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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc»
    I must admit I can't even remember parts of TC3 properly.

    But I think it had a more elegant lore: There were 6 types of shards: earth, air, fire, water, vis and depleted. 4 of the aspects were matter, the 5th was vis that bound it all up.



    With nodes, and consequently vis, now having aspects in TC4 - there is an additional complexity. But it does mean that its now more confusing why some things need (say) ignis essentia and others need ignis vis.



    There would perhaps be far more interesting crafting opportunities if vis became the 5th element again, and arcane devices would need both a supply essentia to work with AND vis to bind it together. This would mean that vis relays AND essentia pipe networks would/could be used in parallel to complement each other.

    Yeah the elemental vis annoyed me too. I think that just having vis and the elemental essentia would be best. Simple, but complex.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Nnystyxx»
    I'd like to toss out some ideas I have for research minigames, in this case based on each research category in non-expanded Thaumcraft 4.2.3.0. More under the cut, in one spoiler tag, since this might be a little long winded. I'll provide the mechanics and justification for each and, potentially, how Research Expertise might affect it. Note that I haven't quite keyed them into Research Point usage yet.

    Basic Information: The previous research system, made by linking runes. Emphasizes an idea of further exploring and discerning information. Also, it's really cool, and I like it, so yeah. Research Expertise will affect the ability to move, reveal, and activate nodes, as it did.



    Thaumaturgy: The current research system, made by linking aspects and. Emphasizes the general flow of vis and knowledge and the ways that they are intricately connected. Research Expertise will simplify links, possibly extend their range/allow 'jumps', and the like.





    Alchemy: A system of mixing colored fluids and substances to hit a certain amount of some arbitrary variable-- thickness, potency. Essentially, a simplistic chemistry system, with reagents that affect the amount of various levels until a certain need is matched. Emphasizes getting 'the right mix' and throwing together substances to create something new. Research Expertise will allow a better idea of what reagents will do what and to what extent, and possibly reduce the number of 'side effects' (reducing one while boosting another). Yes, this could potentially come up with some broken ones.



    Artifice: Jigsaw puzzles! Or 'swap the parts'. Essentially, 'finish the picture/research icon' type ones, whether sliding or otherwise (please no sliding puzzles). Emphasizes the idea of 'piecing an idea together' and creating something from (possibly disparate) parts, as well as the concept of studying broken artifacts. Research Expertise would make it possibly to scramble the pieces for inspiration or a better shot at completion, as well as reduce the total number of pieces comprising the end result to make the puzzle easier.



    Golemancy: Dot-lighting puzzles. Essentially, needing to match a certain pattern of lit and unlit dots in a grid, or simply fill the grid. Emphasizes the idea of giving purpose and energy to something's 'magical neurons'. Research Expertise would increase the chance of beneficial spaces and reduce the chance of detrimental ones, although I'm not sure how to work that with something turn- and end-based.



    Eldritch: Either a mix of everything, or a 'rotation puzzle' reminiscent of those in Assassin's Creed that follows a randomized, yet consistent internal logic of some sort. Emphasizes discerning the transmundane and learning the twisted internal logic of Warp. Research Expertise might allow a way to influence what type of puzzle is given and generally make the whole thing less horribly confusing. It should be a brain-twister, at least at first, to emphasize just what you're dealing with.



    Whoo, hot golly. Those were complex. And some are probably pretty incomprehensible! That's half the charm, though. I'll refrain from dittoing anybody else's recent suggestions until a later post. Except pipe gunk. That one's cool. More magical pollution!

    I think that these are some off the better suggestions here, I would love most of these; for both thematic, and gameplay reasons.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    The basic idea is like the node moving mechanic of TC3. You build a structure, it moves the node closer to it block by block while costing aspects from the node each space moved. This would let you move nodes short distances around your base without worry, but long trips are time and resource expensive, along with risk to damaging the node should you move too fast.


    A good idea, it pisses me off when I've just moved a node and I realized that I was one block off. I have an idea that I think could be integrated with this fairly well, I was thinking that maybe there could be a system in which you can "feed" CV into other nodes to modify them, give them recharge buffs, etc. I think that these two could work fairly well together.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Hey Azanor, just a quick suggestion here, you know how there is an upgrade for the Arcane Workbench that allows for vis to be pumped straight into your wand, could we have a version that will pump it straight into the workbench? For balancing reasons if you were to add something like this I would recommend making it like a furnace, as you can't move 10,000 CV in one second. The end result could be putting in a wand as a sort of "buffer" so minor recipes can be completed instantly, but something like a Void Aspected Primal Staff would take a while to complete.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shiitake»
    Unnatural Hunger makes it unsafe to afk. So do most other warp effects.

    That's not cool.

    Well are you playing on a server? If not then I'm pretty sure that pressing escape pauses the game. Sure you may want to do some idling around a mob grinder, but just a way to stay safe.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MatNatt»
    flying carpets could make a renewed appearance in thaumcraft

    Not likely, as we now have the thaumostatic harness, maybe a carpet could be used like a pack mule for long journeys or something.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from seraphimrock»

    so I asked (seeing the the book already hints at it) if he could bring the portals back but in the form or large mirrors you can walk into. at the time he said maybe.

    I actually wasn't asking for the portal to be added again, though I would love them. I was just giving my opinion as to how I thought that the taint was effectively constructed in TC2.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Sanati»
    The big problem with taint was touched on by another poster above, it needs to be loaded to do anything. It doesn't matter how aggressive it is or how many dangerous things it can throw at you, all you have to do is set up your base 20+ chunks away from it and you've "won." Not at all hard to do considering I have yet to even find taint anywhere on my large biomes world. Warp comes to you, you can't hide from it, so it's the better effect and I think that's why the mod shifted in that direction more.

    I think that Thaumcraft 2 had a good method of making the taint actually dangerous, having magical pollution cause taint. Easy to understand, and unless you're some kind of nomad then you can't just unload tainted areas without uprooting your entire base. Sure the portals kind of made that redundant, as you could build a thaumcraft tower in the middle of nowhere and be fine, man I miss portals. I would like to see the environmental factor come back into thaumcraft though as it will make people be a bit more careful, and not follow in the footsteps of current first world nations.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Gabrielcorso»

    Hey,great suggestion there. Maybe the character could have a page of the thaumonomicon reserved to be used as a "warp log",where whenever you get an effect,it gets writen there.
    I think that it would fit the lore of the mod pretty well.

    That was actually what I was thinking, maybe after you get your first warp effect you can unlock a research that can give a brief description of what the effect actually did, maybe add a bit of flavor text about how the effect worked within the game world, like for the flux flu it could say something along the lines of:

    "I'm loosing my focus, my hands are starting to twitch, and it seems to have affected my ability to channel vis. My concept of reality seems to be slipping, along with it my ability to reliably control the environment. My eldritch studies have provoked fear in the people around me, maybe they had a point."

    Something like that, just a bit of semi-vague text that gives enough information to be useful but does it in a more interesting way than saying vis costs have increased by 50%.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quick question, what do the warp effects actually do? I know some basic things like flux phage spreads to other entities, but how does it harm them? Flux flu increases costs, does the phage do the same? I think that something that could be helpful is a research that gives a list of warp effects, maybe not all at once, maybe as you experience them an entry could be added to the warp page just so you know what they actually do.
    Posted in: Minecraft Mods
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    posted a message on Posts/threads deleted because of spam filter? Place your fix requests here.
    I had recently posted a reply to a guy who was being a bit of a jerk on a thread, anyway my post was deleted for spam

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-4-2-0-1-updated-27-8-2014?page=804

    Please fix this.

    Why is the filter marking so many posts as spam, anyway? Is it a new system?
    Posted in: Forum Discussion & Info
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shiitake»
    So, it turns out to unlock the Eldritch tab, you have to have permanent Warp, and you can't get permanent warp in "wuss mode" except by eating brains. You need like 500 brains to get into the Eldritch tab. This is ****ing stupid.

    Azanor, if you're going to make getting all the research hinge on acquiring stacks of a permanent debuff, I'm just not gonna use the mod anymore.

    Either have wuss mode simply disable the effects of warp while still keeping the variable present for unlocking eldritch research (might I add that if you have wuss mode enabled then research forbidden topics, you won't have warp when it's disabled? That can completely scew you over), abandon warp altogether, put in a way to permanently remove or completely block warp, or add something else that doesn't make your life more difficult if you decide to go do something non-thaumcraft for a while. These are options that I would be satisfied with.

    Don't be rude, if something is balanced in a way that makes getting it a risk, then maybe the creator thought that it is the proper way to balance it. Be it because maybe it would be a reward for playing in a way that is harder than normal, or if the items are simply too powerful. Swearing and demanding to have your way done doesn't help anyone and it makes you look bad. Next time try some constructive criticism about the nature of warp itself, maybe ask for the effects to be toned down a bit. Just asking for it to be removed entirely is incredibly narrow minded, and for something like this, if you get your way all the time, what about people who don't like your way? What would they do? While sure a creator is in a position where they can always do it their way, if a creator has a good PR then they are probably open minded, and attempt to incorporate ideas that people have. Constructive criticism is a powerful tool for change, destructive criticism is not.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Please use a spoiler tag when discussing crash logs.
    Posted in: Minecraft Mods
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