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

    I still think I've set the item up as profoundly useless for what would normally be a handy tool. :P

    There is a golden rule when adding items like this: Players WILL find a way to make it useful and slightly over powered. Anything that is a joke can be abused by someone who doesn't get the punch line.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from morsmores

    hey there, I found a bug. the volatus aspect is made with the same two aspects as tempestus (or whatever it is) and I can't MAKE volatus. I can find it in feathers and stuff, but I can't make research points.

    Quote from Auric245524

    Update to 4.1.0g. That bug was fixed already.
    And make sure to update other mods that use thaumcraft API(Like any add ons or mods that add integration like blood magic). This is a well know problem for an out of date API.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from siffud

    Hi, loving using thaumcraft here, but I'm a bit of a newb, and there are some complicated things in this mod that aren't really explained. For instance, crucible recipes that use 25 of one type of essentia. I can't figure out pipes for the life of me, and phials only extract 8 at a time. Can anybody help me? I would rather not throw random crap into my crucible for the 25 essentia I need, and watch the rest float into the atmosphere, from what I understand that's a very bad idea.
    You could try dropping items in one at a time, trying to get as close as you can to your target. A little over isn't bad, as at worst you'll have a little flux to clean up.

    The pipes are tricky, but unless your auto crafting you don't need them for a crucible.

    A little flux isn't bad, just don't have a lot build up at once, and don't let it sit there for to long and you'll be fine. And if flux gas flouts up into nothing your fine.
    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 linkhyrule5

    So, I've noticed that villager trades have become rather hilariously overpriced after I started sacrificing them by the truckload (gee, what a shock.) This was amusing at first, but now I'm playing with Ars Magica and I'd like to be able to trade with Mage Villagers. Is there any way to ... redeem myself, shall we say?

    This might be due to vanilla mechanics. You hurt villagers, and all the trades of near by villagers get worse(And any iron golem nearby gets unhappy with you.) If I recall correctly, the only way to fix this is to make trades with the villagers. Don't hold me to this, but I think this is what is going on.
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from SpitefulFox
    ~snip~
    What, no dementia? For shame Fox. For shame...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Xionanx

    How? With the current tech tree as it is in TC you would still need to make an Iron Capped Wooden Wand, then.. you could probably jump straight to Gold Capped greatwood, you then need to make an alchemy system, infusiion altar, then gather essentia and craft a silverwood wand.. etc.. how is that "Straight to end game?" Azanor has not avoided anything, his mod works just like everyone elses only with a research minigame that was broken in TC3, 4.0, and now 4.1. Yeah, it adds "flavor" but that could flavor could easily be done elsewhere and in a better more engaging manner as has been pointed out by MULTIPLE suggestions, not just by me but by others. Most of which sound way better then what is currently in place and most of which you likely never really thought about or considered before you outright dismissed them..

    Well, lets look at another magic mod by the name of blood magic. To build the end game T5 blood altar, you need four becaons, four blood stone, four glowstone blocks, one hundred and eight blood runes, and the altar itself. To craft all the runes for the altar, you need to put in over four hours worth of work. It doesn't matter how big your base is, how many quarries you've ran, and how many blocks of diamond or iron or gold you have. This time never changes. Why? Simple, blood magic has a monopoly on life essence. That's is why it can have crazy powerful end game stuff: Because you need to put hours worth of work into it, and until you reach mid game automation is impossible(I'm not joking, the mod author has done everything he can to stop automation til the point he wants, and even then you must sacrifice something else for automation).

    The research system is just how Azanor holds a monopoly. Just look back at everything you made to get the thaumiom capped silverwood wand. Now look at what blood magic has you do to get to automation. Similar amount work, both are rather cheap due to a monopoly. If we went with what you want, the monopoly is busted and we get more expensive recipes as a repercussion for balance. Tech mods balance by infrastructure and and silly high price for there stuff.(Ic2, anyone?) Magic mods balance by monopolies. With everything that is costs now, with the system like ars magica, if you had a world where you had played for about a week then start TC you would jump to endgame is minutes due to how cheap everything is. People would make a thaumostatic harness after building and crafting for less then half an hour. That is the problem with trying to socket AM2 system into TC: you don't need to spend long to get to the end game. It just breaks more then it fixes...

    As for the research systems suggested here, some sound nice but ALL have there problems. Comes with the field, you will always have someone complaining about it for the sake of complaining about it. There is no "Perfect" way to ever do it, so now we stick with what works. It might not work as well as you want it, but it WORKS.

    Quote from Xionanx

    Uhh.. you already "loose" the item when you use it in alchemy.. or do your furnaces not consume the item? The only difference is you want know the aspects an item has until you burn at least one of them.... you still get those aspects as essentia...

    If you scan the items, which was what I was referring to, you don't loss them. I think part of the reason he changed it to need items to be scanned was for servers so people who don't use TC won't be bothered with all the aspects when hold shift over something. But all this info is hard to put in a book, so this is probably why he added scanning again.
    Quote from Xionanx

    I think the point of manually refilling the vis wand is because he wanted to make pretty particle effects.. seriously, while I can't "read his mind" I'm fairly certain the idea was "this will be cool". However, like becoming a gynecologist so you can look at vaj all day sounds cool, in retrospect its not all its cracked up to be. Can you honestly tell me the old style nodes had no appeal? That building a single super massive node to power your workshop wasn't "cool".. now what do we have? A bunch of nodes in jars and needing a wand charging station because why... charging your wand 1 node at a time is tedious.

    Again. combining the smaller nodes and making one big node that has the properties of the smaller combined node.. what about that doesn't sound appealing? Being able to auto-charge your wand from that node by default when your in range of it... what is UN-appealing about that?

    The old style had it's points, and its fair share of flaws. Like nodes that are near impossible to get rid of, or nodes being taped dry by people who have no idea what there doing. The change you want has the flaw of people draining nodes dry without any way to control it, and would have no way to restore the nodes.

    As for "One node to rule them all, a pair of goggles to find them, and in your lair bind them" it has the problem of ruining the point again. Your meant to make a collection of nodes, not one huge node. What is better, a node that you got lucky to find that is huge, or one you spent a day making that is the same size....

    I'm starting to feel this is something of personal preference, but I still side on that of the rare node collector that wonders the world in search of exceptional nodes found in nature.

    Quote from Xionanx

    Your right, essentia does have few uses... its one of those "items you make just to make another item".. you know, one of the things you yourself said just in a quote up there that is a BAD THING.

    But I look at essentia as something that doesn't need to go away, to me its an essential part of infusion altar crafting and something that IMO should make someone seek out rare items to turn into essentia to make powerful thaumcraft items... IE.. the "tiered" progress I was talking about earlier.

    However, needing to mass produce essentia to keep things powered.. thats just lame IMO. So imagine if you will, a TC world where the nodes function like I suggest, and TC items are powered by VIS... Now you have a reason to move a nice big Fire node near your furnace to keep your furnace going.. you can find nodes to do other things.. the nodes themselves become the power sources, and your wand is just a battery.. which is all it really is now anyway.

    Well, the problem with using nodes as fual is the "Unlimited free power". Nodes recharge faster then most things use it, and is free.

    As for essentia, we really need more uses. It is just... Essentia is a nice idea, and limating it to just crafting seems like a shame.

    Quote from Xionanx

    Yeah, you would still need to explore to find new nodes, but then you would bottle those nodes up and take them home to add to your own node.. to make your node better, rather then marking their location on a map and running to them every time your wand runs out.


    All I see is a good mod that can be better, and I want it to be.

    We've said all that can be said. I am but one madman, but I love much of what TC does. Blood magic may always be my favorite, but there is room for many mods. We all want it to get better, but there is one thing we must always remember:

    No matter what Azanor does, no matter how he does research or how he balances his mod, someone is not going to like it.

    So now I say this: Azanor, do what ever you want with your mod. There is no way to make everyone happy, so do what you think is best. Fans will come and go, but there will always be people that stand with your mod till the end.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Xionanx

    Actually, since I fail to get the point across, maybe I lack the right words.. I found this thread about "Tedium"

    http://www.reddit.co...ctly_is_tedium/

    Funny how often TC comes up in that discussion considering it was supposed to be about "Sleeping Bags"

    My favorite quote from it:



    Do the math....

    But here is the thing:Many of us love what you call "Tedium". We don't have any problem with it, and I actually enjoy the research game. Maybe you need to be a little mad, but what good mage isn't?
    Quote from Xionanx

    EDIT to add some suggestions:

    TC has a lot of great things in it, has an awesome aesthetic, and is generally fun to use... but there are certain pieces of its mechanics that are just ­ tedium:
    A) Research
    B) Aspect Scanning Items
    C) Walking to nodes to refill you wand for the 100th time
    D) Essentia Jar Juggling

    I disagree. And my points are here:
    Quote from Xionanx

    How would I get rid of these?

    Research - Gone, with unlock abilities unlocked via the infusion altar recipes. Treat the Thuamonomicon as progress tracker then, similar to how AM2 treats its book.


    BAD IDEA. Bad idea, bad idea. This would let people jump from just starting to end game items in minutes. There is a reason many mods put monopolies on resources or tasks: To stop players from doing just that. If we went with your idea, there would need to be three new blocks to make new things. Look at ars magica, and all it has you build? Do you want thaumcraft to be more like that, with blocks who only have the purpose of making things to make other things? The current research system is how Azanor has avoided all this. To replace it with that.... I shudder at the thought.


    Quote from Xionanx

    Aspect Scanning Items - Gone, aspects become known when you use the item in Alchemy for the 1st time
    But then you don't get the research points.... I'm just joking.

    What you sugest, how is it any different? Really, the only difference is you loss the item once you try to use it...


    Quote from Xionanx

    Walking to nodes to refill your wand - Make nodes function similarly to the way the used to function in TC3, where.. if you are in range of a node (based on its size) your wand auto fills over time. NOTE* I'm not talking about changing the nodes "Types" or the fact that different nodes have different aspects.. I'm just saying that a node with 100 Fire aspect should auto charge your FIRE VIS in your wand at a range of like 50 blocks. (you could also bring back node merging, so that you can jar two nodes, then put them next to each other and have them "join" making a larger more powerful node) (*** I am fully aware this will not eliminate ALL of the walking to nodes to refill, but it would certainly help)


    I think part of the point of needing to manually refill is to make you travel, then bring nodes home to make a collection. Once you have set up a wand recharger and have a decent supply of nodes, refilling the wand is never a problem. Once I reach end game TC, I through the wand into the recharger for five minutes while I walk around to do other tasks, then I come back for the wand. I have also been know to set up a mob farm for aspect orbs, so mid game is also not a problem.


    Quote from Xionanx

    Jar Juggling - Other then removing potentia jars from powering the harness, I'm actually fine with this for the most part as automating it isn't really too big a hassle compared to automating other mods "crafting" or "power generation" or whatever. So yeah.. just stop using essentia to power items and use VIS instead from wands/staffs and I think this issue is taken care of.

    We can agree here, on managing jars. Things using Vis over essentia... That I disagree with.

    Powering an infernal furnace would drain any wand quickly, and I honestly prefer the essentia use. Why? Well, as it stands essentia has few uses. Removing those few is a bad call. And this means most of the in-world stuff like the bore and furnace can't be automated, you'll need to be there the whole time. And if there was a way to do it without you standing there, then the cost of such actions is nothing if you use one of the elemental wands or staves. Ruins the point, doesn't it?
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from whyohwhy1366

    ~Snip~
    Regardless, some mods just don't work well together. Even with the witches in a well of suffering, it will take some time to fill the wand using only that. If you wanted to make the witchery wand balanced, it would need to be around 250 altar power per vis point with SOME downside for using it too much. Perhaps while the wand charges things from witchery start to spawn around you(Hunters, witches, ents, nightmares. They aren't happy with what your doing.)or you have a chance of getting random curses and would need to have a low vis storage.

    The reason we are so cross with you is due to you condemning Fox for the choices he made on what to add. It is HIS mod, let him make what he wants. It doesn't matter if you don't like KAMI or botanica, it is his choice it add things for it. If he think witchery stuff doesn't fit with the balance of his mod, the it is his choice to not add it. Complaining and criticizing his work is NOT the way you should go about asking him to add something. Even a madman knows that...

    Now then, what ritual would you like to be an "Assistant" too? I was thinking one that turns the target into a man eating plant....
    Posted in: Minecraft Mods
  • 1

    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from whyohwhy1366

    Right, because an unbreakable tool that does everything imaginable isn't overpowered at all, and a crafting wand that recharges fast is. You could make it really expensive with essentia and add more crafting ingredients and quit focusing on the flower power mod.
    Hey Fox, I have a few dark magic rituals I want to do that need a sacrifice. Mind if use this guy?

    In more seriousness, the wand could never be balanced. The blood magic wand spends your life for vis(Fair trade), the ender wand corrupts your soul(Causing all kinds of nasty effects), and the ars magica wand uses a lot of mana per vis and is slow to recover(You'll need to wait some time to be able to use it reliably). Com paired to these, the witchery altar power is cheap and Fox already stated the other problem with using infusion power. There simply is no good way to do it that would end up balanced with the rest, so it is better to just not make it.

    As for the enchant, you already though balance and reasonable cost out the window when it comes the KAMI stuff. It is all fun and useful, but you will need tons of nether stars for it all. This recipe up here for the enchant? Two nether stars, five diamonds, and the instability and essentia cost to top it off. Reasonable in a madman's book.

    Now then, about those rituals....
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from drewscutco

    Am I doing something wrong here? I'm pretty sure there have been changes to mana beans but I can't find anything official about it.
    My mana beans have not grown even with the lamp of growth on them. Thanks for the time

    [spoiler] http://i.imgur.com/v6luGCk.png [/spoiler]
    Mana beans grow much slower now, and only grow at a reasonable speed with the lamp of growth. Azanor wanted to nerf the mana bean farms.
    Posted in: Minecraft Mods
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