I for one would really miss golems. Even when they are goofing up. For me it's kind of part of the experience to create an environment where golems are less likely/unable to stop functioning. That whole thing has a "The Sorcerers Apprentice" vibe for me and the fact that you have these magic things that just do what you tell them to, but are unbelievably stupid at times makes the experience just more "magical" and flavors it differently than "just another tech mod".
Maybe wisps could be a sort of alternative/super tier to golems in some respects. Like the pneumatic tubes vs magtubes from RP2. Expensive but super reliable. Maybe they can be reserved for item transfer functions or something and leave the butchering/guarding to the golems.
But idk. Do what you gotta do. I wasn't too sure about having a stupid glove instead of a cool wand, and by now I have grown quite fond of my fistful of magic
1) something that is believed to have magic powers and especially to prevent bad luck.
2) a small object that is worn on a chain or bracelet.
( http://www.merriam-webster.com/dictionary/charm )
Like how a rabbit's foot is a good luck charm, or how Dishonored has bone charms you wear that give you abilities.
Yea, my point is: isn't it common to have a couple of them stowed away somewhere, rather than actually wearing expressly one or two as with amulets or rings? Any charm on a string to be hung around the neck probably should rather be an amulet.
What's "Charm" though. When I read that, I immediatly have to think of Diablo II charms, and those were active whereever you had them in your inventory.
So I have been toying around with a few ideas (because thinking about TC is about all I have time for most days).
One of these has been a complete rewrite of TC from the ground up. I'm not just talking Thaumcraft 6.0 here. More accurately it would be Thaumcraft II.
[...]
You are probably wondering what I want to change. Honestly, I am not 100% sure yet.
One of the basic changes I am toying with is turning the whole burn-items-for-aspects thing on its head. I have floated the idea in the past with mixed opinions.
In short: Instead of breaking complex aspects down into simple ones it will work the other way around. You will start out with primals and combine them till you get the aspects you want. Burning items for aspects might not even survive this change - raw primal essentia will probably be gathered for worldgen crystals initially and later using some aura related mechanic. See what I mean with big changes?
What is your opinion on all of this?
I'm not generally opposed to fundamental changes, although that often comes with having to start a new save :c. Where art thou, continuity?
Be that as it may, I am curious about what other changes you have in mind. Because I don't particularly like the proposed alchemy change for one I always liked the idea that everything in the world is made up of base aspects. That allows players to come up with interesting sources for certain aspects instead of being limited to moditem no. 42. I mean if that aspect does miraculously survive the introduction of the other system, I wouldn't mind ^^ I'd also be terribly disappointed if the "complete rewrite" would mean the current golem system would go away, because I think that's pretty sweet.
Personally I'm just wondering what kind of changes would warrant calling it TC II and I'm wondering why one would change it that dramatically to begin with. Because I think it's a pretty sweet mod as it is and redoing it kind of has the "it's so good, best case scenario it's just as good, every other scenario: it's gonna be worse" looming over it. End of the day just do your thing. I liked almost everything you came up with so far and I don't wanna stand in the way of change just because I'm clinging to the stuff I know
I have nothing against exclusive paths per se, but they should be really well done or they suck.
The problem with minecraft is that if a path is basically offering different items or recipes, someone else is able to craft them and give them to you, unless you implement some kind of class system and make certain items only usable by certain classes.
And while swapping items with other people in multiplayer can be kind of nice even, single player people would draw a short stick.
Also exclusive paths would require some kind of ingame reset so you don't get stuck with something you stop liking.
Ultimatively I'd probably settle for implicit exclusive paths.
Like with the Thaumium Fortress Armor and the Void Robes. You simply can't wear both.
Or maybe do something that rewards having low or high warp.
But, as I said, wouldn't even mind real exclusive paths, though I have no idea what that'd look like.
I have planned on making it just a normal tool in 1.9 and leaving it up to the player to enchant it. And obviously make the recipe a lot cheaper since out of the box it will only be a shovel/pick combo with no special abilities.
I actually changed my mind. Elemental Tools still are slightly more efficient harvesters and improving existing infusion enchants doesn't seem to have a chance to cause warping. The Crusher has the same efficiency as void tools, though. If it were up to par with the elemental tools (seeing as they get infused into it), it'd almost be worth a pearl, I think
If the recipe ends up being cheaper, with (i assume) no pearl in there and no special abilities, I'd maybe restyle it. The "crusher" does suggest a big smackdown on a large area. It'd seem ironic if it's only in it's pick+shovel for a single block-form, like the hulk dealing 1 damage. Maybe void ripper or something, where the void metal flows into the block and rips it out.
The "anti-magic" bit sounds much more fitting for Voidmetal Golems than Iron.
Maybe void guy could get it, too
Anyways, from the Void Metal entry in the Thaumonomicon:
"The only downside is that it isn't as easy to enchant as thaumium, but still compares favorably compared to mundane materials like iron."
As they are, those poor shmucks are never ever gonna be used by anyone.
It is virtually cost free to use Thaumium golems instead (converting iron to thaumium using chiseled stone bricks in a crucible, and some extra machina which one can get in pure form from buttons/levers).
And Thaumium golems are better in every single way. Same perks and disadvantages, but more health, armor and better damage modifier.
It's not even possible to get golems without having essentia smelters and alchemical metallurgy researched, so having them as "early golems" is a mute point.
Still, it'd be a shame not to have irongolems, so here's some suggestions:
-give them fighter by default (based on: vanilla iron golems are fighters, it must in their element)
-new perk "magic resistant" (because iron is a shitty element for magic in a lot of lore, apparently including mc and tc because of enchantability and iron wand caps), maybe even let them apply flux flu to victims or ignore protection enchants. Y'know, anti magic golems
-remove machina cost completely to allow for early golems. Because iron is a natural golem thingy. Throw in a pumpkin into the recipe ^^
being able to stay an hour under water in combination with a helmet enchant is not a big deal though. i dont see how it creates a lot of balance problems, especially since water breathing potions exist and are not any more difficult to make.
My beef with it is that it's not just a better alternative to the waterbreathing potion. It straight up nukes it and it on top of that it interacts absolutely brutally with respiration. It would still be considerably powerful if it cost 10 times the vis it currently does. Maybe settle for 1 vis per (half) bubble refilled or something
0
well i had a crash with infusion crafting in beta 14, too. for now i'd probably just sit back and wait until the particle issue gets resolved.
0
but 1 0000 0000 was a nice round number
0
Can I start playing with this version and be able to access the eldritch stuff later on?
Or more to the point: will there be terrain regen for the eldritch portals, or are these even already in?
2
I for one would really miss golems. Even when they are goofing up. For me it's kind of part of the experience to create an environment where golems are less likely/unable to stop functioning. That whole thing has a "The Sorcerers Apprentice" vibe for me and the fact that you have these magic things that just do what you tell them to, but are unbelievably stupid at times makes the experience just more "magical" and flavors it differently than "just another tech mod".
Maybe wisps could be a sort of alternative/super tier to golems in some respects. Like the pneumatic tubes vs magtubes from RP2. Expensive but super reliable. Maybe they can be reserved for item transfer functions or something and leave the butchering/guarding to the golems.
But idk. Do what you gotta do. I wasn't too sure about having a stupid glove instead of a cool wand, and by now I have grown quite fond of my fistful of magic
1
Would it be possible to set a windowed minecrafts resolution like with the fullscreen?
I'd love to be able to downsample in windowed mode.
Maybe with some sort of edge multiplier instead of a fix resolution setting.
If that would be impossible, it'd be also neat to know, just because out of technical curiosity
0
Yea, my point is: isn't it common to have a couple of them stowed away somewhere, rather than actually wearing expressly one or two as with amulets or rings? Any charm on a string to be hung around the neck probably should rather be an amulet.
0
What's "Charm" though. When I read that, I immediatly have to think of Diablo II charms, and those were active whereever you had them in your inventory.
3
I'm not generally opposed to fundamental changes, although that often comes with having to start a new save :c. Where art thou, continuity?
Be that as it may, I am curious about what other changes you have in mind. Because I don't particularly like the proposed alchemy change for one I always liked the idea that everything in the world is made up of base aspects. That allows players to come up with interesting sources for certain aspects instead of being limited to moditem no. 42. I mean if that aspect does miraculously survive the introduction of the other system, I wouldn't mind ^^ I'd also be terribly disappointed if the "complete rewrite" would mean the current golem system would go away, because I think that's pretty sweet.
Personally I'm just wondering what kind of changes would warrant calling it TC II and I'm wondering why one would change it that dramatically to begin with. Because I think it's a pretty sweet mod as it is and redoing it kind of has the "it's so good, best case scenario it's just as good, every other scenario: it's gonna be worse" looming over it. End of the day just do your thing. I liked almost everything you came up with so far and I don't wanna stand in the way of change just because I'm clinging to the stuff I know
0
I have nothing against exclusive paths per se, but they should be really well done or they suck.
The problem with minecraft is that if a path is basically offering different items or recipes, someone else is able to craft them and give them to you, unless you implement some kind of class system and make certain items only usable by certain classes.
And while swapping items with other people in multiplayer can be kind of nice even, single player people would draw a short stick.
Also exclusive paths would require some kind of ingame reset so you don't get stuck with something you stop liking.
Ultimatively I'd probably settle for implicit exclusive paths.
Like with the Thaumium Fortress Armor and the Void Robes. You simply can't wear both.
Or maybe do something that rewards having low or high warp.
But, as I said, wouldn't even mind real exclusive paths, though I have no idea what that'd look like.
1
I actually changed my mind. Elemental Tools still are slightly more efficient harvesters and improving existing infusion enchants doesn't seem to have a chance to cause warping. The Crusher has the same efficiency as void tools, though. If it were up to par with the elemental tools (seeing as they get infused into it), it'd almost be worth a pearl, I think
If the recipe ends up being cheaper, with (i assume) no pearl in there and no special abilities, I'd maybe restyle it. The "crusher" does suggest a big smackdown on a large area. It'd seem ironic if it's only in it's pick+shovel for a single block-form, like the hulk dealing 1 damage. Maybe void ripper or something, where the void metal flows into the block and rips it out.
0
Idea:
Allow quickcasting the grappling focus with the thaumostatic harness key when no harness is equipped.
Would require having a wand and a grappling focus somewhere.
That way there's a use to the key so it isn't bound to just a single item which has a good chance to not be equipped.
And you could pull off ninja moves easier, like slinging yourself upwards and placing blocks or shooting a bow/a different focus.
Could require research or even an upgrade or infusion of the focus into a chestpiece or something.
0
Maybe void guy could get it, too
Anyways, from the Void Metal entry in the Thaumonomicon:
"The only downside is that it isn't as easy to enchant as thaumium, but still compares favorably compared to mundane materials like iron."
1
Ordo is on chiseled stone bricks. Chiseled stone bricks have 1 terra and 1 ordo, the perfect combination to craft thaumium...
0
Let's talk:
TC Iron Golems
As they are, those poor shmucks are never ever gonna be used by anyone.
It is virtually cost free to use Thaumium golems instead (converting iron to thaumium using chiseled stone bricks in a crucible, and some extra machina which one can get in pure form from buttons/levers).
And Thaumium golems are better in every single way. Same perks and disadvantages, but more health, armor and better damage modifier.
It's not even possible to get golems without having essentia smelters and alchemical metallurgy researched, so having them as "early golems" is a mute point.
Still, it'd be a shame not to have irongolems, so here's some suggestions:
-give them fighter by default (based on: vanilla iron golems are fighters, it must in their element)
-new perk "magic resistant" (because iron is a shitty element for magic in a lot of lore, apparently including mc and tc because of enchantability and iron wand caps), maybe even let them apply flux flu to victims or ignore protection enchants. Y'know, anti magic golems
-remove machina cost completely to allow for early golems. Because iron is a natural golem thingy. Throw in a pumpkin into the recipe ^^
0
My beef with it is that it's not just a better alternative to the waterbreathing potion. It straight up nukes it and it on top of that it interacts absolutely brutally with respiration. It would still be considerably powerful if it cost 10 times the vis it currently does. Maybe settle for 1 vis per (half) bubble refilled or something