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    posted a message on Ships Mod - Build sailable ships out of blocks

    Hi, I'm planning to use this in a survival-island / ocean exploration modpack tentatively titled PWoT Island. Really excited to try this mod out; I'm hoping this will take Archimedes Ships' place in all my future packs!

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    I've been having a really weird sort of problem with MCA. I left my server on Peaceful difficulty overnight, and when I came back the caves were filled top to bottom with hundreds of villagers.

    Then, when I turned the difficulty back up, hostile mobs refused to spawn naturally. It was all villagers, all the time.

    I think what happened is they decided the caves were their home village, and started spawning new villagers to fill it up... and without any predators to thin their numbers, their subterranean society began to spread without limit.

    And then I guess villagers must belong to the MONSTER spawn list? And they reached the spawn cap on their own, which prevented any more MONSTER mobs from spawning.

    Would it be possible to put a configurable cap on the number of villagers in the world? I saw an option for number of kids, but not of villagers. Also, something to make villagers not treat underground areas as villages unless they're well-lit?

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Two more cents for your growing pile of pennies.

    Aspects
    I agree with everyone else that a large list of aspects is ideal. Figuring out the logic of which aspects do what, working out where one might find them, then setting out to collect them is really fun.

    You're right that there's some redundancy, but I think that's actually a strength of the system. There are a dozen or so common, robust aspects like Motus and Imperito that show up again and again, with well-defined properties: transmutations always involve Permutatio, for instance. Then you've got a bunch of more obscure or specialized aspects that provide the flavour of this specific enchantment. The former are conceptual, relational, sort of like verbs; the latter, concrete, elemental, nounish. It's a good setup, and the mod would suffer if you reduced the vocabulary available to enchantments.

    If you really do want to reduce the number of aspects, though, you should probably restrict your cuts to the nouns, leaving the verbs intact. I'd expect that aspect nodes would cleave more to the noun side of things than the verbs (where would you look for an Instrumentum node, anyway?), so if you want a slimmer range of nodes you only really need to trim the nouns.

    Also, vague idea: maybe instead of removing similar aspects entirely, you could make certain aspects subtypes of others? Like, instead of cutting Aer and Volito in favour of Aura (for example), you might rename them to Aer Aurae and Volito Aurae. They'd work just like Aura for ordinary purposes (and might be indistinguishable without a specific mid-level research), but certain advanced research and enchantments might require the Aer (or Volito) flavour of Aura. This would again allow you to have fewer types of node while retaining the full array of aspects.

    Vis
    Both vis and essentia, please. But by all means, rework how vis comes into the world until it's more stable. (I do like being able to create nexuses and dead zones, though.)

    Spellcasting
    I'm okay with spellcasting in theory, but it'd have to stick to the "A mage is defined by his tools" tone that Thaumcraft already has going on. I could see it working like, you know a set of spells, but on your own you can't channel energy fast enough to use anything more than the weakest form of each (e.g. a spark eqivalent to a flint and steel). You'd bind spells into wands, and those wands would channel larger amounts of vis much faster (or alternatively, use vis more efficiently), producing greater effects (e.g. a fireball). More advanced items—call them staffs—would increase your personal storage capacity (or rather, act as an auxiliary storage that you can tap into automatically while you're wielding them), as well as improving your channeling rate. (Perhaps only while you have the appropriate essentia stored in it?)

    Or in other words—
    Personal spellcasting: flexible, but very low power
    Wand: contains single bound spell with a set (potentially high) power and storage
    Staff: stores vis and essentia for personal spellcasting, increases power of personal spellcasting

    That may have been a bit unclear... it's a bit late, and the idea isn't fully formed yet anyway. I may come back and rewrite this last bit later.
    Posted in: Requests / Ideas For Mods
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