their same element, because the subsist solely on that element for survival. So while yes, you could damage a fire elemental with fire, it would be much harder since it is able to absorb the heat and sustain itself. That is why you use the opposite elements to defeat them, as it tips the balance much more effectively than by giving them more of the essence they need to survive.
Also why the Ordo could damage the environment is because it would halt the progression of all reactions, as they are inherently chaotic. Life wouldn't be able to survive in such an environment, so it would quickly perish. It isn't because it's simply "too much", but because it would halt the continued chains of reactions that let life continue.
I disagree. Is not that elementals are stronger against their own element but that they are weaker against opposing elements.
For example two fire elementals fighting one another would be on equal ground and would deal full damage to one another and not half damage or less damage as you suggest. However a fire vs water would deal double damage to one another cause they are opposites.
I disagree. Is not that elementals are stronger against their own element but that they are weaker against opposing elements.
For example two fire elementals fighting one another would be on equal ground and would deal full damage to one another and not half damage or less damage as you suggest. However a fire vs water would deal double damage to one another cause they are opposites.
I think you misunderstood what he was trying to say.
Let's take a human for example; we have a slight amount of many elements. "What doesn't kill you makes you stronger". Let's say you take a beating; you will eventually heal over a long period of time. You have a certain resistance and resilience to elemental damage (at least that's how I think of it). But for a being made solely of fire (for example), their existence is pure fire. They probably have a very high tolerance to fire as well as the ability to deal with fire like no other creature could. Note how he said "it would be much harder since it is able to absorb the heat and sustain itself", which I fully agree with. A fire elemental would probably be able to (very efficiently) disperse heat/fire to avoid itself overloading. It's not that they're strong and invulnerable to their element, it's more like that they're so familiar with it that they're efficient at dealing with it. An elemental isn't "element-proof", it's more like "element-resistant". Now this entire topic brings in the factor of "how strong is the fire focus" or "what determines strong". I mean, can a thaumaturge eventually deal high damage to a fire elemental using a fire focus for example?
As for the opposing elements; I don't think of it as "water deals double to fire since they're opposing elements", I think more like "water deals double to fire because it kills fire", or "air deals higher damage to earth because it erodes it". In other words, fire can kill a being that "runs on fire" because it would be "too much to handle" in a way. At least possibly. Anyways, this is all up to Azanor himself. @_@
I am simply ravenous to play TC soon. >:3
My understanding of the elemental planes was, from the POV of the inhabitants of each plane, *they* are the "real" plane made of complex stuff, and the other planes are the weird elemental ones.
So, when we look at the elemental plane of fire, all we see is fire as we are blind to its complexity. But, a group of fire efreets on their equivalent web forums, would discuss how varied the different 'flames' were that made up their plane, and they would look at us and see just 'matter'. Our trees, and rocks, and creatures, are all just made of the same 'matter stuff' from their point of view.
I think you misunderstood what he was trying to say.
Let's take a human for example; we have a slight amount of many elements. "What doesn't kill you makes you stronger". Let's say you take a beating; you will eventually heal over a long period of time. You have a certain resistance and resilience to elemental damage (at least that's how I think of it). But for a being made solely of fire (for example), their existence is pure fire. They probably have a very high tolerance to fire as well as the ability to deal with fire like no other creature could. Note how he said "it would be much harder since it is able to absorb the heat and sustain itself", which I fully agree with. A fire elemental would probably be able to (very efficiently) disperse heat/fire to avoid itself overloading. It's not that they're strong and invulnerable to their element, it's more like that they're so familiar with it that they're efficient at dealing with it. An elemental isn't "element-proof", it's more like "element-resistant". Now this entire topic brings in the factor of "how strong is the fire focus" or "what determines strong". I mean, can a thaumaturge eventually deal high damage to a fire elemental using a fire focus for example?
As for the opposing elements; I don't think of it as "water deals double to fire since they're opposing elements", I think more like "water deals double to fire because it kills fire", or "air deals higher damage to earth because it erodes it". In other words, fire can kill a being that "runs on fire" because it would be "too much to handle" in a way. At least possibly. Anyways, this is all up to Azanor himself. @_@
I am simply ravenous to play TC soon. >:3
This makes me happy. :3
I was able to teach someone on the internet about fictional scenarios among elemental creatures.
The internet is a weird place...(Practically exploding inside while waiting for Thaumcraft 6/Pokemon Sun & Moon)
I have a idea that could be added onto the already now reduced spawn rate of nodes, this is kinda based of the idea of deep resonance and its crystal generators and how back in the day vis crystals acted like vis batteries. Yes nodes would still be around but imagine being able to construct a crystal that would be able to absorb vis from the local area, thus still requiring you to go find areas in the world for you to charge the crystal with and once it absorbs enough vis it will begin to resonate with the underlining vis that flows from the place that magic comes from... the void. Once the crystal begins resonating with the void it will act like a node in a since... drawing vis from the void, but the down side with these crystal nodes would be that the crystals will be only be able to resonate with one type of primal vis, so a fire crystal resonates with ignis, earth crystals resonate with terra, ect... and the amount of vis that they can provide is tiny. I guess the upside would be dependability and the ability to very slowly increase the amount of a specific vis a gem can give off by charging it with more vis, but this could lead to some bad side-effects, over charge the gem to quickly it cracks and and unleashs all its stored vis as taint, destroying the crystal, and leaving a nasty mess for you to clean up. Additional these crystals could be found naturally although rare, and producing much less then one you could create artificially, this would help people on multiplayer worlds and also help people get vis in the begining. Any ideas on this? Any feed back would be cool!
I too, have always been compelled by the idea that using fire attacks, on elemental fire beings should strengthen them. In the same way that using material attacks, such as throwing rocks or firing bullets, only strengthens material plane beings such as ourselves.
So here's another empty idea:
A tool that stores torches in an internal inventory, Right-clicking with the tool places torches as normal, But if you SHIFT+Left-click, It withdraws all the torches you placed through it back into its inventory.
This would let you light up a cave area while exploring without cluttering up caves, And once you are done you can just retrieve the torches easy peasy.
It whould be very interesting if this torches are more like wisp and wander around, so the move randomly on block away or something like that.
maybe some sort of wand focus that creates magical light sources? perhaps by default these light sources are permanent unless clicked again by the wand, but a focus upgrade could allow the player to extinguish all lights placed by the focus at once?
Maybe that should be different upgrade paths?
Original focus places temporary light sources. Foci that branch from it place either single bright permanent light source with brightness high enough to cover a rift so you don't need to run around placing all those magic torches by yourself (that's not the thing that a powerful magi should be doing) that you could extinguish by placing another one/clicking it or multiple temporary light sources that fly in a straight line and latch onto a first obstacle they encounter in their path.
Why not a tame wisp? Infuse those wisp-drops with light and order, they become a flying tag-along version of the arcane lamp, putting dropless nitor around. Does a nice wide area, nitor looks cool, and you could have it so you can dye your wisp to have it change the color of the nitor it places.
Maybe it would be come dimmer as it's used, and when you shift-use it, all the little wisps fly back into it, recharging it
There's a different between elementals being fueled by their element, and physical beings being strengthened by physical attacks. You don't usually get stronger by getting shot.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Re: Light sources, mobile light sources are a Can Of Worms that Azanor wouldn't want to get into (unless he wants to cross-mod it with Dynamic Lights). For placing light sources at a distance, compare to Blood Magic's Sigil of the Blood Lamp (which is really quite powerful).
I agree with this. Getting shot isn't the same as getting fortified with "matter"/terra. xD
I have additional thoughts though. I think that even if it's not elemental, we (for example) don't get stronger by removing temperature or adding temperature. Our bodies handle a certain temperature level; adding or removing causes "burn to death" or "freeze to death". It's too much or too little energy at the end of the day, be it kinetic or thermal. Now I know that Thaumcraft is magic and not science, but I still think that elementals receiving too much of their elemental energy than they can handle should damage them. Think about it; Azanor has even stated (correct me if I'm wrong) that he'll add a "too much ordo" event for flux for example or whatever; why would order ever hurt the environment? Well (the way I see it), it would because too much order "is too much". Just because a being is made of fire for example, doesn't mean it can handle higher and higher amounts (temperatures) of fire.
Not a mobile light source, an item that can place an X amount of stationary light sources, than break them all (probably in a certain radius) to recharge itself.
That reminds me of that Cigarillo lighter of Dumbledore...
That makes sensebut you have to be careful in how you phrase it. The reasons why us non elemental creatures get damaged by too much/little is because our bodies have adapted to maintain a certain level of heat, water, air, etc. Elementals on the other hand would be much more difficult to defeat using their same element, because the subsist solely on that element for survival. So while yes, you could damage a fire elemental with fire, it would be much harder since it is able to absorb the heat and sustain itself. That is why you use the opposite elements to defeat them, as it tips the balance much more effectively than by giving them more of the essence they need to survive.
Also why the Ordo could damage the environment is because it would halt the progression of all reactions, as they are inherently chaotic. Life wouldn't be able to survive in such an environment, so it would quickly perish. It isn't because it's simply "too much", but because it would halt the continued chains of reactions that let life continue.
That was accurate.
When I stated "too much", I meant the exact thing you said at the end. It isn't inherently due to "number"; it's because too much ordo would interfere with the entropy (laws of thermodynamics xD); in other words, too much of any element interferes with the balance of the other elements. So yes, I 100% agree with what you said.
You've opened my eyes at the elemental part. I guess I didn't pay attention to what "elementals" are. They're a lot more specific to an element than we are (we've got earth, water, etc).
I disagree. Is not that elementals are stronger against their own element but that they are weaker against opposing elements.
For example two fire elementals fighting one another would be on equal ground and would deal full damage to one another and not half damage or less damage as you suggest. However a fire vs water would deal double damage to one another cause they are opposites.
I think you misunderstood what he was trying to say.
Let's take a human for example; we have a slight amount of many elements. "What doesn't kill you makes you stronger". Let's say you take a beating; you will eventually heal over a long period of time. You have a certain resistance and resilience to elemental damage (at least that's how I think of it). But for a being made solely of fire (for example), their existence is pure fire. They probably have a very high tolerance to fire as well as the ability to deal with fire like no other creature could. Note how he said "it would be much harder since it is able to absorb the heat and sustain itself", which I fully agree with. A fire elemental would probably be able to (very efficiently) disperse heat/fire to avoid itself overloading. It's not that they're strong and invulnerable to their element, it's more like that they're so familiar with it that they're efficient at dealing with it. An elemental isn't "element-proof", it's more like "element-resistant". Now this entire topic brings in the factor of "how strong is the fire focus" or "what determines strong". I mean, can a thaumaturge eventually deal high damage to a fire elemental using a fire focus for example?
As for the opposing elements; I don't think of it as "water deals double to fire since they're opposing elements", I think more like "water deals double to fire because it kills fire", or "air deals higher damage to earth because it erodes it". In other words, fire can kill a being that "runs on fire" because it would be "too much to handle" in a way. At least possibly. Anyways, this is all up to Azanor himself. @_@
I am simply ravenous to play TC soon. >:3
My understanding of the elemental planes was, from the POV of the inhabitants of each plane, *they* are the "real" plane made of complex stuff, and the other planes are the weird elemental ones.
So, when we look at the elemental plane of fire, all we see is fire as we are blind to its complexity. But, a group of fire efreets on their equivalent web forums, would discuss how varied the different 'flames' were that made up their plane, and they would look at us and see just 'matter'. Our trees, and rocks, and creatures, are all just made of the same 'matter stuff' from their point of view.
This makes me happy. :3
I was able to teach someone on the internet about fictional scenarios among elemental creatures.
The internet is a weird place...(Practically exploding inside while waiting for Thaumcraft 6/Pokemon Sun & Moon)
I have a idea that could be added onto the already now reduced spawn rate of nodes, this is kinda based of the idea of deep resonance and its crystal generators and how back in the day vis crystals acted like vis batteries. Yes nodes would still be around but imagine being able to construct a crystal that would be able to absorb vis from the local area, thus still requiring you to go find areas in the world for you to charge the crystal with and once it absorbs enough vis it will begin to resonate with the underlining vis that flows from the place that magic comes from... the void. Once the crystal begins resonating with the void it will act like a node in a since... drawing vis from the void, but the down side with these crystal nodes would be that the crystals will be only be able to resonate with one type of primal vis, so a fire crystal resonates with ignis, earth crystals resonate with terra, ect... and the amount of vis that they can provide is tiny. I guess the upside would be dependability and the ability to very slowly increase the amount of a specific vis a gem can give off by charging it with more vis, but this could lead to some bad side-effects, over charge the gem to quickly it cracks and and unleashs all its stored vis as taint, destroying the crystal, and leaving a nasty mess for you to clean up. Additional these crystals could be found naturally although rare, and producing much less then one you could create artificially, this would help people on multiplayer worlds and also help people get vis in the begining. Any ideas on this? Any feed back would be cool!