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

    Don't get me wrong, I'm not saying building is boring. It's just I've never really finished any massive building project in SSP. Sure I've built a few medium-ish things I'm proud of. It's just I get the materials and lay the foundations for a huge project, but then I just get bored. Honestly, if it wasn't for the Twilight Forest mod I would have likely stopped playing MC long ago. While not an extreme difficulty, the bosses still pose some challenge.


    dont get me wrong. i understand wanting to make the game more challenging. thats why i downloaded several mods, that add stonger mobs, and im doing runs on twilight forest dungeons and bosses.

    THATS added challenge thats actually fun, because it makes you more wary of your surroundings, and those boss fights feel mechanically interesting and rewarding.

    adding upkeep costs to tools doesnt add anything interesting to the game. just the requirement for more mining. (if you dont have resource production automated).

    let me give you another example:

    after trying ic2 experimental, i never want to touch that mod again. because they didnt make it challenging or interesting. they thought they would just compensate the gain of the machines youre building by making the basic machines require about 10 stacks of iron and such a massive amount of uneccessary crafting steps, that it got me bored to tears.
    Posted in: Minecraft Mods
  • 0

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

    Building in survival is fun, since you have the constraints of how much material you have and various other factors to consider. I'm certainly more proud of my base than I would be if I went into creative to do it.

    Also: Dark souls rules. Also Demon's souls, IWBTG, Super Meat Boy and VVVVVV. Challenging games are great.


    because they are challenging since they take mechanical skill. what you guys want to add is another item sink. a reason to hoard a little more resources.

    its like having to do gather quests in wow.

    in contrast to that, the requirement to have to research the recipes the way you do in thaumcraft 4 to be able to make the items is a great mechanic. because the minigame in its current form is interesting and requires thought.

    much better than the thaumcraft 3 research that was another item sink.
    Posted in: Minecraft Mods
  • 0

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

    If I just wanted to build some massive structure I'd just go play creative. I play SSP so I don't really have a reason to build some massive structure to be a showoff. I'd rather SURVIVE but it's just too easy (although that's mostly due to vanilla MC). I donno, I think I've just been playing too much dark souls. I've just gotten too used to a harsh difficulty that everything else just seems too easy.


    i dont even know how to answer that.

    the survival part is usually over as soon as youve got a set of iron armor in vanilla minecraft. from there on, its mostly about working towards the resources to make builds, or defeat the enderdragon.

    if you want to make the game harder, there are several mods that increase the srtrain on your hunger bar and add more powerful mobs.
    Posted in: Minecraft Mods
  • 1

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

    I had a stray thought when playing. Your advanced tools, like Pickaxe of the Core and Axe of the Stream are always tied to an element.
    So.. what if you could repair the durability on them buy draining vis from a node?

    I know it doesnt exactly address the issue of the repair enchantment. Just throwing it out there.


    what exactly is the issue about the repair enchant, apart from extra resource costs, that can be compensated?

    i could set up a zombie grinder for infinite iron, something ill do either way, have netherwart farm for paecantatio and ill never run out of resources to repair it. the only difference is, that weve got to run home and repair our tools in some form of station, instead of having them slowly replenish in the inventory.

    heck, just using them and mining itself guarantees that you never run out of the resources to repair them.

    its just an uneccessary roadblock. an extra errand to ran, while youre in the middle of building. for me, its as anoying as having to refill the scribing tools in the middle of research.


    the auto repair mechanic as it is was one of the best improvements over vanilla.
    Posted in: Minecraft Mods
  • 0

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

    Upkeep just means there is a need to consume resources. In endgame TC4 there is practically no reason to gather any resources of any kind. In my previous world I got bored as there was nothing to do. I was sitting on stacks and stacks of diamonds, gold, shards, iron, thaumium, ect.


    the reaosn would be to build stuff. thats just how minecraft works. vanilla or thaumcraft. at some point youve exhausted the content, and youve gathered everything there is to gather.

    i know before i started playing with mods, i had a world where i had stacks of iron blocks laying around without anything to do with it.

    its usually the time where you start with big builds. an upkeep cost doesnt change anything about that, unless you make it so large, that you consume more/as much resources as you can mine.
    Posted in: Minecraft Mods
  • 1

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

    You can use NBT Explorer for that, not sure how it works though.
    http://www.minecraft...indows-and-mac/


    thanks, ill look into it.

    Quote from TheFlyingBanana

    It was introduced in thaumcraft 3, and there it had a cost. It drained the local Aura, which in turn increased flux. Here it's entirely without any cost once you get it.


    thats the reason, why its much slower, and your tools actually take quite some damage and need time to repair themselves after a while.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    i can only repeat, that there is no difficulty in upkeep costs. just tediousness.

    a grind is not a challenge. and its anoying to have to replace/repair tools constantly. isnt that the reason the mechanic was introduced in the first place?
    Posted in: Minecraft Mods
  • 1

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

    The repair enchant is too good, I agree. I have been considering alternatives, but I'm still not sure how to approach the problem.

    I'm thinking of seriously nerfing the enchant itself to something like 1 durability a minute (simply removing it might break things).

    However to have "quick" repairing some other mechanic will take its place. Maybe an item with its own durability that repairs any equipped items over time and will eventually break. That means you will need to keep recrafting it. Alternatively it won't break but will need recharging in some expensive fashion.

    As for aura nodes I do have some things planned for them in the future. Not a nerf exactly - more of a return to older times :)


    i still think, repair is only too good on basic thaumium tools.

    but the pick of the core, axe of the stream etc. are items, that take a lot of work to build up. id hate to see the enchant go in its current form on those items.

    upkeep costs are not fun : /

    if i wanted that, i could use vanilla tools. as far as ive noticed, the repair enchant is in a good place in its current form.

    its not like tools have infinite durability. ive noticed the axe of the stream and the pick of the core taking quite some damage, and it takes abit of time to repair. so i have to take breaks between mining and chopping wood.

    and most importantly, the arcane bore actually needs a pick of the core with repair 2 and unbreaking 3 to be able to run an entire cycle on full enchant, without having to replace the pick.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    crap. i didnt make a backup of my world for a while, and have the problem that minecraft now always crashes upon loading the world.

    the problem seems to be some of the greatwood plank covers i made. i dont know what the problem is exactly, but is it possible to somehow access my inventory outside of loading the world and remove the offending items?
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Quote from AndaleTheGreat

    Brought it up before and gonna bring it up again.
    Please give this mod more tiers so you cannot double ores inside of 30 minutes.


    if you look for a tiered progression, try iguana tweaks.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4-1.7.10] Thaumic Exploration [0.6.0] - Thaumcraft 4.1 Addon - MOAR CONTENT
    i dont find the amber staff core very useful tbh. since the purpose of the amber wand is to be a crafting tool, but staves cant be used for crafting. also, there is the staff of the primal, that restores all types of vis aswell (i think even the same amount), but has 10 times the capacity.

    it seems mostly there because every other wand core has a staff version. i dont think its really needed.


    but i really really like the new wand caps. thats how the high tier wand caps and wand cores should work imo. not just building up to the most storage/vis discount, but branching out more, that you can craft equally good wands/staves for different purposes.

    the research should probably branch out from the golen wand caps, since theyre on the same level as thaumium caps.

    and finally i have another suggestion for wand caps. they would be at the same tier as the 2 new caps, and allow the wand to drain compound aspects from nodes.
    Posted in: WIP Mods
  • 3

    posted a message on [WIP] Advanced Thaumaturgy - Thaumcraft 4 Addon
    Quote from LycaonX

    Apologies for the lack of posts and a 4.1 builld. Got a paid coding job I'm working on, and, well. Food before fun :(


    no biggie. job comes first.

    but as soon as youre back. ive got another idea.

    a thaumic terraformer. consumes large amounts of essentia, depending on what biome you want to create, and the size of it, to permanently convert the land around it. (for example creating a magical forest would need praecantatio, herba, arbor). all conversions would probably need perdito, since you cant create a new biome without destroying the old one.

    there are already some mods who have terraformers. i think mfr, and ic2 are two of them. but considering how useful the thaumcraft biomes, or magical biomes from bop are with thaumcraft, this would be awesome.

    trigger for the research would be to have scanned all the nodes, that convert biomes. pure, sinister and tainted.

    it could require a big structure, like the infusion altar to set up.
    Posted in: WIP Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    i had to disable hecates : /

    i hope them killing thaumcraft golems is fixed in the next version. its really painful to lose some of them, because the better ones can be difficult to make.

    i tried fencing the area in, and have everything illuminated but those basterds still managed to sneak in. its like they go crazy for the golems and ignore everything else, like zombies are drawn to villagers.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Tristan379

    If you want golems to stay in(or out) of an area try some Paving Stones of Warding.


    they will still try to get out to pick up items though, and get stuck.

    lets say they handle an animal farm, or a tree farm. a sapling falls on the other side of the fence, and they will get stuck trying to get it, instead of ignoring it and picking up the 20 other saplings they can reach.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    the ender quarry from extra utilities establishes its boundaries via fences.

    i know golems arent blocks, but would it be possible to do something similar for them? allow them to recognize, that theyre inside a fenced off area, so they wont "see" any items that fall outside?

    might fix some of their derpyness.
    Posted in: Minecraft Mods
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