- KillaMike
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Member for 12 years, 1 month, and 28 days
Last active Mon, Mar, 21 2016 20:49:26
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- 228 Total Posts
- 36 Thanks
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Jun 13, 2013KillaMike posted a message on Snapshot 13w24a Ready For Testing!Invisible spider? I'm starting to think vech's involved...Posted in: News
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May 11, 2013KillaMike posted a message on Snapshot 13w19a Ready for TestingPosted in: News
I wouldn't mind if the obsidian texture changed to the new coal block texture. I love it, and obsidian really does look terrible.... and if it meant we got two nice looking blocks for building I wouldn't mind. =p -
Jul 27, 2012KillaMike posted a message on Community Creations - 1.2.5 Goes Out With a Bang - Biggest Cannon EverPreparing testificate for launch in five, four, three, two, one. Initiating blast off! "BOOM!"Posted in: News
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The idea of these nodes being more intuned with nature, and the world is definitely exciting and a good prospect to work towards. And seeing the act of having to balance these out kinda brings some nostalgia back... Any chance we might get crystal farming back?
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Nodes in thaumcraft three were fun.... building nodes larger then most of the landscape was fun... But I've been burned by them to many times... I could grow one out and then it just vanishes... And then I had go out, find a node to hook off of and spam silverwood trees. It was a great concept at the time. But they were simpler back then aswell.
Nodes today have many parts and mechanics to them... Aspects, size, modifying aspect for a node... It makes it a pseudo science of sorts. Being amazed by these orbs of lights, learning all you can, then you learn to harvest their power and manipulate it. Growing and nurturing larger nodes. With each iteration of thaumcraft we have seen these changes, introductions, and additions in mechanics. But Thaumcraft 4 feels like the iteration that really hit home with most of these parts.
It brought back so many old features and did them right. The only thing I feel like it kinda got gimped was taint. It has so much going for it and crazyness but it holds so little weight... Seeing a mechanic similar to TC 2 possibly dealing with nodes might be a good place to start. Imagine if as you gained warp your node would slowly become corrupt aswell? It would spread the taint and force the warped and twisted thoughts in your head into a reality. That warp and taint were somewhat more directly related. If a node can feed off the aspects of nature, why wouldn't it draw from a creature living so close by it?
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Could it be any biome mods that add villages to biomes aswell? Would I need to disable them? I'm getting a similar crash without any mods that go out of their way to spawn structures. I'm really scratching my head as to what it is and why... My suspects fall on my two biome mods and possibly the galacticraft mods? Or possibly thermal foundation which I was using to modify oregen...
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Currently using Forge 10.13.2.1230
DragonApi V2
CaveControl V2
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I feel like in some cases, it would make sense to have some aspects to have multiple parent aspects rather than one defined set, would definitely help out in the research game where you have tons of one aspect that you use in parts, but then end up using tons of a component that isn't so widely covered..
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Ah alrighty I was hoping to avoid that as it was the only armor that really seemed to be balanced to a vanilla scale but I guess there's more to it than the vanilla armor scale system is telling. I found a solution through natural absorption mod at least though. Hoping it'll equalize all unique armors.
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Doesn't seem to work this way anymore. I was having a play with it, tossing items at the node, but no dice.
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The only time I noticed any damage is when the first two drumsticks of hunger drained and I stopped regening health naturally. At that point the dragon was fully capable of doing damage about half a heart at a time. Is there any chance the dragon will receive any attacks that can pierce armor? I've been looking into a few other methods to try and tone down the player defenses such as trying to remove health regen for the meantime.
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Hm never thought about that.. I have both automagy and Botania, I could probably save a lamp of growth aswell. Might give this a quick overhaul to see how it works out. Might even cut down on how many arcane alembics I needed for the settup without all that other fluff getting in the way. Thank's for the tip.
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http://imgur.com/a/h2cl2#0
There is a picture of a mana bean farm I had set up. Two iron golems one with use for replanting, the other with a gather core to pick all the mana beans. It's probably going to be a bit of a pain in the butt and I'm sure someone can make one that does the job proper. But it works with no hiccups. I'd recommend just focusing on hard to come by aspects like spiritus, and lucrum.
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Also just a question, I combined several of the knowledge fragments into an unknown research. However I'm unsure of what to do with it. I have plenty of items I haven't scanned to unlock like the bone bow or bath salts. However I can't seem to figure out what to do with it once it's made. I've tried right clicking the research, scanning it, throwing it in the table, and even putting it in a crafting grid to see if I can uncraft it once I couldn't figure out what to do with it.
I understand they are meant to reveal researches in cases that would normally require you to scan something like ethereal rose from taint, but my problem is, what do I do with it once I have combined it and received an "unknown research".