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    posted a message on 1.6 Pre-Release Now Available!
    Quote from 5thHorseman

    You can put a chest on them and give them stuff to carry.


    Ah yes, now that makes obvious sense. I just did not think of that at first. Thanks.

    Now it makes one wonder what the functional diff is between donkeys and mules? Amounts they can carry? health? I'm just curious why both breeds were included.
    Posted in: Minecraft News
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    posted a message on 1.6 Pre-Release Now Available!
    carpet?

    as in Dr.Zhark's magic carpet, perhaps?

    donkeys, mules?

    What usefulness will donkeys and mules have in the game that horses do not provide? Are they just breeding dead-ends, or good for something else? I checked over on the Mo Creatures post and did not find any details.
    Posted in: Minecraft News
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from fallatus

    I rather love thaumcraft, But very recently i have come across something that has put a damper on it's enjoyment.

    __Begining "Rant".__

    I am of course talking about: The Nether Star.
    The reason for this is as follows: To get a nether star you must first defeat the Wither, The most powerfull Boss in minecraft so far. And to even have a chance in a fight with the Wither you need to spend a bunch of effort and time preparing, Preferably enchanting all your armor and weapons with the best you can(unless you are a UB3R 1337 H4X0R oF PwN of course), collecting all that experience can be both tedious and boring, Something which tend to lower the general enjoment of the game for those that are more "casual" than others. Also, Farming for wither skulls is boring and time consuming, Time being something not everyone has a lot of to expend.

    This far point into the tech tree i still feel that it is too early to use the Nether star.



    tl;dr:
    (No offense meant)
    The useage of the nether star is not currently worth the effort
    And it's kinda "­"-ish to require it so early in the game.
    Sorry, I couldn't think of a more fitting word at this time.

    Anyways, I hope there are more that have realized this on their own as well and that its not just i who thinks this way.
    There Should probably be some other way of getting something like the Nether star, Maybe an abandoned ruin or altar with something similarly powerfull contained within, Requiring you to explore to find an alternative, Or maybe a way of creating something like it.

    Anyways, I wish you good luck in your life and good memories.
    So keep on trucking, This mod is going places, And where it ends nobody knows.

    Have a marvelous good time, Everybody!

    (p.s, If thinghs doesn't seem coherent or wrong its beacuse ive been up for far longer than i should have and need sleep.)

    __"Rant" over.__

    *The Eternal Fades Away Into The Shadows Of This Mortal Veil*


    While this does not address Wither skull farming, another way to defeat the wither is to use small army (10-20) of upgraded, strong golems to help you fight. I would do that in a confined space so the wither does not fly out of reach.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from haighyorkie

    Anyone interested in hearing Azanor's thoughts on Thaumcraft 3.1? He took time out of his busy schedule to do an interview with me about the upcoming release and give some insights and hints at what's to come!



    Thank you both for the interview! Although it sounds like TC 3.1 will be around the MC 1.6 timeframe, I think it will be well worth the wait. I'm also hoping that Thaumic Tinkerer will also be updated soon after. <hint, hint>

    update:
    I meant to add that I like the describes changes with reduced aspects, but the progressing thaumaturge must learn how to combine aspects to find new ones. More researching fun without the tedium.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Quote from Laskeri

    It doesn't have to be next to the chest, you can have the marker block under it as well.


    Sure, but that can also be a pain in building construction. If you move the chest, you have to also dig out the floor to move with it. I would rather that the marker block have the option to be integrated with the chest. There are some things, like water sources, etc that need to have an adjacent marker block.

    I'm just saying that whenever possible, it's a better player experience to have the marker blocks integrated into the objects you would like marked. It prevents odd behavior and is easier on planning and construction.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    In my current game, I use a lot of golems to automated my farm, help in the alchemy lab with the crucible, alembics, etc. I was thinking of a simple and practical TC upgrade -- marker chests. To mark chests (I use TC 3.0.4c for MC 1.5.1), one has to add a marker block in the environment next to the chest. This can cause clutter and room layout problems to get the golems to recognize the chest of their color.

    Why not create a new, marker chest that crafts like a normal chest, but the marker block goes in the middle? Then the marker color is shown on the chest for identification. A marker chest with no marker, just shows an empty slot. I think this would be a great idea for TC 3.1 and clean up the marked chest arrangement awkwardness.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Quote from Farproc

    I've griefed myself.
    Thought it would be nice to start a new game in a Natura giant redwood tree. Has like a >12 block diameter.
    The first bit of thaumcraft I do I get a storm and the bloody thing burns down - managed to save the bottom 40 meters or so...


    Now that is a memorable story to tell. I take this particular one to heart, since I also play with Natura and always wanted to establish a base in a redwood tree. I did not think about the lightning strikes...
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Quote from ArgonFox

    I like the idea of having to specialise in a specific area, I agree that the first time I played through Thaumcraft3, after I had done it, I knew how to get everything, and ended up being able to get Tier3 in like 2 hours on my next playthrough. Maybe there could be different branches and schools of magic? Combat magic, enchanting, necromancy. If a player could only specialise on one of these, it would also encourage teams in multiplayer to ensure the team has a good coverage of different schools of magic.


    I did not think about the magic branches and perks in terms of multi-player, but that would also be a plus. Each player could each specialize in different areas to form a well-rounded combat team. This also keeps the game fresh as someone could choose a different specialization in the next game.

    One caution tho. If players are specializing, is is a hard task to balance the skill schools and perks so each one is a viable path to succeed and have enough interesting things to do/use. These two components will create a fun experience, but it has to be both. Without reasonable skill school abilities, it's too difficult to win. If the skill school is a lot of the same "rinse and repeat" limited skills, then it will get boring. Overall, a difficult, but rewarding thing to design and play.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Azanor,

    Here is my wish list. BTW, the mod is just fantastic, and your effort is much appreciated! TC is one of my main mods I use in every game.

    Aspects

    40+ aspects is too many to reasonably keep up with. If the current aspects were reduced to 50%, that should provide enough variety to keep a player's interest and still be manageable. It would also help to have a few more hints in the research table when mystery aspects appear (as "?"). This would better engage the mind and be less of "let's throw in 40 aspects to get the correct one". This will also reduce the frustration of losing too many rare items for wrong guesses.

    Research

    I like your general idea. While it's fun to research "at the table", it's even more fun to explore the world and find new, magical aspects about it.

    Spellcasting

    I do not think overlapping spells like Ars Magica would be a good idea, but more in the spirit of alchemy and crafting. I rather like the idea of infusing items with additional aspects/traits that provide boosts and additional powers.

    An idea mentioned by someone previously was the concept of adding crystals to weapons and items to provide powers, etc. Either that or maybe something could be carried in your inventory?

    I do like the idea of using your wand more (versus leaving it at home) and using it with some other device you had to research and build.

    RPG

    I like your thoughts on the RPG elements. They remind me of the Skyrim perks that allowed a character to specialize in certain areas that added buffs or discounts to their chosen skill area. What is so cool about that is there was a limited perk economy in that no one character could ever unlock all the perks for all the skill areas. Sure, many skills may be maxed out, but a character could not get all the perks. Forcing a player to make some leveling choices left some mystery and discovery for the next game. That provides a fresh experience beyond the first game.

    More Mobs

    I would also vote for a few more unique TC mobs. I do not have any specific ideas now, except that some flying mobs would be great.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Dashiar said:
    That being said, there isn't much to do with your Minecraft experience. Its used by mods to some extent but mostly its used to enchant. Not super exciting. My suggestion? We find a happy medium. We give those those little glowing orbs a REAL use but still give would-be Mages the feeling that their actions effect their growth.

    How to do this? Simple. Every use of a spell has a chance to increase your Affinity with its corresponding type. Every time you use a Fire Spell, there is a chance your Affinity will shift closer to an Alignment with Fire. If you really wanted to make it dynamic, it could lower your Affinity with its opposite, in this case Water. As your Affinity with a particular element increases it gets less and less likely that a use of a spell will increase it further. This, plus its semi-random nature will discourage players from simply spamming Fireball a set amount of times to get to a desired strength of Affinity. I know I wouldn't do it if I didn't know how long it might take. (This also adds the possibility for enchantments that effect the chance of increasing a specific Affinity.)

    But what to do when our Affinity reaches a new level? Why, we go to the Arcane Empowerment Table. Its bigger, better, it has twice as many glowy thingys! Who doesn't want more glowy thingys? Seriously though, once we get to the table, a GUI opens, Showing us our Affinity with each element, and how much experience we have. And what Tiers we have unlocked on which element. Under each Tier has a corresponding number. This represents the level of Affinity we need in order to buy traits from that particular Tier. And we use experience to buy those Traits.



    I also like this idea. It's very reminiscent of Skyrim, and Skyrim got a lot of things right when it comes to character development and leveling. For example, someone may be good with fire magic just because they frequently practice it, but that does not mean they truly understand it like someone who invests research/experience/level points to unlock aspects, etc. Spending experience should provide minor extra perks that can build up (stack and/or complement) as the character invests in that affinity of magic.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Hi Mithion,

    I've been playing with Ars Magica for several months combined with ThaumCraft. IMO, this is a ground-breaking mod for wizardly type magic. I like the direction that v2 is headed, so here are some thoughts after playing with v1 for a while. Just as a bit of background, I've been an active board/miniatures/computer/RPG gamer since 1976 during which I've playtested many games (and even designed a few), and a software engineer for 23 years. I'm currently a beta tester for Stonehearth, and providing feedback for several other Kickstarter software games.

    Here are some preferences and ideas to facilitate brainstorming. I realize that some of these items may require more time than what you may want to currently invest, but it's fun to think about with the group here.

    Discovery/Exploration

    I like how AM encourages exploration and examination of the world -- even to the point of providing good uses for the vanilla MC items that are just bling. For example, flowers/dye in vanilla MC are nice to look at, but merely wallpaper items. Now with AM, they are highly sought after. Since the Mo Creatures sharks love to kill the squids, my character jumps into the water to fight for the precious ink sacs. So, finding new uses for items already in the game does not overload the player with tons of new items, and provides for more difficult decisions. Do I use the bonemeal for white runes or to super-grow some precious plant? The economic tension spurs additional decisions and quests that are fun puzzles to solve. Please continue with this type of design.

    Progression

    I agree with Zabadar's earlier post about progression. First, having a AM guide in-game, like ThaumCraft and Tinkers Construct, is a good mechanism from many aspects. The mod would be more immersive since there would be fewer reasons to jump out of the game to consult a wiki. The guide would not need to give away information, but, like ThaumCraft, reveal what you know and a bit about what you think you know without showing what you do not know. This way, the guide is just that -- it helps guide your direction by encouraging deduction without spoiling the mystery and wonder of discovery. At the same time, the guide provides clues for the next steps for magical research areas, so the player is not blindly wandering the world in frustration, hoping to find anything. As Zabadar said so well, the reason for exploration is to find a few more clues to what you think you know (from the guide) and even discover ideas/items/properties that you have no clue about. This allows progression on desired areas, but also opens up new choices. Items/ideas with partial knowledge at least provide some hints so the player could deduce what they should pursue to complete the research. This will initiate more quests that are more directed, rather than random. Now if other discoveries are made along the way, well, that is okay too. All in all, the semi-directed, but open system allows the game play to be fresh every time, and not just the first time.


    I definitely like your idea that AM progression should not steal MC experience away so much that players either have to farm many more mobs or just exercise much more patience is acquiring more levels for MC and AM.

    Affinities

    The more activities the player is involved with world interaction, the more magical aspects and knowledge they will learn. I wonder if it's too much to take a page from the Skyrim magic system in that there is so much to learn that a player, in one game, would take a very long time to learn everything there is to know about every affinity of magic. That forces players to specialize a bit such that there is something to newly explore in the next game. That also would allow a player to choose between a jack-of-all-magic-trades with a working knowledge of all magic affinities, specialize in one or two, or something between the extremes. Experts in their affinity would receive bonuses which would balance with the jack-of-all-magic-trades. In any case, this would help avoid the uber-mage that cannot be touched by any attack/effect and waltz through the game. Maintaining the fear of dying, losing levels/items is healthy to keep the game fun, IMO.

    I like the idea of affinity advantages/disadvantages, as long as they are not major. Significant advantages/disadvantages are harder to balance and it's easier to deliver or receive(!) one-shot kills. I prefer interesting, useful but minor advantages/disadvantages. I do agree that a master of fire would also have a bit of disadvantage with water magic. What you and Zabadar mentioned sounds like a good starting point. The only trick here is how to handle a mage that wants to be a master of an opposite affinity. My opinion, along the lines of what I mentioned above, is to make them choose between diametrically opposed affinity mastery. The player can always specialize differently for their next game. That provides for a fresh gaming experience not just this time but for the next several games as well.

    Spell Research/Design

    I like your proposal for a magical framework to research/design spells. This, coupled with the guide idea above, allows all kinds of research, exploration/quests, and progression. Since the guide records what you know, what you think you know and (hiding) what you do not know, a mage could single-mindedly pursue a particular research area or several at once. This open, sandbox-like system allows the player to choose their own style of play and experiment with differing play styles. This all helps games unfold in different ways such that the first game not only has amazing discovery, wow! moments, but subsequent games as well with moments of "I did not know you could do THAT". This leads to new ways to play with AM which equals more fun.

    Items

    Personally, I like that part of the wizardly progression path includes discovering/researching and crafting devices. Personally, I'm a fan of the fabricator. I agree that now it's a bit overpowered, but I would be saddened to see it removed altogether. The fabricator helps mitigate the lack of necessary and/or very good items just because critical resources are scarce. Instead of removing fabrication, why not just make it more expensive in terms of essense and/or crafting materials? Anyway, just my plea to rescue the fabricator from the feature chopping block...


    That's all I can think of fow now, and thank you for listening.

    Thank you, Mithion, for all the hard work and dedication that went into AM v1! I know that whatever v2 becomes, it's gonna be even more awesome!
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6.2] DrZhark's MagicCarpet Mod v1.2
    Another thought that ties in with Mo Creatures -- more flying mobs! Now that you provided us with carpets, it would be a really wild experience to have flying mobs that would attack someone on a carpet! Maybe a terradactyl, a higher flying nightmare, wraith or some such.

    Or what if a mob with knockback could hit with an attack that could knock you off your carpet? That could be ugly (and hope you are at a low altitude). Just those ideas sure would prevent a carpet-rider from owning the airspace and dive-attacking with impunity.

    Just brainstorming.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] DrZhark's MagicCarpet Mod v1.2
    Excellent mod, DrZhark! This is the mod I was hoping for, since I play Ars Magica and ThaumCraft. It's really awesome to take a morning cruise to survey my fledgling kingdom. I would also second the suggestion to tie this great mod in with ThaumCraft, like via the Enchanted Fabric research.

    I do have a few tweaks to suggest for an improved carpet-piloting experience. I find that seeing objects that are close by is difficult because the rug is a bit long and when looking around while aboard a carpet also abruptly turns the carpet. (or is this like a boat -- must stop forward acceleration to look around without changing direction?) This makes navigating obstacles that are close by a difficult thing (especially landing in a tight space).

    Another piloting problem is that when hovering, the carpet tends to slowly sink. For long flights, the pilot needs to frequently bump up their altitude to avoid hitting things. This causes a jerky ride and occasional finger snarls on the keyboard, especially if fighting while riding.

    Here are a few suggestions to consider:

    a. Shorten the front of the carpet of it's easier to see over the front edge.

    b. Allow the carpet pilot to look around without jerking the carpet direction quickly.

    c. Allow the carpet to maintain it's altitude (no sinking effect).

    Thank you for another great mod!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Hi,

    I'm currently playing TC 3.0.4 for MC 1.5.1. This is my first time playing with TC (which I really enjoy).

    After creating my first Thaumometer, I noticed that the needle just flashes, but does not point to a node when I move around and the Thaumometer is in the active slot. I have a Silverwood tree near my base I tested with, but the device does not track the aura node when moving.

    Is this a defect, or did I miss something about how to use a Thaumometer?

    update: is this part of the 3.0.4 Thaumometer rendering defect hinted at in the changelog or another defect?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Arkenor

    Getting creature spawns balanced when using Mo Creatures can take a bit of trial and error. What I've found is that if you increase the monster tick rate in MocGlobal, that creates some breathing room for monsters not using CMS to spawn.

    What that number needs to be depends on whether you have MOC set to take control of vanilla spawns or not. It does that by default. If it does, then the only creatures on the vanilla spawn table will be from other mods, like Ars Magica.

    The other option is that you can add creatures from other mods to CMS, and you may have done so. But that *might* mess with how Ars Magica spawns its creatures depending on your mage level. Depends on the mechanics of how that's achieved. Mithion would know.


    Thank you, Arkenor. I will experiment with the MC monster tick rates and see how that changes the types of spawns/ creature survival.
    Posted in: Minecraft Mods
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