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

    I actually like the idea of the maze rearranging itself, but maybe rather than actually changing the dungeon itself perhaps it could generate multiple areas that look the exact same and when you get to an area like that you can teleport to another one of the areas?

    Well, now here's an idea. There's currently only one layer of dungeons, right, with just empty space above and below it?

    Well, how about putting in two or more layers of dungeon, and connecting them with intradimensional portals? That would not only make the maze more complex, but also allow non-Euclidean geometry like 720* loops. If XCompWiz ever updates Looking Glass API to 1.8, you could even make the portals seamless (and since it's within the same dimension and even the same chunk, there would be no load time).
    Posted in: Minecraft Mods
  • 3

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from codebracker0»

    I totaly support hat mods for trees.
    Posted in: Minecraft Mods
  • 2

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

    so what did you guys think of my weather control idea on the last page?


    I actually proposed something like this a few months ago, under the name Cloud Sprinkler and with the intent of being a large-scale farm watering device.
    Posted in: Minecraft Mods
  • 2

    posted a message on Highlands - Uncharted Territory (finally for 1.8.9!)

    I made a model for willow trees, do you think you could add them? It looks super cool, and would be a good source of yellow wood.


    https://www.dropbox.com/s/aao7go0a9h4k071/willow model.schematic?dl=0

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

    And we could be using just a single type of essentia too. I don't think either change would improve the game. Heck, I don't even like it when the aspect tree is pruned. (And I still want Praecantatio back)

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

    Have someone really made a mob grinder in TC5 and can tell/show how it is done? I have never done mob grinder without some mod means to accelerate spawn (cursed earth, portable spawners etc), so don't know how to approach this.


    I made a vanilla grinder in MC1.5, I'm sure it would still work. It was just a long room with a 2-block-deep ditch full of running water along one side leading into a lava blade and a hopper, with the ditch rim lined with signs so mobs walked into it. Along with a couple of gubbinz like a piston door, a bucket-dispenser rig for sweeping the room, and a strategically placed cactus for killing spiders. I got lucky with that one, it was in a survival superflat and there was no place for Endermen to teleport away to, so it generated ender pearls.

    The grinder in my current TC4 world, on the other hand, is just a big cave dug into the side of a hill that I occasionally clear out with a chain lightning focus. That one's gubbinz are a fence just outside the cave mouth where I can trap creepers in skeleton arrow range for music discs, redstone torches so I could see my prey, and a silverwood planted over the cave so I got wisps and pech.

    Posted in: Minecraft Mods
  • 1

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

    For those with taintpocalypse problems: taint is finite and consumes flux to grow... unless it grows a taint geyser, which produces more flux. Destroying those is top priority.

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

    On thing I've been meaning to suggest to a modmaker: the sword Nightblood come to Thaumcraft!


    "Destroy evil."

    Requires an iron sword, some silverwood, some ordo shards and 1000 spiritus vis (yes, that is 15 1/2 jars!).


    He generally isn't directly used, rather he's thrown on the ground. Mobs that can equip weapons will go out of their way to pick him up, and when they do they'll promptly turn on the other hostile mobs and attack them, and start attacking themselves when they run out of targets.


    The sword also has a very powerful "unsheathed" mode where you use him directly, with a massive attack power and (slightly nerfed) creative block-breaking, producing large clouds of black smoke on every hit. However, in unsheathed mode he will rapidly chew through your vis reserves, and when you run out of vis he'll eat your health, so fast that when you get to health you'll have just enough time to throw him away. When thrown away, he'll disintegrate one last block and then revert to normal sheathed form.


    Quote from EarioSoman»


    1. Taint gas begins building up, creating a tainted zone. This spreads outward.

    2. Living things begin to become affected, turning into horrible, twisted beings whose only purpose is to consume.

    3. These living tainted things begin to lump together, becoming bigger and stronger. Certain combinations are very horrifying.


    http://sssscomic.com/comic.php?page=178
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Emrakul42»

    The bad wording wasn't the only contributor, someone responded as if the best way to obtain vitium is with salis mundis...how silly. If you're saying that the recipe is simply not worth it and there's better uses for metallum and vitium, and mining is better, you are correct. I just think that mining can be too long and dangerous for some and would rather get metal from the comfort of home. I, for one, find vitium in great abundance and metallum as my limiting factor. Why would you store your metallum essntia in phials instead of jars? Jars are cheaper and store more. Even if vitium were limited, it can be used for only so many things aside from transmutation like ethereal blooms, void metal, and some infusion recipes. Sure, putting the nuggets back into ingot form may be tiring, but I find it very much so worth it (try using shift-drag on a crafting table). Maybe it's just me but I have rooms-full of jars of metallum and praemuno. I am playing on hardcore where it would be strange to see a mob NOT in armor (a sword with looting helps a lot too). One nugget into three seems pretty fantastic to me. Also the auto-crucible makes things a billion times faster and easier.
    If you're saying that metal transmutation is simply underpowered, then I won't argue against rebalancing it. More nuggets for everyone!

    I think what we might be thinking is that Taint is literally the reified essence of wrongness, and requiring any kind of resources from it for an everydaytech operation just seems perverse. It feels like it should be fought by the sane and exploited by the mad, not required for sane things.
    Posted in: Minecraft Mods
  • 1

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

    In TC5, will taint (once spawned) consume the world, if left unchecked? Or does it stop spreading once it's drained enough of the local Vitium aura?


    I haven't found nearly enough Shimmerwood trees to encircle the mess, so it's relocate, restart or Wuss Mode (shudder) if it's unstoppable without lots of unfarmable resources.


    It keeps spreading, because eventually it starts producing "taint geysers" that create more flux. If you're trying to keep a patch under control, you'll need to patrol it for those.
    Posted in: Minecraft Mods
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