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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
  • 1

    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
  • 4

    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]
    Quote from codebracker0»

    While I fing injecting nanomagitech thaumic bees into your body really weird and stuff, I like the idea of runes inscribed on your body (even if that victus one is hella OP).

    I'd prefer something like injecting yourself with liquified voidmetal and implanting yourself with vis shards, than taking a bath in essentia or something, to be able to be a living vis gauntlet, being able to use spells without gauntlets, you just hold a focus and use it.


    Imagine a Thaumaturge just clutching a wand focus in their hand, bare, and then zap, out comes its effects in a gesture.

    Also runes are cool. There's already (Temphis font?) runes in Thaumcraft, though they have no specific meanings on their own.
    Posted in: Minecraft Mods
  • 1

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

    Why not? If you don't want complex spells, just don't use em.


    Redundant or unused features make development altogether harder and more time-consuming. It's best to measure demand for certain things alongside the complexity of implementing them, and how they work thematically (Thaumcraft being all about tonal/thematic consistency).

    I personally think that hand-sign type things would be best as something late/endgame, more 'symbol of power', eldritch sort of a thing than just waving your hand around. Foci are a better way to go for actual spellcasting, as is upgrading them for variety-- while Witchery's wand-gestures were relllatively robust in what you could do, they were also mercilessly finicky to do with any speed or regularity since they were step-by-step, specific combinations. Challenge in Thaumcraft has, if I reclal, never been about getting the controls to behave properly.
    Posted in: Minecraft Mods
  • 6

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TrebliG07»

    My two cents.


    I love the gauntlet idea, but really like having wands too. So...make gauntlet offhand and limit the type of foci that go into it, maybe defensive or functional while the staff does offensive or other staff like foci spells. It'd be pretty cool to be using a shield focus or something and then dropping it to attack with your staff in the other hand.


    Either way, keep up the amazing work!



    This. I think this compromise is perfect. Use wands/staves for the heavy lifting, powerful blasts, terrifying power etc. and use gauntlets as an offhand for manipulation, defense, and functional stuff. Thus, you can still be doing useful things with your gauntlet while using a sword-- picking up enemies to slice them, tossing them away with bursts of force, putting up shields to block arrows, et cetera.

    From a lore standpoint, the slightly slower and more focused usage of gauntlets makes it more permissible that they have a different vis system, like direct, passive accretion and manipulation or storing vis in a different place than the gauntlet itself, like a shoulder pack thingy or a backpack a-la the Thaumostatic Harness.


    Certain foci could be limited to one or the other, or get buffs depending on where they're placed. After all, it's better to have a shield in your off-hand so your main isn't hindered, so you'd want it on a gauntlet rather than a staff. But some might be better suited in shape, like manipulation being aided by mobile fingers in the glove.

    Posted in: Minecraft Mods
  • 2

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


    On things that can go wrong, There's quite a lot.
    Power fluctuations could easily have a chance to cause your connection to 'jump' to another gateway, Switching what portal it is linking.
    Maybe it might even jump to one you didn't make, Whether that leads to a forgotten workshop, Temple or a crimson cult outpost.

    Another idea would be to use the Device to enter the outer lands, Using some ad-hock addition to allow it to breach its defenses and punch a figurative hole through to the inside, Though i'd imagine that you'd have to place something around the obelisk, Like a gateways version of the eyes. Perhaps it would even take you to places within you aren't meant to be. Or maybe somewhere else entirely? The outer lands were made as a test after all, What happens after you complete it? Mayhaps the obelisks could serve multiple functions?


    Also keep in mind that a gateway is a two-way door. If they can get into your home, Then you can get into theirs and vice-versa.


    I like the idea of an enterprising/masochistic thaumaturge purposefully miswiring their gateway to go to a random one in search of distant treasures.
    Posted in: Minecraft Mods
  • 1

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

    The issue with Taint was that even at high level play, it was an exercise in futility to deal with beyond using absolutely egregious numbers of purifying blooms or an entire forest of pure nodes. Not to mention that in 5, the Taint also disintegrated the ground, so if you used enough blooms to actually cure it, they would often break each other's bases via disintegration and pop them off into the sea of dust.


    When you make something a threat, but never give a good reward for trying to find ways to fight it and instead make it sheer busywork, it goes from interesting to frustrating. I'd rather it be a setpiece than something that was irritating to deal with even when you're tearing worlds asunder with your magic power.

    Posted in: Minecraft Mods
  • 4

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

    I support the idea of golems working with the world, while wisps work more with entities (affecting breeding, deploying potion effects, helping crops grow, buffing/healing/etc, directing entities, and general logistics/direction).


    Plus, wisps are just too cool and colorful to be nothing but enemies and nuisances forever.


    (also multiblock arcane crafting is always cool in my book, table/altar/etc upgrades are neat. Something I always loved about the infusion altar is that it really forced you to set aside space, to make you prioritize an area for Thaumcraft, since it took up quite an area. That, and the stability mechanic encouraged some cool designs.)


    EDIT2: Nodes acting as a rarer treat to find would really help enforce the idea that they are loci of immense power. If the aura recharges itself more ambiently, and it means less fussing with nodes and more "HECK YES, A NODE! INFINITE POWER" then I would absolutely support that they become more of a worldgen exploration thing rather than being every few steps comparatively and having to be collected en masse/sort of babied. It makes them that much cooler if they're the capstone of your freaky magic construction.


    EDIT3: More varied flux also yep okay. I'm basically trawling Azanor's history.

    Posted in: Minecraft Mods
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