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

    They appear to be referring to the likes of invulnerability

    That is up to interpretation.
    Quote from Angeltxilon»

    I am refering to add something to extend the hp capability of player, the health bar, due that inmortality has not sense.
    For example a recipe to obtain a health boost potion or even a "crown of
    inmortality", ie, a special helmet that give more life to the player
    instead protection.

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

    This is a very good mod ❤, in comparation with others mods, this mod is like add two times "more game" to the game.


    Can I do a little suggestion? It is well know that alchemy search principally two things: gold transmutation (that is in the mod) and inmortality (that is not).

    I know. What is the sense of add inmortality in the game? The player is inmortal inside of the game, there is not lifetime.
    I am refering to add something to extend the hp capability of player, the health bar, due that inmortality has not sense.
    For example a recipe to obtain a health boost potion or even a "crown of inmortality", ie, a special helmet that give more life to the player instead protection.


    What is your native language?

    And Thaumcraft features "runic shielding", which can if you have a large collection of runically shielded equipment boost your health and regeneration power considerably.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AnrDaemon»


    I wouldn't be so narrow-minded as to start calling names and numbers. Let's say, there needs to be more than one path to take.
    The problem is to actually build such a path to make it adequately
    1. enjoyable,
    2. resourceful and
    3. unique,
    compating to the other paths.
    Unfortunately, very few people realise, that "less is more", and instead of providing an actual content, they just shove as much power as they can into single item/set of items. May be they think that if they don't buy players' love with OP stuff, nobody will play their mods?


    Some mods are about content quanitity...well ALL are to some extent, but it weighs the mod down and makes it less accessible to new players and most importantly, the developer, who has more to maintain and update, the more content there is.

    I would like to play TiC much more if the tools didn't have such ludicrous stats.
    Posted in: Minecraft Mods
  • 1

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

    FYI: This is just a suggestion, and if anyone knows how to make sure Azanor sees this that would be good for me to know.


    The world (and Universe) that we live in is always in balance. There's light and darkness, up and down, left and right, matter and antimatter, and so forth. The same can be said for thaumcraft. There is fire and water, earth and air, order and chaos. As of somewhere in thaumcraft 4 (at least i'm pretty sure around then) there was the eldritch tab added in the thaumonomicon. And there has been flux for much longer. But what there hasn't been is a counter to it. Flux may be considered as extreme chaos. But then where is the extreme order?? Don't get me wrong, there is a lot i like about the mod (its easily my favorite mod) but there is so much more that can be added. I am no mod maker, i only have an extremely basic understanding of coding and nothing about setting up mods/addons. So if Azanor doesn't add some sort of counter to flux/the eldritch, maybe one of you modders could create an addon for thaumcraft that does this. I have loads of ideas that could be implemented just no way of implementing them. Ex: chaos and order are not necessarily bad and good. The eldritch might seem bad, but in reality it really isn't. So maybe this new counter to it could be just as temperamental. Like it would change your mind the way warp does, but in a different manner. I dunno, i've had this idea for a while. Tell me what you think about it!


    Clean alchemy could be considered the counterpart to eldritch thaumaturgy, but they can also play nicely together.

    We all have ideas to expand on Thaumcraft's gameplay and Lore, but 'zanor is still busy dealing with Mojang's fancy new code,
    so bugging him with out ideas when he can't even get his own ideas in is just silly right now.
    Posted in: Minecraft Mods
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Myrkana»

    The quests for the seed bags, animal bags, and tree bags are not resetting. It's been over a week in game days, is there a way to manually reset them? Also 2 of the ingot one swon't reset, and the sugarcane one :/ we did them all at the same time if it matters.


    The other ingots are reseting just fine, I just tested it


    They'll reset...eventually... I had the same problem. Resolved itself after a few days...for the bonemeal quest.
    Posted in: Mod Packs
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Vdrake77»

    Unfortunately, the rapid pace of release is slowly messing with the mod community. Some folks are still on 1.7.10, some went to 1.8. some to 1.8.9 (though forge manages to get some compatibility in 1.8.8-1.8.9...) now there's some in 1.9 and some in 1.9.4.


    Mekanism is still 1.7.10, Lycanite's mobs skipped 1.8 and went to 1.9, PSI never came out for 1.7.10, and so forth. I think that's the biggest thing people are seeing; one or two really cool mods come out for the new version and they find that they really like them and want everyone to get involved. Mods tend to operate similarly from version to version save for addons (and stuff like Thaumcraft, where Azanor is doing a fantastic job of keeping things pretty fresh with some pretty vast mechanical changes that are usually fun and occasionally mass chaos)

    Honestly Mojang should just bring the Forge guys in and be like 'What do you need for this mod API' as part of version development. Instead of leaving them in the dust.


    Basically until Mojang stabilizes their code, updates are still going to be required. And then you have bugs in 1.9 that cause massive lag, and Mojang has to update, and then modmakers should update. 1.7.10 was very stable comparitively, yes, but it was also right before the massive render change. Still not sure how that made things worse or better.



    'zanor always goes with newest Forge, which is blessing and curse for everyone, including himself I think.

    Do you think they will "stabilize" their code? Or will they keep coming up with new crap like the Dimensions-enum?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Xbony2»

    Rumor has it that 1.10 is very easy to update to- that little needs to be done, if anything at all.

    1.10!?

    I wonder what's up with the people who keep complaining about MC updates being too slow. Forge can't keep up at all.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Vdrake77»

    Don't the Eldritch Guardians cause fog to form? Might be one nearby somewhere that it can't get to you. Try doing a command to kill guardians/wardens.


    But their fog is much more dense.

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

    How remove this fog?


    Are you sure this isn't render distance fog?

    Are you sure this is in any way Thaumcraft-related?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    While it'd be really neat, the problem I see with this is that it'd be coming from someone other then the original creator. Meaning that all the "lore" from the addon would pretty much just be a fan fiction.

    True.

    'zanor! Say something!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheLordEternal»

    Unrelated to most matters at hand currently, Here i come with some short story of words of imagined lore.



    The origins of magic has always been a heated subject of discussion among the academies,
    Though recent advances in science has allowed us to reach farther into the unknown than ever before,
    There are still those who doubt and question, As any scientist worth their salt would.
    I am among those who doubt some of the newfound knowledge now often spoken as fact.

    Specifically, The matters of Souls.


    For those of you that make your home in caves or live isolated from the rest of the magical community i have written a short addendum of the most recent discoveries of the nature of magic by order of internal relevancy:
    -Magic is initially born from fluctuations in space-time, The constant dimensional flux leaking in laws from other realities.
    -Magic is undeniably linked with life. In places with no magic, There's also little or no life.
    -Strong souls can wield strong magic. The strength of magic seems to be linked to the soul.
    -The Soul is the source of life. Beings without souls are little more than purposeless automata.
    -The Soul originates will, purpose; The ability to make choices and decisions.
    -Sufficiently strong souls can bend reality, Morphing space-time as they wish.
    -Souls are the source of magic. But souls can only exist with the presence of magic.


    My studies; Despite its criticisms of lacking morality, Shows that a Soul is not necessary for life, Even if its bonding creates dependency.

    Older studies however also confirm that without a Soul, Living beings shouldn't be anything but mindless shells.
    Though one aspect that these studies failed to mention was that all of its subjects had had their Souls removed later in their lives.
    And interestingly enough, Life born from two Soulless beings seems to be able to function just as well as those with Souls; Merely lacking the ability to utilize or be affected by magic. This also suggests that Souls somehow "procreate" along with their hosts.
    This thereby suggests that the Soul is more closely weaved together with the mind during development than previously thought.

    [A page or two seems to have been torn out.]

    Souls are extra-dimensional parasitic beings that forms a mutual symbiosis with living beings.
    Lured into our world by cascades of dimensional ruptures, The Souls require a hosts body to survive.
    Such a being; Made of pure energy, Cannot survive in a material world as ours for long.
    But by possessing a native creature, They gain the necessary protection required to prosper.
    And while this mutual existence is largely beneficial for both parties, It is not without its costs.
    Extended exposure to a Soul stagnates the body own ability to produce its own life energy.
    Because of this, If a being is separated from their bonded Soul for too long, They die.
    An excruciating process that can take anything from seconds to days as the body slowly waste away and perish.

    [The writing ends abruptly as many pages seems to have been ripped out in a hurry.]
    [Judging by the remaining binding, Several dozens of pages are missing.]


    This would look nice in a mysterious book taken from some thaumic creature.

    Wouldn't that be great? Occasionally finding shreds of lore like this in-game?
    Posted in: Minecraft Mods
  • 0

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

    Well, it's good for mixing tech with magic. Would love to see a thaumium drill.

    It's called Arcane Bore?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    For anyone looking to make a good-looking taint lab, reinforced stone from ic2 is a very good choice. It takes as long to mine as obsidian, meaning its hardness is the same. I will definitely be using it in TC5.


    Reinforced stone is a good choice for anything destructive, I mean it stops nukes, but is TC+IC2 really such a good idea? :P
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc»

    Ive seen that too. With a Thaumium smelter something in the order of 50% (rather than 5%) of the vitium was emitted into the aura. It seems defensible, even if annoying as you need to collect quite a rather bit more tainted stuff to smelt to get sufficient vitium.

    Actually that's a pretty cool detail...and something to remember when trying to do clean alchemy with dirty ingredients.
    Posted in: Minecraft Mods
  • 1

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

    I noticed that when smelting items with vitium, the aspect disobeys the smeltery's efficiency rate, and far more vitium essentia is converted to vitium vis (flux).


    Large-scale sample?
    Posted in: Minecraft Mods
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