• 1

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from DrZhark»

    I'm wondering what would be the percentage of users still on 1.7.10??? Anyone can provide some info?

    High, I should imagine, since very few major mods have updated to 1.8 yet. I have roughly 100 mods in the modpack on my 1.7.10 private server. Of those 100 mods, 16 have updated to 1.8, and of those 16, one is a beta and another is incomplete.
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hyxaru»

    Or, when golems make it into thaumcraft, create a silverwood farm that grows pure nodes on iys own.


    Dunno about anyone else, but needing so many pure nodes around that you need to farm them just seems wrong.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    You know, thinking of features ... I was thinking about enchanting the other day, and realized that even with the improved MC 1.8 enchanting mechanisms, if the only thing Thaumcraft added to the game was infusion enchanting, I would still use Thaumcraft. Because that's how much I think infusion enchanting adds to the game.


    Just to be clear about what I'm saying here, I'm not saying that the rest of Thaumcraft is unimportant. I'm just saying that infusion enchanting adds so much sheer gameplay fun that I consider it alone sufficient to justify Thaumcraft. I know a lot of people miss golemancy from TC5 so far, but the truth is, if I had to choose between infusion enchanting and golemancy, I think I'd pick infusion enchanting. Because golemancy is handy and convenient, sure, but in the end it's a set-it-and-forget-it convenience that really doesn't do anything I can't do myself or have other ways to do. (And the truth is, sometimes golems can be maddeningly annoying. I gave up mana-bean farming because I simply could not get golems to do the job reliably enough to outweigh my limited need/use for mana beans. They always found a way to foul up, get stuck, or even just wander off and vanish.)

    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    If the damage cap was removed for non-players then it should be removed for players as well. Why bother fighting the bosses yourself when you can just setup (insert non-player damage source here) instead? You might as well just allow people to use their op weapons if that was the case. The damage cap is meant for balance so that people can't cheese the bosses so easily.

    I've never really been a believer in damage caps. If you've put in the work to build up your armaments and armor to such a godlike level that you can one-shot the boss, the game should let you one-shot the boss. (For the record, it's quite gratifying to walk into the boss encounter with Azmodan in Diablo III and be able to one-shot Azmodan. PWN3D, you arrogant piece of demonic trash.)
    Quote from Stormalisk»

    Try enchanting plus

    Well, aside from this minor difficulty of there not being an Enchanting Plus release for 1.8?

    And Enchanting Plus doesn't really fix what's lacking in vanilla enchanting. Yes, it makes it much less annoying. But once you have an enchanting table built, it's still got the fun and engagement of buying an instant-win scratch game card.

    Quote from Auric245524»

    Last time I tried that it made enchanting just way too easy. TC4's enchanting system had a nice balance for me. It was nice being able to slowly build up to the perfect tool by using other resource costs instead of just xp.

    TC4's infusion enchanting, IMO, is the best Minecraft enchanting system ever, bar none. The difficulty is just right, you can plan and choose exactly the enchants you want, and it is FUN. And it actually feels like you are doing something of consequence. The vanilla enchanting table is like buying a lottery scratch card.

    Azanor, please, please, PLEASE consider bringing back infusion enchanting. It was among the best, most engaging, and most satisfying features of TC4.
    Quote from MentalMouse42»

    Re: Enchanting, I'll again note that EvilCraft offers a Purifier which lets you strip enchantments off things.


    Thaumic Tinkerer has a similar item.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Hmm... Golem reworks eh? I'm not going to lie; the changes to nodes and taint are a bit... Well, more than a bit irritating but this looks interesting. In TC4 I actually used those buggers a lot; their sight range isn't all that impressive but I still managed to find them useful for just about anything, and fun to experiment with (considering I constructed the craziest guard golem known to man completely by accident).

    There's some things I find them useful for, and some things less so. And sometimes a golem just seems to get a wild bug up its ... nether, and goes haring off into the wild blue yonder for who knows what reason, and you go to where it's supposed to be and ... "OK, where did that nutball golem disappear to THIS time?"
    Quote from Auric245524»

    If you're using optifine then you better get used to this kind of stuff to happening. Optifine is notorious for causing graphical issues with other mods.

    Honestly, I've tried Optifine on several different occasions over the years, and while a few times it has worked very well when it's worked, I think my overall experience with it is that it causes more problems than it solves unless you're playing close to pure vanilla with few if any mods.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    I'm actually going to remove the adfly link - its a pita to keep updated. Just use the curse link instead if you want to support me.

    Or, hey. Azanor has a Patreon account. Sign up and add him to your supported artist list!
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Calcifire3691»

    I hope you do, I absolutely ADORED infusion enchantment, the vanilla methods suck :P

    it was actually the thing I always pointed to as an example of how to do nonvanilla enchanting correctly: it required resources, infrastructure, and got harder as you made more enchantments without arbitrarily capping itself, as long as your altar and essentia setups could handle it, you could keep adding to it, it made my crazily overenchanted void robes and crimson blade feel like an achievement, a reward for building my lab and altar, rather than a reward for grinding levels and RNG books.

    This. SO MUCH THIS. I really don't care whether infusion enchanting is "needed" or not ... it was hugely FUN. Plus, with patience, you could always get exactly the enchantments you wanted on an item without standing at an enchantment table spamming the re-roll button.

    Is arcane stone "needed"? Is the Hoe of Growth "needed"? Are Boots of Travelling "needed"? For that matter, is Thaumcraft itself "needed" to play Minecraft? No? Then why should the criterion be solely whether infusion enchantment is "needed"?
    Quote from codebracker0»

    but in 1.8 you can see the main enchantment you will get

    So? Honestly, the vanilla enchanting mechanism still sucks. It just sucks a bit less now.
    Quote from Clauticus»
    However, despite all the negative things I've said, it is one of the most fantastic crafting systems I have ever had the pleasure of using. Nothing is more satisfying then seeing the magical energies construct your new robes whilst your less advanced brethren gaze in awe at your knowledge and power. The whole alter crafting system continues the, "I comprehend the infinite expanse of the universe" feel that is most of thaumcraft (for me anyway).

    YES! Thaumcraft 4's infusion enchantment is how enchantment SHOULD work. Acquire the knowledge, collect the required materials, refine the essentia, and then carefully, carefully combine everything, watching to make sure that nothing goes wrong and being ready to instantly clean up any flux effects before they disrupt the enchantment. Not make an enchantment table, go out and kill a few mobs, and stand at your table banging on the random-chance button until you see something you like. "Oh, and give me four of those instant-win scratch cards as well, please, and a carton of Marlboros."
    Quote from Calcifire3691»
    THAT'S EVEN WORSE.

    I generally dislike (read: HATE HATE HATE) vanilla enchanting, infusion enchanting feels much more involved, more like a game. There is NOTHING fun about sticking an item in a GUI, you build a mob farm and that is it, reeds if you want to make books. infusion requires a mob farm, method of getting the ingredients (especially salis mundus), building up the stability (increasing the more you enchant an item), and essentia. you are rewarded and encouraged to build things, which is the whole POINT of a sandbox game, a point that the MCdevs have sorely missed in favor of terrible combat and exploration (I remember the day they actually said "we don't want people building mob farms").

    I'm the sort of person who would (and has) straightup disabled vanilla enchanting for infusion enhanting because of how much beter infusion FEELS.


    Yup. This.
    Posted in: Minecraft Mods
  • 2

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from LoRaM100»

    Hope you're wearing your asbestos: I think that's why you made this post in the first place.


    Let's say I was aware of the possibility. I knew I had to be missing something, and it was quite possibly something that should have been obvious, but I wasn't seeing it. I checked recent thread history, and didn't see anything that seemed to me to be applicable, because I didn't realize that I wasn't running the version of Minecraft I thought I was. I told the launcher, "Use latest", and my vanilla session said Minecraft 1.8.8, and my OptiFine session said 1.8.8, and I just plain didn't notice that my Forge session said 1.8, not 1.8.8. If I'd noticed that, I'd have figured out the problem myself without having to publicly put on the dunce cap.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from codebracker0»

    Ooh, how about extremely SANE research, focused on the inner wokings of the overworld itself, that can be only understood while not insane.
    Basically research contrary to eldrich knowledge, the magic OCD, instead of mucking in flux and warp of insanity, you are numbering your shards and keeping them in careful compartments, giving you better control over simple matter around you.

    This goes towards sort of what I think of as "high magic". Necromancy, alchemy, invocation, demonology, contagion, oneiromancy, enchantment; all of these are applied magics, one step above the hedge magics of philtres and charms. But there are magical principles far above these, from which everything else descends and depends. The highest level of the magical arts is to study and manipulate the very nature of reality itself.

    Tough to do in Minecraft, though.

    Quote from Shirololl»

    True power by nature is chaotic.


    Not necessarily so at all. Chaos can sometimes be an easy route to power, but it can also be an impediment to furthering that power because it leads to impure, uncontrolled power. One can wield chaotic power without really understanding what it is that one is wielding.

    Quote from codebracker0»


    I don't mean safe magic, very SANE magic could be just as dangerous as warped magic.
    Just instead of researching alien concepts, creating extradimensional rifts and creating barely-stable constructs of wild magic, you would study the intricate patterns of magic itself, create great cristaline structures that impose their own reality on the space around them, stabilize the space time to make it more rigid and make objects that are more Real that the universe they reside in or even blocks that reside in multiple dimensions at the same time.

    Possible side effects of the anti-warp (Law? Grid? Crystalisation?), could be that you couldn't teleport or travel between dimensions, you would ocasionally get stuck on an orthagonal grid like the shulker missiles, slowing down the growth of plants around you, freezing water near you, etc.


    I envision things like control over gravity and time, making solid light, creating portals to traverse vast distances in a single step, sources that radiate darkness instead of light, perhaps infusing one's own being with order to increase strength and constitution and resist disease, poisons, even physical damage. A deep understanding of the true nature of magic would enable you to enchant objects with any desired attributes, in any desired combination. Perhaps even make yourself temporarily immaterial and able to phase through solid matter.
    Quote from trollworkout»

    if it were a game i'd say would be a new sandbox research game where all you do is find new things forever infinite research . the research mini game can be an ios app. etc


    No game that you can install on your computer, or on every computer on earth networked together, can have infinite research. Even if it has a completely random scheme for generating stuff that may or may not be of any actual practical use, sooner or laer you run out of permutations of stuff. Remember, anything that you research in Thaumcraft, Azanor had to invent and code first.
    Quote from AlphaeusXVIII»

    ...and maybe having to stop a golem uprising if you make too many advanced golems and/or keep using them as cannon fodder.

    [snip]
    Speaking of which, how many advanced golems do my fellow thaumaturges normally make?


    Truth to tell, I keep my golemancy pretty much to a minimum. I have never been a big fan of golems. I find them useful for managing drops or simple crops, but for so many more complex tasks they seem to take an almost malificent glee in devising endless ways to get stuck and unable to perform the task. In my current game I've only made one advanced golem, and I'm not actually using it at the moment. I never actually even installed an animation core in it. I have a golem standing by to tend my essentia crystallizers, a golem standing by to tend my infernal furnace, a golem gathering eggs in the chicken pen, and right now that's it. I have three golems sitting on a shelf on the off chance I ever need them again. It's just not a big part of how I play Thaumcraft.

    (And in fact I just now went and picked up the egg-gathering golem and shelved it again ... because 65,000 eggs in store just might be enough for now.)
    Posted in: Minecraft Mods
  • 1

    posted a message on [Thaumcraft Addon][WIP][ForgeMultipart] Thaumic Pipes 1.2.1b (Updated 13/03/2015)
    Quote from Jackiecrazy»

    Just wondering, why is Forge Multipart a requirement instead of, say, a compatible mod? Seeing that your mod is about Thaumcraft pipes, it makes no sense to include it as a dependency. Could you enlighten me upon this matter?


    One cannot practically make a mod which uses multipart support if present, but works without it if not. If the mod uses multipart functionality, then it must have multipart support present or it won't work. If it does not need multipart, then it can't use it even if it is present. There would be basically only two ways around this: write separate multipart and non-multipart versions of the mod, bundled in the same .jar file, and load the appropriate version depending on whether multipart was present, or have every last piece of code in the mod conditional on whether multipart support was present or not. And even then if you installed the mod without multipart, built a bunch of stuff, then added multipart later, everything you'd built would blow up because now the other version of the code would run.

    Thaumic Pipes are multiparts so that they can be tucked away behind (or pass through) covers, enabling much tidier builds. Once that decision is made, multipart support can't be optional.
    Posted in: WIP Mods
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