• 1

    posted a message on Witchery 0.24.1
    Quote from Trollking6»

    Has anyone suggested Ice infusion yet?


    yeah they did, there was a bit of a flood when Frozen came out.....
    Posted in: WIP Mods
  • 1

    posted a message on Botania - An innovative natural magic themed tech mod (Not in beta any more!)
    Quote from Auric245524»
    *see above*

    Hes right, while making botania farms of some flowers in vanilla with just botania can be hard/ inefficient if you have any mod that can plant crops / saplings for you, it is ludicrous how much mana you can generate. They become crazy efficient when you start using other mods for things that vazkii intended to charge mana for like accelerating crop growth, automating furnace fueling, harvesting ect.... However once you open an elf portal, those high tier flowers can be automated easily with out other mods. Server I currently play on has a fossil fuel inflation crisis, tree farms are so easy to build and so efficient that no one can make enough endoflames.

    Eventually you get to a point where you don't know what to do with all the mana,
    Posted in: Minecraft Mods
  • 1

    posted a message on Botania - An innovative natural magic themed tech mod (Not in beta any more!)
    Quote from Ioandar»

    hmm, I was under the impression that mana spreaders only lose mana after firing a certain distance (where the sparkly thing is when you have the wand in your hand). was that always so or did it change?


    They have also always lost mana when doing things eg breaking blocks and when entering mana spreaders
    Posted in: Minecraft Mods
  • 1

    posted a message on Botania - An innovative natural magic themed tech mod (Not in beta any more!)
    Quote from Zsashas»

    One thing that I particularly like about the passive decay is that I don't have to worry about what to do with the passives once I get past them into Endoflames or something else. No more nearly useless Dayblooms taking up space on the ground or in my chests anymore, they just go POOF after they are no longer needed. I see them as being like a weak version of a Black Lotus, that works slower but doesn't need mana to already be in the pool.


    Lava man. Throw your trash in lava.
    Posted in: Minecraft Mods
  • 3

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

    There will most likely be some mechanics for: Resolving taint issues in a more mechanical way, safely venting vis into the aura, a fancy new infusion mechanic (which i have mentioned before... page 1531?) and perhaps some new wand foci... if you go to my page, my most recent suggestions on this forum will most likely end up in the add-on. if you have any ideas to add to the Botanical Alchemy tree, or anything else for that matter, please let me know!

    Purifying elder wood seems very op, it does the functions of silver wood, ethereal bloom and alchemists elm all in one but better. Why not have a tree that stores flux, so that basically your base gets a higher buffer before taint effects appear. From that basic concept you can do what ever like having it drop the flux in item form so it can be released in a controlled way or to make it more powerful you could make it simply release flux into the aura to be processed by pure nodes when flux is low. To make it less powerful you could have it to something mean if it exceeds it's limit like mutate into some kind of tainted ent monster ( you would be able to kill a chunk of flux in a sword fight :D) or a flux spewer( so you accomplish nothing if your not paying attention).

    My advice for the alchemy tree would be to have it cost vis so it ends up being a cheaper cleaner way to produce essentia but not completely free.

    My final suggestion would be an upgrade to void jars prevents the flux release by converting wood to tainted wood, the result would be a supply of tainted wood for metal production and reduced flux output assuming you have a good wood supply. I think this idea fits thematically because trees do this already in tainted biomes just messier, it would basically just be using that reaction to absorb some flux before it gets to the environment instead of after, it wouldn't be op because technically your just storing the flux and it could be balanced by making it not use wood directly but possibly requiring you to craft a replaceable filter you put on the jar that gets gunked up with taint.

    Now you have learned the valuable lesson of never asking for suggestions on a forum because I don't shut up. GL with the add on, I'm keen to see what people do with new thaum mechanics.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Maybe instead of tainted node you could have some kind of taint trap that when set off releases allot of taint into the aura. Something like a big taint crystal or flux deposits/ geysers that release flux gas when mined. Maybe the environment has some kind of way of storing taint safely unless it's disturbed, it could give an easier way to manage taint by simply letting the environment store it unless there is too much being produced or storage is interfered with.

    Posted in: Minecraft Mods
  • 2

    posted a message on Witchery 0.24.1
    Quote from felinoel»

    I thought it was rare too but was told that it was removed due to complaints.
    Earlier I suggested making them able to be made, maybe throwing a specific brew at a regular rabbit turns them into that angry rabbit.

    Wiki says it only appears from /spawn now , I've never seen one. Damn haters ruined another joke ;(. you could always just make them spawn as part of witchery :D
    Posted in: WIP Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from AndrewDaBombb»

    Anti witch curses? That's a bit weird. You need to be a witch to use curses, yet you want a witch hunter's curse?

    not necessarily for witch hunters, witches fight each other too and not every one plays a witch hunter that doesn't use magic you miss out on pretty much the entire mod if you just go witch hunter so very few people do it.
    Posted in: WIP Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from codebracker0»

    It would be nice to get a creepy assistant at Igors-r-us.
    I think that both the litch and a kitsune could be made into a practical transformation (transmutation? affliction? curse? your pick.)


    An interesting idea I had would also be a mermaid (merfolk? merkin?) transformation, so you could live in a palace under the sea (and no pineapple, pineapples are banned), it would fit with the water temple in 1.8 and maybe you could live in it once you clear out the guardian infestation (or maybe they ignore you once you kill the elder guardians?). Anyway it would probably use a magical pearl or something as the charm? And if it's a curse, you could turn when wet (so if it rains you start to suffocate on land). You could also include torches that only work underwater as an alternative to lanterns and beds that don't create an air bubble around them (just make it water around them and make them break when not in water).

    I do like curses and randomly turning some one into a fish would be hilarious. I really want some anti vamp, werewolf and witch curses. Forced werewolf transformation on nights other than full moon, reducing infusion magic meter.
    Posted in: WIP Mods
  • 2

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

    I don't think you are really supposed to know. Are they just insane or are they onto something too complex for us to understand? Too be honest are we even shore they are people? Where do they come from, how to people join the crimson cult? Also what is up with their eyes ? basically they are meant to be mysterious that's why they look like their faces were redacted.

    Posted in: Minecraft Mods
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