• 1

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

    Anybody have any recommendations for other mods that play well with TC4?
    I, personally, use Blood magic with TC, and most other magic mods simply due to the fact that it is unlike any other big magic mod out there. If you install the TC add on Forbidden magic you'll get some cross-mod support(Few fun items like a pair of scribing tools that turn your hearts into ink for the research table). All in all, blood magic offers a powerful, if risky option for many things.

    But always remember that power has a price, and blood magics price must be paid in full...
    Posted in: Minecraft Mods
  • 2

    posted a message on Witchery 0.24.1
    Quote from Emoniph

    Some criticism of Witchery was that you had to be a witch to counter it. While this is only partially true (you can get protections from other witch players) I added the Witch Hunter as a way for mid/end game players to protect themselves from he worst of what a rogue witch player can do. To this end, there are multiple ways for players who do not want to go to end-game in one mod to not suffer because they have made this choice.

    Form a PVP perspective, a well balanced end game mod IMHO should result in a 50% average win rate against any other well balanced end game mod if the players are of equal skill (or follow the rock-paper-scissors type concept). I prefer an underpowered end-game to one where you are effectively in creative mode. Even if it does take days of real time to set up (I remember my EE2 setup took ages but in the end I had creative powers and I was bored). This was my lesson that upfront cost does not justify extreme end-game power and a reason why things like the Vampiric Poppets (which can be very powerful) have both a limited durability, and can be found and removed using the Poppet Shelf Compass, and why most of the cooler effects are either in potions that must be constantly created, or one shot rituals that take setup for each one, each time.

    I am just posting these thoughts, since I hope people will find it interesting about why certain design decisions have been made in Witchery and why some may find the end-game a little underpowered. My design goal was always to fit in a niche between Ars Magica and Thaumcraft allowing players to experience all three without too much overlap.
    You make valid points. Blood magic goes for a similar power of "Potions and rituals". You can make great and powerful potions, but your going to pay a lot of upkeep to keep them. As for our BM rituals, most have large upfront costs, passive over time costs, or costs on use. While we have a ritual that gives everyone in range creative mode flight, the range is ten blocks. So it is great for bases, but due to both it's size and activation cost it has little use elsewhere.

    Blood magic tries to stay away from crazy creative mode feel while still being powerful. Considering the investment you need to make to get to BM end game, and how long it takes to get LP we find it balanced. Besides, you always must remember the fact that if we EVER run out of LP in a fight, our tools and armor are our worst enemy. Pair that with the fact that if you take any bound item from a player you can wreck their SN, leaving them at best nauseated or at worst dead. Besides, we have a relatively early game BM option to kill players in bound armor: Alchemy. Brew the right potion, and they will have a slow death.

    What I find interesting is that most of blood magic is quite balanced, given just the time investment needed. I hear you cry "But Bound Armor!", but you can easy get around that with nothing but vanilla harming potions(If I recall correctly). Considering the small cost of those things, it doesn't seem so OP in PVP if you know who your fighting. Same goes for an ars mage(Force them to use their spells and build up burnout, then strike when they're out of mana) and thaumaturge's(Fight them at range, their foci are quite weak at a long distance). If your fighting a Blood mage and you have no potions on you, ether run(Always a good option) or wear them out by dodging attacks and just poking them. Even the best blood mage has a limited amount of LP, so the more they use their powers the faster they drain their network. Then they kill themselves so you don't need to. And if you came as a witch hunter with nullifying bolts, you can quickly cut down any soul network.



    I personally find end game witchery quite powerful on a server. With nothing but a few rituals, a well hidden base, and taglock kits you can hold almost every player on a server hostage(Give me diamonds or I'll curse you). I find this an interesting point on how two very different mods balance their items and features. Witchery is more weak but useful, while BM is powerful but deadly to the careless(You have no idea how many people have died to lightning because of the ritual of binding).

    With so many magic mods getting API's, we might soon have an "Age of Compatibility", where if one player using X(Let's say witchery curses) mod is messing with you while you use Y(Let's say blood magic), Y has a built in way to counter X (perhaps a pricy ritual that needs a demon blood shard, but removes any curses). Seems like a foolish dream, but who knows?
    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1
    Quote from Emoniph

    I would love to add Thaumcraft to the list of mods that Witch Hunter players can zap, but sadly the API seems too restrictive. Currently it's just Witchery, Ars Magica and BM that can get drained.

    The balance for Witch Hunter comes from them only being able to wear leather armor to benefit from their draining bolts and magic resistances. So they are then weak against direct melee. I am hoping for a rock-paper-scissors type dynamic on servers.

    I hope more mod authors think about this in the future that making effectively unkillable players with no counters kinda makes server play less interesting where PVP is even a slight factor (even if it takes ages to achieve). I tend to use the Minecraft limits for max damage and max damage mitigation as hard limits for much of what I do (since this is how most vanilla mobs are balanced).

    P.S. Aren't all players technically immortal in non-hardcore worlds?
    Well, blood magic armor isn't "Un-killable", as there are quite a few ways to get past it using just blood magic and vanilla(Potions being one way). And you must always counter balance anything BM adds with the cost you must pay. If our Soul networks drop to 0, the armor will kill us faster then the player hitting us.

    As for the witch hunter, the balance here is good, but one that gets too "Good" at hunting and killing can ruin the fun of other people. Does lead to a few interesting scenarios, but only if it isn't abused.

    As for immortality, the ritual we're working on WILL work in hardcore worlds(With a silly high LP cost. About 46 villagers with the best altar for sacrifice.), but we will have a smaller "Battle" version of it. You kill us once, then we get up and keep fighting. We will be the immortal blood mages, but you must remember: The greatest enemy of a blood mage is another blood mage.
    Posted in: WIP Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from tribaldragon73

    I can't seem to get Saxum, which is obviously really important seeing as how there's a lot of stone everywhere.
    I tried researching everything, all I get is terra, and I tried the combinations to make Saxum, but nothing works. What am I doing wrong?

    You're not doing anything wrong: Saxum and grainium were removed in the 1.7 update to go along with a complete re-balance of all aspect combinations. You'll find that there are now a lot more primal-primal aspect combinations now, so research is a little easier.
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42

    I'm finding that the wooden/iron-tipped wand will happily drain a node flat regardless of Node Preserver skill. This downgrades it from "obsolete" to "menace", as far as I'm concerned. I'm hoping this is a bug....
    Not a bug. The book does say that the more mundane materials that make up the starter wand makes the node preserver skill ineffective. That is why most tend to get rid of their normal wooden wands when they get a gold capped greatwood: So they don't need to worry about draining nodes.

    This is more of a balance point, and an incentive to make people upgrade. Can't have lazy thaumaturge's making a dozen iron wands as cheap batteries, now do we?
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from DJCherryTempo

    I gotta say, this mod is kinda iffy for me. While I like the idea of really needing to farm food for this all to work, the recipes feel a tad expensive to me. My luck with finding Diamonds/Actually getting Emeralds is really bad. Like, I could spend 10 Iron Picks on strip mining and find like 2 diamonds total.
    Well some of the items are a little pricy, you must remember one thing: You rarely need to make them more then once. You only ever need to make three apprentice blood orbs to get everything that "Consumes" the blood orb. Only items you need a very small number of of pricy.

    Look at the rituals, to use the end game stuff you only need one diamond and a demon blood shard(Plus cheap alchemy stuff) for the best activation crystal. Then stone, obsidian(Both of which can be auto farmed using only vanilla and blood magic), and a lot of life essence for the ritual stones and the cost or activation.

    I'm personally fine with pricy, one-time-unless-you-loss-it costs that is is most of blood magic. The one item that costs diamonds that you might more then one of is the lava crystal. But then the cost is a balance point:A diamond for a nearly endless source of fuel seems more then fair.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from TheBurninator

    Can two or more players use the same alter or is it bound to a single player's network?

    I play co-op sharing a home and resources and I'm wondering if we'd be able to use Blood Magic rituals, alter, etc cooperatively as well? I.e. One alter with a well of suffering and restoration that we can all use for LP income and to fuel rituals around the base that any of us set up. Will that work or will we have to have a seperate build for each player in the house?

    Appologies if this is covered elsewhere. I didn't find mention of it on the wiki or this thread.
    Two players can use the same altar, it cares not who the blood comes from(Except for you zergers... You make the altar very angry.) Do remember that rituals drain from the activators soul network, so you might want to have two or more altars to "Balance out" the LP income and drain. Nothing worse then getting nausea. Another possible idea would be to have a "Dedicated" blood mage to which all your blood magic items are bound to, so you have a "Universal" soul network to read and work from. You got options, but answers are trickier. But yes, more then one person can use a blood altar.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from RixdeTurcan

    Hello,

    I have an bug with the blood magic mod in a local network.

    When i create a well of suffering, and 2 block above, a ritual of regeneration, and after restarting the server (i'm not the host), the chunk hosting the master ritual stone seems to be corrupted, and recreated... So everytimes, i loose my rituals stones...

    It's a little bit annoying. Is anyone has a solution ?

    Thanks in advance !

    sorry, it's not all the chunk, just the a cube (of around 7 block ?). I have my altar 15 block above, and it was not reinitialised
    Well, that is very odd. What version of blood magic are you using, what were you sacrificing in the well, and does it happen in a test world?
    Posted in: Minecraft Mods
  • 2

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

    For mob spawners use redstone lamps. If I spent my time researching a lamp it should have more advantages other than looking pretty. It should stand on its own merits of being useful to spikes like me.
    I find them very useful for having hidden light sources. Besides, one lamp lights up a large area. A cost would just get annoying when you run out of lux and your base suddenly goes dark.

    Quote from Lorenaga

    Same with nitor. You discovered everburning flame but is it much more efficient than torches at lighting?
    If you have a golem with same mechanics as use core but left clicks instead of right click, you can replace chop by placing axe of the stream into the golem. Make a ghetto quarry by making a mine shaft and golem bell the wall, keep your roads clear of snow or when paired with use become a mining turtle.

    Well, nitor has always had two uses in thaumcraft: A crafting ingredient and as a cool looking light source. Nitor just looks cooler then torches, they can be walked through unlike glowstone, and they don't need a block to be support so they can hang in the air.

    As for a left click golem, that might work. It should never just replace the chop core, but it might have its own uses. As a mining device, it seems a little... Well, it would be more trouble then it's worth. Besides, that's what we have the arcane bore for.

    Quote from Lorenaga

    For alumentum what are you smelting 32 of? The 3 coal used to make 2 alumentum can be in 3 different furnance to speed up smelting different things. You need automation if you want to smelt different items and by then you can make a thaumium pick to get obsidian to make a infernal furnace which is free smelting. After infernal furnace the only use for alumentum is distillation which you can substitute for wood and coal which can be farmed. If only alumentum can be used, automated alchemy becomes much tastier.

    Well, Azanor has already put in a huge incentive to use alumentum in arcane furnaces: The rate at which essentia "Distils". If you compare alumentum to charcoal, you will notice that the items inside the alumentum furnace are turned into raw essenita and moved inside the alembics much faster. As for alumentum use over the infernal furnace, each have there merits. Alumentum is grate for automation of huge amounts of cooking, while the infernal furnace has a buffer that can't be exceeded. The furnace is great for quick jobs and getting XP, but if I'm cooking up stone to build my blood altars I use alumentum. You must also remember: Alumentum can be used in blocks like generators that use burning fuel to "Insert task here". I know plenty of people who power railcraft steam boilers off alumentum, as it is an overall better fuel source the charcoal. Besides, once you get to the point of auto alchemy, the thought of just turning charcoal and cobble stone into a better fuel source is a nice idea.

    Quote from Lorenaga

    My point on wands of fire shock and ice is that it doesn't add anything. You don't have two swords to attack mobs with right? Both wand caps attack in the same way. Hold right click in the direction of mob. Fire feels like ice feels like lightning caps. The special effect may be different but in reality they do the same function, killing things at range.

    I have more then one sword I fight with... After all, sharpness is a decent all-round enchant, but it only boost damage half as much as smite or bane of arthropods.

    Another point that Auric (Curse you sneaky ninja!) didn't make: some foci are better in certain situations. You don't want to fight creepers with a shock foci, you don't really want to fight in the nether with a fire foci, and the ice foci is tricky to hit mobs with. Each have their uses, if you consider all the factors.
    Posted in: Minecraft Mods
  • 1

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

    If you're gonna waste an ichorium ingot to try to prove your point, you can prove it all you want ;)

    After the genocide I've done to make KAMI armor and tools, one ingot is nothing.
    Posted in: Minecraft Mods
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