• 1

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

    This all sounds very cool and a much deeper twist on the current form of Taint. I'd love to see the Deep taint implemented at the very least, as caves are severely unloved in most mods and could use a nice twist like this.

    -------
    re: side note; yep, Hytale has me hyped beyond belief, and i agree that thaumcraft would nicely fit in among what content we've seen so far :D

    Posted in: Minecraft Mods
  • 1

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

    The "Sticky projectile" is...


    Get Spit at by a Llama.

    Posted in: Minecraft Mods
  • 3

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

    OKAY SO don't use /summon thaumcraft:fluxrift unless you want a bad time.

    *cough cough* :P

    Posted in: Minecraft Mods
  • 1

    posted a message on Additional Lightning Mob Transformations?

    So, checking out the 1.13 snapshots, I realized that with Channeling, you can easily strike almost any mob in the overworld with lightning. Looking at the list of mobs transformed by lightning, it's a decent trio of mobs.

    Pig > Zombie Pigman
    Villager > Witch (which is an advancement now!)
    Creeper > Charged Creeper

    But then I absentmindedly threw a Channeling trident at a Zombie Villager, and I began to wonder...

    What other mobs could transform when struck? Now more than ever seems like the time to ask, with this on-demand striking power at the cusp of minecraft's survival mode...

    Here are a couple of quick, interesting ideas.

    Since I mentioned it, I may as well start with it.
    Zombie Witch (or Necromancer)


    Made by striking a Zombie Villager with lightning, this undead practitioner of dark arts retains far more knowledge of potions and magic because of all that empty space in a zombie's brain, leaving them with a mind stuffed full of mystical know-how. They'll throw far more complex potions, sometimes even Lingering Potions, and won't hesitate to heal up any undead around them with Harming Potions, targeting low-health undead. This even includes the Phantom, which is just about the absolute worst thing ever. The Necromancer will even throw Strength splash potions at its undead allies. Some have even said that, during the lightning storm, Skeletons surrounding a Necromancer are turned into their far more hellish relatives, Wither Skeletons, which charge into the fray with their stony blades thirsting for blood.

    Uses: Drops advanced potions when killed, and has a chance to turn normal skeletons into wither skeletons, which can drop Wither Skeleton Skulls.

    Lesser Wither Skeleton

    And of course, there's the idea of Pigs turning into Zombie Pigmen, why not turn the overworld's skeletons into Wither Skeletons? Of course, I'm not just suggesting this so that skeletons drop coal, no no. I'm suggesting this because it would be an easy way to get Wither Bones. Yes, I know, there have been suggestions and mods to replace the coal/bone drop with a Wither Bone drop, and this is exactly what this entails. Give Wither Skeletons and Lesser Wither Skeletons a drop of Wither Bones, and remove the bone/coal drops, while Lessers can't drop skulls. Burnt skeletons shouldn't drop unburned bones. But I digress. Lesser Wither Skeletons would retain their bow, but with a high chance of it either becoming enchanted with the enchantment of Flame. Note that a Necromancer DOES create full Wither Skeletons, NOT Lesser Wither Skeletons.

    Uses: Drops Wither Bones, whatever those end up doing.

    Those are my current two ideas for additional lightning-struck mobs!

    Posted in: Suggestions
  • 1

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

    Don't know about many resourcepacks, is Unity 16x16? And if not, does anyone know any good 16x16 ones?


    Unity is pseudo-16x16. It looks mostly like 16x16 but there are subtle details (or something, I can't tell.)
    Posted in: Minecraft Mods
  • 1

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

    Made a bit of concept art for some of the things.


    Nice! So of course I went and made the textures for the other components suggested earlier.
    Posted in: Minecraft Mods
  • 1

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

    Materials: Leather, Rabbit Hide, Phantom Membrane (1.13), Hellbat Skin (new!), Enchanted Fabric, Void Silk (harvested from a crop made from a void seed + Alchemy/Infusion)
    Resonators: Vis, Essentia, Alternating Redstone, Inverse Photon, Flux
    Knuckle Materials: Iron, Gold, Brass, Thaumium, Void, Purified Native Iron (Native Cluster Purification applied to ingots)
    Extras: Armour Plating, Flux Venting Circuit, Crystal Reformation Chamber, Aura Feedback Loop, Vis Battery


    Nice! Concerning materials from our addon, I came up with some stats for the materials it currently (and potentially*) adds.

    Materials: Alchemist's Cloth* (efficiency++ when paired with the Essentia (or Improved Essentia, see below) Resonator), Abyssal Silk* (Potency+ and efficiency+ in low light levels).
    Resonators: Improved Essentia (upgrade to the Essentia resonator using Alkimium. An additional level more efficient with Essentia consumption).
    Knuckle Materials: Alkimium (Efficiency+ when used in a gauntlet with an Essentia Resonator), Abyss Metal (Potency++ but Efficiency- and it makes magic strange and dark.)
    Extras: i got nothing

    Edit: forgot the Thaumometer slot

    Thaumometer: Fluxmeter (A thaumometer infused with vitium crystals and essentia); Adds Flux levels to the display bar of the Gauntlet.

    Posted in: Minecraft Mods
  • 2

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

    Knuckle materials: Iron (regular), Brass (speed+, discount+), Thaumium (potency+), Void (speed+, changes effects), Gold (speed+++). Speed includes cooldowns.
    Glove materials: Leather, Enchanted Fabric, 1.13's Phantom Membranes, Rabbit Hide, a new nether-y thing?
    Thaumometer: Think Thaumic Horizons (?)'' lenses. These would obviously act differently in a Gauntlet.
    Resonators: Vis Resonator, Essentia Resonator (allows for more efficient and potent casting using jars/phials in inventory, made via Infusion), Alternating Redstone Resonator (changes effects like void metal does), Inverse Photon Resonator (potency increases with light).
    Extras: umm...

    Maybe a drop from Hellbats similar to Leather and Rabbit hide? Maybe (if foci are fixed to work in the nether) it makes the gauntlet a bit more frugal in the nether, or the like.

    As for Extras, Morinor (a friend in a thaumcraft discord server) suggested Armor Plating, which would allow you to sneak-right-click with the gauntlet to make it function like the Shield, and block using the armored gauntlet. Perhaps different Plates of metals would have different effects, or block more damage based on the armor set. (Meaning any non-armor metal plates like Brass would not be applicable, but you wouldn't want to guard against an attack with that.)
    Posted in: Minecraft Mods
  • 3

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

    So I tried to start brainstorming ideas for a TC6 addon with a friend, but we kept getting stuck on the idea of customizable Caster's Gauntlets as the thing we'd want to add to TC6. So instead, I'm here to bring this idea back from a couple dozen pages ago and about 5 betas in the past, because I have nothing better to do with my day and I really think it would bring back some of the "feel" of thaumcraft when it comes to Foci.

    Firstly, I did a quick mockup/doodle of the potential GUI for this "Gauntlet Workbench" that would be used to make Gauntlets. (See attached image.)

    And I have here a list of what each GUI inventory slot would be for in the gauntlets.


    "A - Knuckle material. Changes casting cooldown & can be swapped for metal spikes for melee damage bonus at the cost of slower casting speed than usual per material.

    B - one of four glove material slots (B, D, F, H). all 4 must be the same material. Can be leather, enchanted fabric, or the like.

    C - Thaumometer slot. At this point, the thaumaturge can make special thaumometers designed specifically for casting gauntlets, for different aura monitoring bars in the upper left.

    D - See B.

    E - Resonator slot. Changes focus potency, better resonators allow for stronger spells.

    F - See B.

    G - Bonus or Misc. slot. Could be anything useful for a gauntlet. Or even cosmetic. Go nuts.

    H - See B.

    I - Final output of material configuration. The finished gauntlet."

    NOTE THAT THIS IS DEFINITELY BASED ON PREVIOUS DISCUSSION IN THIS THREAD. THESE ARE NOT FULLY ORIGINAL CONCEPTS. I just really like the ideas that people suggested for these gauntlets.

    Posted in: Minecraft Mods
  • 1

    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from GlitchReaper»

    To be fair the Seven Deadly Sin Aspects are in TC5 and probably still in TC6.

    Not really, only Greed (Desidirium) remains in TC6, and was always the only deadly sin aspect because of Gold and other precious minerals.

    Interesting though that gold and gems inherently have an aspect of "desire" as if their aspects were determined by a sentient being with similar comprehension to us >_>
    Posted in: Minecraft Mods
  • To post a comment, please .