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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from AtmaStorm

    Not really...? Probably should have made the context clearer. The thing is, my own test world wasn't duplicating for me. So my first course of action was to Discover totem of dawn, and that worked for. I made the assumption that that was all that was needed and posted thus.

    Then I saw Rossmallo's Post and checked again with a new test world and then it worked without discovering the Totem.
    Duplicator seems prone to going on the fritz. :/


    My tests show some strange things:

    1. Under normal conditions, I cannot duplicate TotD in a test world where I do not know the discovery.

    2. Logging in and out of this test world does not change the result, and restarting Minecraft does not change the result.

    3. Logging into a world where I do know TotD, then logging into my test world (where I do not know TotD) results in being able to duplicate.

    4. Any subsequent logins to the test world and the duplication still works, as long as I keep Minecraft open.

    5. If I close Minecraft, then I have to repeat step # 3 above before duplication works again.

    It seems that perhaps, somehow, logging into a world where I know TotD is getting carried over to the world where I do not, as long as its the same session of Minecraft

    In any event, my guess is that any duplication of TotD is a bug, since (from my tests) you cannot duplicate Silverwood or TotDusk.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Rossmallo

    WAIT, WHAT THE NONSENSE. After a logout/in, it is now duplicating correctly!

    Just...Whaa....????


    Also confirmed. Logging into a different world, then back into my test world, resulted in the Duplicator working on the Totem.

    Quote from AtmaStorm

    Huh. I have no idea why that it is.

    Also Spellchek- you have to have discovered it before you can duplicate it. ;)


    You may be correct, but your observation appears irrelevant to what is happening here.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Rossmallo

    Ok, I swear to god i'm doing something wrong here. I'm on my test world, have a stack of two tanks with a conduit going right into the duplicator, and they're full to the brim with pure Vis.

    Have I screwed up somewhere?


    I've confirmed on my test world that Duplicator does not work on Totem of the Dawn. Tested with both pure vis, pure taint and both. Tested with default Duplicator, Duplicator + Quicksilver, and Duplicator + Stabilized Singularity. Tested with and without magic/magic/magic boosters. It does not work.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Maximo_Artorio
    ... but the goggles don't give any superpower...


    The goggles have the defense of an iron helmet, but with no durability loss when damaged. Sounds like a power to me. Or a bug.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from PNG_pyro
    Oh, and I had another idea. How about a machine (or maybe an addon to the crucible of soulds) that can convert levels into vis? That way I wouldn't have to carry around a bunch of useless XP or have two different enchanters.


    Cool idea, but perhaps a little hard to balance. Remember that going from Level 1 to 2, and going from Level 49 to 50 are both gains of "1 level," but have very different costs in terms of xp points. You've have to make the conversion xp-to-vis, not levels-to-vis.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)


    From the article you linked: "For the purposes of game balance, he'll either be weaker at spell and sword than a pure fighter or mage, generally slower, somehow otherwise limited ...." Hard to get around balance issues, no matter where you turn.

    Quote from darkthought

    Your logic is flawed, and it isn't a rule. More of a "guideline."


    It's a common English idiom, perhaps not present in your native language. http://en.wikipedia....proves_the_rule
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from darkthought
    blah blah blah ... Skyrim. ... blah blah blah


    The exception that proves the rule.

    See also:
    http://tvtropes.org/pmwiki/pmwiki.php/Main/SquishyWizard
    http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Maximo_Artorio

    and, as minecraft have not proper classes, your argumentation is invalid cause in other rpg's magic classes have defense spells to protect them instead of armor but in minecraft this does not exist so...


    No defense spells? Pshaw! A smart thaumic mage has many tricks up his wizard sleeves. Hints: The Charm of Life can be more valuable than any armor.... The Void Bracelet is quite nice for emergency escapes.... More defensive charms are on the way, too....

    Quote from Maximo_Artorio
    I think mine is still a valid suggestion


    All suggestions are valid. Some have more merit than others.

    Quote from Calcifire3691

    in most RPGs the justification for the squishy wizard is that they need to move freely to gesture whilst casting spells. and they normally just use cloth because they are too busy researching to work out enough to wear heavier armor.


    The reason mages wear cloth in RPGs is balance, not backstory.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Maximo_Artorio
    now that the goggles are so useful... the only downside to having goggles instead of thaumometer is that you actually have to wear them... so the head slot is occupied an you have less protection in general (as it is with the boots) so I suggest to make it possible to integrate the goggles with the helmets in a shapeless recipe like "goggled diamond helmet" and so on (and if possible the same with the meteor boots dunno... something elderitch or an infusion recipe... "heavy meteor boots" to give the idea, same power more ammo)


    Wizards don't wear heavy armor. Just ask any RPG or MMO ever created.

    But seriously, I think the special armors should come with a trade-off. You want the powers of the Boots of Meteor? Fine, but the cost is not using enchanted diamond boots. Similarly if you want the powers of the Goggles, then you give up other options in the helmet slot. For the sake of balance, its good to have trade-offs like this. I'd like to see that extended to the other armor slots as well (because, IMHO, this mod will not be complete until there's some form of Wizard robe).
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from WhatGravitas

    Oh, I'm aware of that. Much like redstone, ladders etc., every Minecraft object occupies a whole block - just like the seal. Nevertheless, you can have collision detection with the hitbox of a block (e.g. like fences, ladders etc.) instead of the full block.


    I would also worry that changing the portals hitbox would affect vertical portals (i.e., portals placed on floors and ceilings). Currently, they work as one would expect. I'm not opposed to your suggestion, per se, but I wouldn't want to see a change affect their current functionality.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from WhatGravitas

    Another thing: The portal seal is a bit... trigger-happy, it teleports you by just entering the square, which is a bit annoying, if you want to build doorways around it. Any chance to make it collision-detecting, i.e. only transports hit you if you actually it the block it's attached to?


    Seals actually occupy the block in front of them, despite the appearance that they are part of the block on which they are placed. So, in actuality, they already use collision detecting.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Good lesson to be learned about the Axe of the Stream in the following video:



    (The link should start at the relevant point, which is approximately the 3:00 mark)
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from AtmaStorm

    1. Will there be future uses for relics/artifacts after all research possibilities have been exhausted? I have stacks of cracked wisp shells and various other trinkets I wind up through the course of the game, but it only ends up hogging space. I know that some of the artifacts can be used in recipes, and I was thinking along those lines. Perhaps excess skulls could be ground into bonemeal. Grinding down cracked wisp shells could produce some sort of magical powder. Just throwing out ideas.


    I believe that one of the teaser videos may have shown skulls used as a crafting ingredient for a new discovery. In any event, given that that mod is still in its infancy (relatively speaking) I would suggest holding on to all mod-related items. Who knows: perhaps in a future patch those wisp shells will become really valuable.

    Quote from AtmaStorm
    2. Shouldn't tainted crystals produce lots of taint when smelted in a crucible? It seems strange that they wind up producing the same vis/taint levels in a crucible as a normal Vis crystal.


    I don't disagree with your observation, but I also don't see it as a big issue. More importantly, tainted crystals have much better uses that being tossed into crucibles. In fact, if you're playing legit and trying to avoid tainted world corruption, they're one of the most valuable items in the current version of the mod.

    Quote from AtmaStorm
    3. How does Aura/Taint spread to other chunks exactly? Is it always a set rate, or is there a 'pressure' mechanic going on, where areas with high aura rating spread to chunks with lower aura more rapidly?


    My understanding is that neighboring chunks have an influence on aura ratings, but only to a limited amount. For example, a chunk with an aura rating of 10 (making up numbers here) would have a positive influence on a chunk with an aura rating of 4. Ignoring all other factors, the lower aura chunk would increase its aura rating (slowly) until it gets to an 8 (again, making up numbers). Once the neighbor gets to level 8, the level 10 chunk no longer exerts a positive influence. So if you want to get that 8 up to a 10, you need other influences (e.g., placed vis ore blocks, totems, etc.).

    I understand that your specific question is actually more detailed -- essentially you want to know if you have a 10 rating chunk neighboring a 2 rating chunk and a 7 rating chunk, does the 2 rating chunk get a faster bump than the 7? To the best of my knowledge, that information isn't known and may not be ascertainable without code diving.

    BTW, this all may change with 1.2.5 anyway. Changes are afoot.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Azanor

    You've mentioned this several times, but I really can't see how it is happening - Slimes use all the normal spawning rules. Either way I will see if I can do anything.


    In my experience, the problem isn't that slimes violate spawn rules and spawn too close to the player. The problem is that slimes can clip through solid walls when they grow in size. Since Somnia simulates real-time, what is happening is that while sleeping: (a) the small slimes are spawning an appropriate distance from the player, (b) they find their way to the player and are blocked by walls, ( c) they grow, (d) they clip through the wall, and (e) they kill the player.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Looking forward to the pumps and advanced valves. Time to redesign my lab ...
    Posted in: Minecraft Mods
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