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

    Anyone know if TC 6 will have some new armor? i found some really cool concepts around the place and was wondering if these were scrapped or put aside for later?

    Some Armor concepts i foundmore concept armor


    There's a mod for TC4 on 1.7.10 called Thaumic Dyes that implements most of those armor sets, it's actually pretty cool. Not officially sanctioned iirc, though.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    A polished obsidian 'black mirror' shield would be a pretty sick way to deflect magic damage/potions/spells.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hman745»


    I'd like to think that he isn't trolling us, but I can't help noticing that it has been quite a while since we last heard from him at least on the forums. His last post here was at the end of February and the last activity on his github for the thaumcraft beta was nearly a month ago. Since he uploaded the .lang file I figured that the mod was nearly completion.


    Except the .lang file isn't anywhere near complete, if you check it. Several sections are missing entirely, and because TC6 involves a full rewrite, that can add up to quite a while of time. He's addressed his patrons recently (if not on the specific topic of progress), so he's not entirely radio silent. I would appreciate another foci teaser or somesuch, but beyond that I don't know what or whether to ask.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    Actually, he just sent his Patrons an e-mail today.
    I'm not going to spoil what it said, though. :P


    Melon and Pumpkin seeds?

    Judging from some recent events in other worlds than this one (read: Reddit), I'd imagine it says 'don't leak the contents of the Patreon builds, for goodness' sake!'.
    Posted in: Minecraft Mods
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    posted a message on Shield Corrections | A way to fix shield patterns and lowering shield

    Could you add mod support for Immersive Engineering's banners?

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

    I'm desperately trying not to read the en_us.lang file. I hope it means a release is approaching, if that level of polish is all there and accounted for. . the temptation is great, but I want to go into this one (relatively) blind for once.


    Every time TC updates, I resolve myself to play an actual legit playthrough with it. I might actually hew to that one this time, considering the research and mechanic tweaks.


    EDIT: I perused it, and perhaps I was a bit hasty-- some things aren't fully filled out yet. But still, I'm nevertheless excited.

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

    Not really - since the gauntlets don't really store vis anymore there is not much need for them to be modular. I might eventually add tiers of gauntlets with varying effects, but at this stage there is only one. Foci is where all the modularity will be.

    Perhaps, instead, cosmetic tweaks to the gauntlets a la the shaders from Immersive Engineering. (Deep down, I just want to have an Infinity Gauntlet.) That does makes sense, though, and as long as it's a fairly good looking base I don't imagine folks having many complaints. Care to give us a beauty shot of the gauntlet in its current form?


    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from KingEdward9830»

    Warp has much the same psychological effects on anyone who accumulates enough of it, it's one of the ways it proves itself not to be merely mental in nature. (Different peoples' brains are different after all, they all go insane in different ways normally. Warp is unique in that it can force pretty much the same psychosis onto just about anyone, including the same hallucinations, headaches and unhealthy interest in the dark arts. This would most likely not happen if were merely insanity.) Therefore it stands to reason that given enough time and Warp, anyone would wind up wanting pretty much the same things. The Cultists are likely ancient Thaumaturges who have gone further into Warp than anyone else alive, thus gaining common motives and joining together to achieve their purposes. What those purposes are, though, that is anyone's guess... I mean, it might have something to do with the Cthulu reference in the Eldritch Revelations page, but then again maybe not. I suppose Azanor would be better suited to answer some of this stuff...

    Ah, but how do we know identical warp effects aren't just an artifact of Thaumcraft being a standardized, multiplayer-compatible mod? Who's to say that other figures throughout magical history went crazy in the same ways? I can definitely believe, however, that warp is a factor clinging sometimes softer, sometimes harder to a thaumaturge than just insanity. Warp, perhaps, causes and aggravates insanity, but it is not insanity on its own.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I was always thinking of maybe finding some way to blend in or even join their forces and maybe even hire a couple knights to defend you from hostile mobs. Hmm, maybe even help the Clerics find a way into the Outerlands? Seems like that's what they're trying to accomplish from their chanting.

    The Cult have always stood as something of an opposing force to the player, perhaps more out of sheer circumstances than anything. To be able to strike up some kind of cooperation with them would be interesting, as they're really after much of the same things as we are: enlightenment in the darker and more eldritch aspects of magic. (So much so, however, that we repeatedly end up at odds with the creations they leave lying around and their explorers in the Outer Lands. Not to mention the Praetors. . yikes.)

    Who knows, however, what they really have up their sleeves-- but we could still serve to learn a thing or two from them, as they're versed in magic we're unfamiliar with, forging tools and weapons beyond our own craftsmanship (or interest in it, at least), and last but not least, making giant stompy golems far bigger than anything we've ever made ourselves. Perhaps partnership would be beneficial.

    (Or, instead of partnership, tracking down one of their strongholds and carving a bloody, sizzling path through their ranks, evading their unflappable and merciless magical automata long enough to steal away with some of their secrets. I think hunting down a magically obfuscated Cult base a la the forest mansions from 1.11 would be amazing, not to mention a great opportunity to develop the inner lore of Thaumcraft. Who knows what kind of sinister things they're doing in there?)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheLordEternal»

    I hardly find it strange. We've already seen proof that certain structures can hold vis efficiently from the natural Vis crystals, It actually makes more sense to me that we learn how to carry and channel Vis around with us in a similar form.
    Wands channeled the aura directly, A feature stemming from its simple design. Gauntlets, While more sophisticated, Are too complex to directly channel the aura and therefore requires a secondhand medium to absorb and channel Vis from the aura. As a side-effect, It allows increased control with how you absorb and channel Vis through the gauntlet to the focus, Different methods becoming available as a result.

    I just think it'd be cool to store Vis in some form of magitech battery, maybe still made of crystals, but something that suggested a slightly hardier design than a bauble on a string.

    Also, it would be great if we could beat up the Cultist Clerics and steal some of their magic for our own, if not for actual combat efficacy, then for thematic purposes to go with their robes. (Heck, maybe a full suit, gauntlet and focus would let you sneak past them.)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Has it been stated or definitively decided whether gauntlets have any inherent vis storage? If not, are we going to need to keep Vis Stones/Vis Storage Amulets? They seem a little. . weird thematically, to keep all that power in just a rock. I hope we get some more resilient/capacious battery, as a whole Vis Storage Amulet could only store 250, which, while the cap of a silverwood-thaumium staff, I imagine can drain surprisingly fast if you're in an area that doesn't automatically recharge vis.


    Is it, "be near node -> gauntlet charges -> use gauntlet now or later", or "be near node -> use gauntlet now -> can't use gauntlet in a no-vis zone later"?

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

    Fun fact : More than all of Mojang's content beetroot made me feel uneasy.

    Because that stuff is really deterring for me.

    So RIP Minecraft for me BEETROOT ruined it, Mojang better fix this.

    Oh I gotta say something on-topic, too...

    The question is, what would 'Zanor want with a little beetroot patch in an endless world of...arcane stone? Testing golems? No...carrots or wheat would be a more logical choice for that purpose... what sinister magic does beetroot hold?

    My suspicions for Reasons Why Beetroot Might Exist:
    1. Testing the scanning of growing tile entities, since Azanor posted about scanning stuff in chests, that might be a logical step of stuff to make sure works.
    2. Golems, as said before.
    3. Demonstrating foci abilities that can affect plants.
    4. Taint testing? Probably not. Not nearly purple enough.

    Also, I wonder what's with that giant patch of. . sand? Dust? Marble? What's that big white area on the left?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Just a teaser I posted for my patrons a while back:



    That looks awesome! If this is the retooled Focal Manipulator then by golly, mechanically it looks incredible. A big step up from just picking modifications and feeding it vis-- looks like it's taking an Ars Magica-esque 'element-method-modifier' approach if other theorizing posts are to be believed, and I really like it. The rustiness I think is a tad on the nose, but it's still intriguing-- can't wait to get a closer look at that gauntlet.

    (truly we are blessed with lorc's rpg icons, they're so versatile)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from codebracker0»


    I was thinking it would just add some voidmetal (my first thought was greatwood, but that would just get infected and thaumium is solid) to your bloodstream so you could channel the vis, it being all etherial and such, and some vis crystals under your skin or as a necklace to store the vis.

    [list of incredibly neat ideas]



    I like the way you think.


    EDIT: One can imagine my fervent support of biothaumaturgic modding is due, in part, to my love of Thaumic Horizons and the fact that no of course I am not sad that it is pretty much inert now.


    coughing, motioning towards custom-made signature banner

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

    Oh, and an observation I missed from last page: I do like the idea of being able to use the different casting modes of the foci somehow. I wouldn't want them all compressed into a singular item, because I think the foci look way too cool to reduce to one thing, but having to carry like, three or four of a given focus because of its different properties for modularity's sake is a bit bothersome.


    On the other hand, I did appreciate that those upgrades were more substantial than just an increase in flat numbers, so hmm. It would probably be best as a late-game thing, being able to compress functionality together like that. Though at the same time it could open the gate to sort of, superfoci that have particularly distinct/destructive effects and convoluted requirements to create. I would certainly not complain if I could shoot out a giant 3x3 or wider mining laser from my hand at endgame, as long as it was suitably difficult to do in the first place.


    EDIT: Also, yes to bodily modification of some sort. I've felt that Biothaumaturgy in general could be expanded upon-- reverse-engineering the corruptive nature of Taint into a means of sneaking past genetic resistances to change, from a semi-scientific standpoint. (We do have those morphic-resonator-core things, after all. .) That, and with Horizons in limbo, it'd be prime territory to explore and take notes from.

    Posted in: Minecraft Mods
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