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

    Absolutely loving the update, fantastic job! Must say, though I'm a bit surprised there's no shield focus, its almost the first thing I thought of when I saw the gauntlets (first one was: "that's so coool!"). Anyways, some sort of ethereal shield that casts the effects when you are struck could be interesting...

    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    Oh, hope to see this "other mod" you speak of come to life... Really loved Automagy (I still miss the inventarium in the newer versions of Minecraft), so Im sure this new mod will probably be as good as the latter. I shall now return back to the shadows, lurking this thread whilst wating for news on this project of yours... :)

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

    You could also place it over a hungry chest...

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Im guessing there's not a chance for you to update to 1.11 before that... Pretty please? :steve_blushing:

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Well, I think there's a biome id conflict, between Ars magica (witchwood forest) and Abysalcraft, both using biome id 100. Try making a NEI id dump, and changing the ids so they no longer conflict. Or, if you're lazy, just increase the Witchwood forest id value so it no longer crashes

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

    An essentia funnel from thaumic tinkerer should do the trick; alternatively, you could attach some bellows to an essentia buffer to get the essentia out of the jar, to then store it in a new jar

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

    Doing research in thaumcraft has always been fun... the first couple of times. Then it was just a nuisance you wanted to go away so you could get to the fun part. Why was it boring? In my opinion, because of one thing: doing the same minigame over an over again (don't get me wrong, the mini game is awesome), for not only you had to do it to unlock the whole thaumonomicon, but you had to do it in every playthrough, should you want to play legit. How can this be solved? Via empirical observation.

    So, in my suggestion, research would be done as follows:

    1- You scan different items trying to understand what they are made out of (as usual, with your trusty thaumometer).

    2- Then, you expand your knowledge of said aspects by gaining empirical knowledge of it, learning how kit interacts and modify the world; this is achieved by simply witnessing said interactions: you gain knowledge of terra by breaking stone or dirt, of aqua by swimming or sailing a boat, ignis by being on fire, smelting things, lux by lighting up dark places, and so on and so forth. So, every time you witness those, there's a chance you can get it (this percentage could be increased with the research mastery -obtained by researching things)-, and by having researched said aspect in previous iterations of the game - so it will get easier if you have done it's research already-). Alternatively, you can experiment with essentia (mini game) for a higher chance of discovering something, but with a chance of something going wrong (explosions, flux or warping your mind -this comes from codebreaker's suggestion-) or by using a lost research note that unlocks a random item.


    3- Finally, the actual research would be done as follows: each research has a set of aspects associated to it. When you research said aspects, they show up, so you can unlock it using experience points


    Also,regarding warding blocks, why not make it so you can ward a chunk so only you can break things in that chunk?

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Has anyone taken a look at the suggestions I posted a couple pages ago? Any thoughts?

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    So, seeing how the mod is “reviving” on 1.10.2, I would like to share some ideas I’ve had that I think could fit the mod. At one point I tried to learn Java, and code them myself, but I eventually gave up on it, so I thought I could share them with you guys. The list is somewhat big, and probably most of it might just be nonsense, but, should it give you some inspiration for this mod or an addon, or something completely different, then is worth it

    Note: When I came up with these ideas I tried to make it as more balanced as I could... In most of the cases :D


    Mage Rank:


    Basically, mages are divided into ranks, according to their magic level; There are four ranks, Apprentice (0-24), Mages (25-49) Scholars (50-74) and Archmages (75-100). This distinction will be useful to determine what a mage has acess to (see later on)


    Mana imbuer:


    New block, gui less, added as a new crafting mechanic, with which you infuse ítems with mana, in a somewhat similar fashion to Thaumcraft Infusion: You place a set of items in the block, and then you infuse them with mana from your mana pool via right clicking with an empty hand. ¿Does anyone remember how in the first versions of AM, you could power the devices with your mana? The idea is basically that (with a similar animation). Here you can see an example of the usage of the ranks, where you can only craft items that belong to your rank, or lower.


    Minor Imbuements:


    Armor imbuement is a really cool mechanic… but I feel limiting to only armor, looses a lot of it’s charm. With the mana imbuer, you could be able to imbue other items, such as bows, shields and swords with less powerful imbuements, such as the ability to repair it using mana, (Btw, shouldn’t there be an armor imbuement that allows you to do that?) or reduce a bit the draw time…


    Wands, scepters, staffs:


    Spell weaving is cool, but what is a wizard without a staff? These could be an upgraded version of the Arcane Spellbook, offering higher discounts, or reducing the spell cost, or the burnout it generates; Perhaps they could be attuned to an element, limiting those effect to said element. They would also be affected by ranks, being wands for mages, scepters for Scholars and staves for archmages.


    Spell scrolls:


    Similar to how staves used to work in AM, these would offer the ability to cast the spell inscribed on it, without any mana cost whatsoever. It will, however be consumed on cast (And probably somewhat expensive… you know, no easy free cast involved)


    Mana stones:


    These magically infused stones, allow you to charge them up with mana, and use it later to recharge your pool once it’s depleted. You can then tinker with them to modify it’s funcionality a bit, so instead of releasing the mana into your pool you release it into the world in the form of a spell (basically, same as the scroll but rechargeable… and thus expensive to make –using pure essence, for instance); Perhaps you can then place it into the world as a primitive caster of some sort (called a sentient Stone or something)...


    Baubles integration:


    I’ve always dreamed of having Ars Magica magical rings. Perhaps there could be a bauble versión of the aforementioned Mana stones, or they could use the ring’s charge to cast a buff on the player (Scholar lvl)… Perhaps they could use mana to influence the world around it… (Nenya, anyone?) (Archmage lvl)… Or perhaps a belt that grants a % resistance to an element (to add to the ones the armor gives)… The posibilites are endless.

    Spell Components/modifiers, and alike:

    Spell component: Elytra


    Perhaps you can make it so you can use the elytra without having to give up the chest slot?

    It could maybe be added as an imbuement instead


    Bound primal Armor:


    This spell is bound to an element (decided by throwing an essence in the crafting process), and temporarily grants you the effects of the affinity is bound to (Bad effects are intensified maybe?). It also generates particles around the player, like an “armor”.


    Spell Shape: Sustain


    With this shape, you will “constantly” cast a spell, until you ran out of mana, or you cast the spell again; It’s probably wise to limit it to buffs; It will grant you the desired buff, but it will drain constantly a Little amount of mana (which depends on the buff itself) This would mean that you will recharge mana slower (and that you can only sustain a limited amount of spells).


    Spontaneous casting:


    The idea is to be able to cast a spell shape you’ve unlocked in the occulus, without the need of a spell, using a gui similar to that of the inscription table. This will obiously come with serious limitations (mana cost 2/3 times as high, you can only cast touch and self shapes, and you can’t use modifiers).


    Seals:


    An advanced and really powerful versión of spells, only known to Archmages and scholars, this allows you to maintain an effect in a certain área (the bigger the área, the more the maintenance cost). It would work simlarly to a beacon (it could even have a beam going off to the sky), and it coould for instance cast Ars buffs or debuffs to other players (perhaps some sort of whitelist could be added). Another cool efect could include a magical barrier that would prevent anyone from passing through, or perhaps increased growth tick or random bonemealing… you get the idea… When cast it would remember the level of the caster (or casters, maybe… I really liked how, back in the day you could do multiple player rituals), and drain all it’s mana, which will then add it to it’s pool and use to do it’s effects. The more effects they have, the more mana it will consume. Later on, you could also do a ritual with a celestial prism or a black aurem, so it can use daylight or mob life to charge it’s pool.



    On a side note, I've tested the 1.10 update a bit in creative, and so far it seems really cool... I really liked the little puns on the shapes and components when hovering over them in the occulus... Also, Elytra + Fling spell... really nice combo :D

    Posted in: Minecraft Mods
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