I saw nowhere on the download site that this was only for 1.5.2.
If you'd actually read the post that contains the link to the download page you'd notice that the mod is only for 1.5.2, and if you'd payed a little bit more attention you'd notice that it won't be updated for 1.6.2. A successor is being made.
I tried changing the music and I can't get it to work. I removed all of the previous music files, and added my own .ogg's prefixed with calm_ and/or angry_, yet they don't work.
I like this idea... a Thaumists personal dimension.
Reminds me of Mystcraft though although this does have potential. A Void that has the same foreground and background as the effect from a Portable hole, where the player is in a completely empty void, where he/she can use material from the real world and use it to build his/her own paradise.
The discoveries of a Thaumist really does not end, it would be nice to have a Personal dimension to run as you please, As well as Familiars that act as a assistant in General, but each have their own traits, powers and abilities left to the thaumist's avail.
Course having your own Personal Dimension would mean being tasked to maintain its own Thaum Node like in the real world in order to keep everything present as is or risk the collapse of the entire Dimension, maybe even the loss of everything that was once there. (Course the player will always be expelled.)
Yes. A portable 'door' which acts as a hole between worlds rather than between walls.
I'm sort of imagining using an object similar to the portable hole on a wall underground, but instead of opening a long tunnel to a cave it opens a meter deep hole, and the other side is anything but the cave it should lead to.
Maybe the end result depends on how much flux is in the everywhere.
Maybe it's a bit fragile, and opening the tear to wherever it leads to would be like opening the window on a spaceship. All that flux in the environment just comes flooding in to this multidimensional space of nothingness. Or maybe it's the opposite and the other side has an incredibly high amount of flux, causing it all to rush out and pollute your face in.
Maybe it's a matter of luck.
I think that you should be able to Use your spell and put it into a sword
Expanding on my multiblock structure suggestion, I suggest a thing that exists, made of blocks, and you put non-block things on it. If you cast spells at the not-block thing that's on the block thing, stuff happens.
I don't know quite what it would do, but it came to mind and I thought I'd express it.
Maybe it could copy spells for a one-time use.
Maybe that's a bad idea actually.
Maybe it could have multiple uses.
Maybe it could have a main use, but also other ones too just for continuity.
Maybe you could cast sum o' dat fyre magick at the non-block thing and it becomes cooked.
I dunno.
I think what would be more interesting in general is the old cauldron-based potion brewing being revived, and being able to bucket potions and place them down in the world. The different tiers and lengths of potions would be irrelevant; You only get the effect when you're in contact with the liquid and for 5 seconds after, and it scales up the longer you're submerged. So you're in the Poison liquid and after 5 seconds and it ramps up to Poison II.
They'd have to flow differently, so as not to be overpowered.
Also, seeing as how one bucket of water fills the cauldron enough for 3 bottles, you'd need 3 bottles to make a single bucket of whatever potion liquid.
The majority of mods have the "simply put a few things on a 'normal stuff' crafting block to make a 'mod stuff' crafting block" mentality and it's getting annoying.
It's really refreshing what with the multiblocks and even blocks with different interfaces that aren't out of place.
But yeah, magic circles and multiblocks add to the personally magical feel as opposed to the worldly magical feel such as in Thaumcraft.
Also just to clarify; Are you keeping with the in-hand spell effects from AM1? Because those were pretty cool and all that.
The fact that you don't realise i wasn't speaking to YOU but the person who had quoted you is really, really sad. Work on reading comprehension please.
but that's not how public forums work
You said something completely wrong, rudely and publicly. You were corrected.
I think an interesting addition would be an arcane displacement device of some sort. A static in-world object that uses vis or aspects of some sort to displace things. Let's just imagine you have an arcane displacement device. It's possible the devices are structures made of multiple parts. Normally with just a single device fueled by vis or some other type of energy, it displaces entities, items, or possibly blocks placed inside within a semi-random area. It doesn't seem very useful, but you notice it could be tweaked slightly to have more inclination to displace it's contents in a specific area. It tends to work better in areas with less flux, and it's success rate increases when it's destination is an area with low flux. Let's now imagine that you were to set up another one, and you realize that it's easier to displace yourself from one device to the other. They do create flux, which needs to be managed to keep them functional, but the device is very sensitive to flux, so even the amount it creates during use causes negative effects. You just ignore it and it starts to build up before and you see it's effects more often. Maybe you teleport and realize your right arm didn't come through all the way, or you've got vertigo. Or maybe you just die on the spot because your organs are 30 meters in the air. Maybe you're swapped with a chunk of rock underground and suffocate. Maybe you land halfway to the other device, or maybe you end up somewhere completely random. You research some and discover you COULD try to lock the displacement positions with each device, but you posit it would require much more vis and generate much more flux to displace things.
I guess I just like the idea of building multiblock things that do cool things but are very unstable until you figure out how they work well enough to fix what you were wronging. Research is pretty cool, the new way it works is pretty cool. Keep being pretty cool.
I have to mention, all of the tools still behave oddly in the fact that they're completely flat and in a skewed position while in hand.
Also the second inventory tab bugs out sometimes and places itself inside the armor area of the default inventory when not in use.
Also for some reason the health bar bugs out with the armor bar when poisoned, which may be entirely unrelated to Tinker's Construct.
I agree with you about the Nether and End. Two whole dimensions for the purposes of potion brewing and a very artificially tacked-on feeling boss feels like an opportunity wasted. And as you say, various mods add far more reason to actually do things there. However, the redstone update drastically improved the possibilities of what can be done with redstone. It might not look like much, but the redstone block added more possibilities than my imagination can even conceive of.
The big bit, though, is ALL of the features they've added and not touched at all. Like the ability to have colored item names. And custom item descriptions. And writable books. And custom villager trades. And they haven't even looked at strongholds since they were added in. You could pass alot of that off as "It's for mapmakers and such for the stuff because custom maps", but if half of the damn updates since 'release' have been made to help third party mapmakers instead of to add more content into the game it's pretty obvious that the game would feel a bit empty. Mojang should either get their fæx together with the things already in the game or start adding actual content for the purpose of expanding the game.
No it is possible on server, however it would have to work on a ratio balance of overall progress.
New people joining would ruin the experience for both the existing players, because the mobs scale down, and the new players, because the mobs didn't scale down enough.
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If you'd actually read the post that contains the link to the download page you'd notice that the mod is only for 1.5.2, and if you'd payed a little bit more attention you'd notice that it won't be updated for 1.6.2. A successor is being made.
think pls.
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0
Yes. A portable 'door' which acts as a hole between worlds rather than between walls.
I'm sort of imagining using an object similar to the portable hole on a wall underground, but instead of opening a long tunnel to a cave it opens a meter deep hole, and the other side is anything but the cave it should lead to.
Maybe the end result depends on how much flux is in the everywhere.
Maybe it's a bit fragile, and opening the tear to wherever it leads to would be like opening the window on a spaceship. All that flux in the environment just comes flooding in to this multidimensional space of nothingness. Or maybe it's the opposite and the other side has an incredibly high amount of flux, causing it all to rush out and pollute your face in.
Maybe it's a matter of luck.
0
Expanding on my multiblock structure suggestion, I suggest a thing that exists, made of blocks, and you put non-block things on it. If you cast spells at the not-block thing that's on the block thing, stuff happens.
I don't know quite what it would do, but it came to mind and I thought I'd express it.
Maybe it could copy spells for a one-time use.
Maybe that's a bad idea actually.
Maybe it could have multiple uses.
Maybe it could have a main use, but also other ones too just for continuity.
Maybe you could cast sum o' dat fyre magick at the non-block thing and it becomes cooked.
I dunno.
0
They'd have to flow differently, so as not to be overpowered.
Also, seeing as how one bucket of water fills the cauldron enough for 3 bottles, you'd need 3 bottles to make a single bucket of whatever potion liquid.
0
Add more magic circles.
And/or multiblock structures for things.
The majority of mods have the "simply put a few things on a 'normal stuff' crafting block to make a 'mod stuff' crafting block" mentality and it's getting annoying.
It's really refreshing what with the multiblocks and even blocks with different interfaces that aren't out of place.
But yeah, magic circles and multiblocks add to the personally magical feel as opposed to the worldly magical feel such as in Thaumcraft.
Also just to clarify; Are you keeping with the in-hand spell effects from AM1? Because those were pretty cool and all that.
3
but that's not how public forums work
You said something completely wrong, rudely and publicly. You were corrected.
No issue.
0
I guess I just like the idea of building multiblock things that do cool things but are very unstable until you figure out how they work well enough to fix what you were wronging. Research is pretty cool, the new way it works is pretty cool. Keep being pretty cool.
0
Also the second inventory tab bugs out sometimes and places itself inside the armor area of the default inventory when not in use.
Also for some reason the health bar bugs out with the armor bar when poisoned, which may be entirely unrelated to Tinker's Construct.
Also not a bug or anything but still related:
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What are you even.
0
The big bit, though, is ALL of the features they've added and not touched at all. Like the ability to have colored item names. And custom item descriptions. And writable books. And custom villager trades. And they haven't even looked at strongholds since they were added in. You could pass alot of that off as "It's for mapmakers and such for the stuff because custom maps", but if half of the damn updates since 'release' have been made to help third party mapmakers instead of to add more content into the game it's pretty obvious that the game would feel a bit empty. Mojang should either get their fæx together with the things already in the game or start adding actual content for the purpose of expanding the game.
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0
New people joining would ruin the experience for both the existing players, because the mobs scale down, and the new players, because the mobs didn't scale down enough.
2
Yes. Many enjoyments. The wand model is a bit out of place though.