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

    Azanor released a video on YouTube a while ago of some villagers walking around with some very cool flowey capes. Will these capes be making an appearance in TC6?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    When crafting our gauntlets, will there be the same kind of modularity as there was with the wands as far as materials go? I could have my greatwood wand with gold or brass caps, will we have the same freedom of choice with the gauntlets or is the crafting system a little more fired due to the complexity of the gauntlets?


    Also just a little idea, wouldn't it be cool if we could craft some knuckle dusters / spikes to screw onto our gauntlets do that they pack a little more punch (hehe) when were forced to smack a creeper in the face?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hyxaru»

    You mean vanilla 1.9 beetroots?

    Haha whoops, my bad. I haven't updated past 1.8.9 because I can't stand to play without thaumcraft.
    Still... those beets look suspicious...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Just a teaser I posted for my patrons a while back:



    Has anyone else noticed that there seems to be some interesting plants growing in the background?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Technically it is just a reworked version of the old Focal Manipulator GUI.


    Ahh, I thought it looked familiar... so how does the new focus system work? Or is it a secret ;)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Just a teaser I posted for my patrons a while back:



    This interface looks awesome but i cant help but notice that its far more dingy/rusty than the usual greatwood and polished brass styles used in your other UIs. Will this be a new theme in TC6?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Has anyone else taken a look at the beta github and started wondering what exactly "hedge alchemy" is? Any hints, Azanor?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Nnystyxx»

    Oh, and an observation I missed from last page: I do like the idea of being able to use the different casting modes of the foci somehow. I wouldn't want them all compressed into a singular item, because I think the foci look way too cool to reduce to one thing, but having to carry like, three or four of a given focus because of its different properties for modularity's sake is a bit bothersome.


    On the other hand, I did appreciate that those upgrades were more substantial than just an increase in flat numbers, so hmm. It would probably be best as a late-game thing, being able to compress functionality together like that. Though at the same time it could open the gate to sort of, superfoci that have particularly distinct/destructive effects and convoluted requirements to create. I would certainly not complain if I could shoot out a giant 3x3 or wider mining laser from my hand at endgame, as long as it was suitably difficult to do in the first place.


    EDIT: Also, yes to bodily modification of some sort. I've felt that Biothaumaturgy in general could be expanded upon-- reverse-engineering the corruptive nature of Taint into a means of sneaking past genetic resistances to change, from a semi-scientific standpoint. (We do have those morphic-resonator-core things, after all. .) That, and with Horizons in limbo, it'd be prime territory to explore and take notes from.


    It wouldn't be 1 single focus for every magic effect, but rather 1 focus for each of the general types of magic-- 1 fire focus for all fire effects, one shock focus for all shock effects etc. You'd still need to carry a handful of foci to have the full arsenal, but never duplicates of the same type :)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    I fele like we should have to do extra work to get this level of modularity.


    well of course, i wouldnt expect azanor to just hand us a fire focus that can toggle between jet, stream, and fireball right from the get-go. I would think that unlocking different functionalities for each focus would require some adjustments to the gauntlet itself, and some research no doubt so theres the time and resource cost involved. I just think that having a generic fire (or shock or whatever) focus and changing the way you pass vis through it rather than irreversibly changing the focus itself makes a little more sense. The focus is a lens, why specialize the lens to work in one single way when you could change the wavelength and intensity of the light instead and access the whole spectrum?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    You can carry different versions of the same focus with you, you know.

    But I like the idea of channeling, still and what I think would be very useful, would be if in the focus select UI foci of the same kind would be grouped together in a smaller circle and duplicate foci would not appear. That would not give any more power to foci, but would still make it a lot faster to switch to the ones you need.

    Also maybe an inscribing function to clone the augmentations of one focus to another for a little cheaper than making a new one. I could put this to good use, but it's just a random suggestion, no priority.

    you can carry different versions of the same focus, but this system would make it so that you could take advantage of all the possible functionalities of a focus type using only one focus. What self respecting thaumaturge would carry more than one thing if they didn't have to...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from colejagdtiger»

    Spell customization is something that other big mods already do,(Ars Magica 2 and Blood magic), I personally don't feel as thought we need a hundred different foci.

    It's not a 100 different foci, in fact it's actually the same amount of foci, just with more ways to use them.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Zsashas»

    Seems like this is slowly drifting towards customization in the realm of Ars Magica, which would be great. Keybind to switch to different "gestures" or targets, such as self or beam or projectile as suggested before. Or maybe actual gestures like Witchery's Mystic Branch?

    Also, if the Crimson Cult is staying with us, what if they still used wands? Thaumaturges may have moved on to the more powerful Arcane Gauntlets, but the cultists aren't exactly the sharpest or the most innovative (channelling those eldritch portals for nearly forever). Maybe they use wands still, which would drop when they die, and the focus could be extracted somehow for Gauntlet use? Like getting a Pech's Curse focus from the pechs, but the wand itself is near-useless to us now. Also I really want that homing electric fireball spell that they use.


    It would make sense for the Crimson cult to be a little stuck in their ways and not be as advanced as the cutting edge thaumaturge. I also would like to be able to take advantage of their magic and it seems fitting that if we can steal foci off a pech we could take one from a crimson cultist as well.

    The golems got a big revamp in the last update in terms of versatility and customization, so maybe the focus system is next in line for a renaissance. I really enjoyed ars magica 2, but thaumcraft isn't ars magica, however I would think that a good thaumaturge, being the experimenters that they are, would want to expand their arsenal and magical capabilities beyond a handful of very specialized foci.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Nnystyxx»

    Redundant or unused features make development altogether harder and more time-consuming. It's best to measure demand for certain things alongside the complexity of implementing them, and how they work thematically (Thaumcraft being all about tonal/thematic consistency).

    I personally think that hand-sign type things would be best as something late/endgame, more 'symbol of power', eldritch sort of a thing than just waving your hand around. Foci are a better way to go for actual spellcasting, as is upgrading them for variety-- while Witchery's wand-gestures were relllatively robust in what you could do, they were also mercilessly finicky to do with any speed or regularity since they were step-by-step, specific combinations. Challenge in Thaumcraft has, if I reclal, never been about getting the controls to behave properly.

    The "handsign" concept really means "hotkey that changes between utility and attack" and nothing concernin actual gestures or any unnecessary complexity, it'd simply be a way to allow the player to use the same foci in many different ways, instead of having an inventory full of the same foci with a bunch of different irreversible upgrades. In terms of upgrading it's really no different, but just rather than having a chain lightning focus and a ball lightning focus, it's the same shock focus that you toggle between functions using the "handsign".
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Why not? If you don't want complex spells, just don't use em.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Vdrake77»

    I like this idea. The handsigns being, of course, somewhat specific to the focus being used. Pulling 'fire' to yourself being different from say, pulling 'water' to yourself. It's one thing to douse yourself if you're on fire, that's useful... covering yourself in fire, not so much. But giving yourself a 'burning touch', now that has practical use!


    And of course, you could have 'levels' of handsign. Like, novice, journeyman, and master. A novice handsign 'works', but not with some caveats and a hiccup every so often; you need to either practice or research to get up to journeyman, and more of the same for mastery. I think that could be a really neat mechanic; you actually have to USE the focus and handsign, accept the negative effect of, say, the fire focus occasionally setting you or blocks around you on fire while you're practicing. As opposed to simply 'knowing' the handsign because you read the proper notes.


    Exactly! And the different levels of handsign proficiency would allow more complex effects. A novice handsign with a shock focus could only deliver a small zap that has a chance to rebound and ground the charge (i.e. in you) but a journeyman level handsign can chain the shock between targets, and masters can even coax the elixtricity into a ball that electrifies the ground. And obviously, the different handsigns will interact with the different foci in reasonable ways. Using a self oriented handsign with the fire focus might seem dangerous but perhaps it will give you a fiery aura or the ability to walk through flames unscathed.
    Posted in: Minecraft Mods
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