A random bunch of thaumcraft thoughts...
Flux and nodes
I did like the TC3 flux system where unbalanced nodes could create effects like wisp creation, witch spawns and whatnot. The thing I didn't like about tc3 was you could deplete an area of aura completely, and have no way to fix it. It was very easy to do early on, and the only way to address it was to move. The infinite mana battery thing was rather cool once you could get to that stage. I always though it would have been cool to set up shop inside a dimensional doors pocket dimension, but since it was impossible to grow a silverwood tree without any vis in an area, it couldn't be done.
With tc4 and the ability to easily jar and move nodes, you can set up shop pretty much anywhere. I would kinda like to see effects where draining vis from a node "damages" the local area and can cause local effects, while letting a node sit idle slowly negates the effects. Destroying a node would cause instantaneous damage to the nearby area. Maybe spawn lighting bolts, generate some mobs, generate a patch of taint, something to indicate the damage you did to the local area by destroying the node. You would still get the wispy essences based on the aspects in the node, but would also have to deal with the consequences of destroying the node. Growing a node by bullying would be a bit... interesting. I can see it being built into a mob trap.
Tainted lands
Naturally spawning tainted animals.. Current tainted lands can convert the local wildlife, but doesn't spawn any naturally. It would be interesting to the the tainted lands truly be dangerous by already having tainted varieties of animals in the land in addition to the tainticles and taint swarms.
Warp
I would like to warp have a way to be negated without always having to maintain a warp ward. Maybe have a mechanic where being around or using forbidden knowledge slowly brings you up to your "permanent" warp level cap, while refraining from using or being around forbidden knowledge slowly lowers your "permanent" warp level. Being around forbidden knowledge and artifacts would only ever raise your warp to the maximum as set by the permanent level cap. Thus someone who only research a little bit of forbidden research would never have their warp raised above that threshold, while someone who went all the way, would experience much more severe effects. Wearing void armor/robes (warping effect) or using a wand with voidmetal caps or a forbidden focus would slowly raise their warp level. This would let someone who has become too warped for their liking and play style have a way to become "un" warped if they refrain from using said discoveries. Temporary and regular warp would still have to be negated in the same fashion as now, so some effort would have to put in to cleanse one's self, but it could be done.
Since wisps are born from magical essence itself, their attacks could raise the "permanent" warp similar to how guardians raise temporary warp now. Thus wisps would be much more damaging to those who have dabbled in the forbidden arts than those who remain blissfully unaware.
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netmc posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods -
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Illmad posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
I know about that. It's pretty useful, but it's still limited to regular range and only places one layer at the time.
I wanted to have a similar effect on this focus, but couldn't justify it as EU is being used in many of the same modpacks as TC. Instead tried to figure out an alternative and at least equally effective tool that might be used with the builder's wand instead of replacing it. This way TC might also become a good mod for players whose main interest is to build instead of exploring and adventuring. -
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Ardha posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Modsi voted thaumcraft 3 on the aura nodes as entities instead of blocks, because i never liked the idea of bottling nodes to move them. while it was a neat little idea, it doesnt have a lot of flavour to it, and doesnt fit with the lore of aura nodes basically be rifts into another dimension. how do you just put a rift into another dimension into a bottle and carry it around like an object?
By spatially separating it. You're essentially temporarily moving the rift into a sub-dimension within the current one and then quarantining that sub-dimension within a physical object. You're not moving the rift itself per se, you're just moving the dimension it's contained in.
Essentially, when you let it back out, you haven't changed the rift's exit coordinates, you've changed where those exit coordinates lead by moving those very exit coordinates themselves. -
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Meikos posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]With the new poll up, I thought I would offer up my opinion on the systems of TC2/TC3/TC4.Posted in: Minecraft Mods
Some of the things I liked about TC2:
- The Taint! Seriously, Taint was established to me as being a big part of TC2 and now in TC4, it's darn near pointless. Taintifying your home seemed like a real threat where the only thing taint/flux wise I seem to have to worry about in TC4 is having clouds and puddles that ruin the aesthetic appeal of a room. Taint just doesn't seem like an everlooming threat in TC4 like it did in TC2. I've also very, VERY rarely seen anything in the taint other than the swarms. Tainted creepers, villagers, pigs etc. all still exist but I almost never see them. I also recall the Taint being more valuable in TC2, The only thing the Taint offers you now is Lucrum (Which you can easily get from a ton of other sources, including renewable mana beans) and the stuff needed to make Taint items like the Vial of Liquid Taint (Which seems pointless to me, just makes a really tiny patch that doesn't due anything.) and the Eternal Bloom. (Which also seems pointless to me as the Taint isn't even a danger to me in TC4 from what I've experienced.) One of my fondest memories is making a home in a forest and going outside in TC2 after a round of crafting and research and noticing a rather strange tree... Which came alive and attacked me! It was then that I started to fear the Taint and I began efforts to curb it.
- Liquid Vis and liquid Flux were simple and gave you another aspect to crafting rather than "Gather this, put it in a grid and click" like a lot of other mods do.
- Resource storage was, to me, fun. I liked planning how to build my tank storage area and then engineering a piping system to deliver vis and flux where it needed to be without ruining the aesthetic of my designed home. Nothing filled me with pride more than developing a pleasing first floor with devices in their own rooms/sanctuaries and then having a haphazard basement filled with tubes and tanks like a mad scientists's laboratory.
- The Seals were a LOT of fun. The ability to combine them for different effects was confusing and hard to keep track of but I really liked the idea of magical constructs (I liked making pillars with chiseled blocks at the top where I placed the seals!) to do various things.
- The Eldritch Obelisks with the massive rooms near the bottom of the map were fun. It was exciting to find one and do the little puzzle and drop down for loot. I also enjoyed using the blocks as decoration, something that you can't do as much of with TC4's obelisks.
I can't really say much about TC3 as it didn't seem to stick around long! I definitely didn't like the various wands used, I prefer it as it is now with the wand being a multi-purpose tool capable of different feats using wand foci. The nodes were an interesting fusion between TC2 and TC3 systems, originating from a fixed point but permeating an area rather than requiring direct interaction. That being said, I still wasn't a huge fan of them, especially if you wanted to move one. It seemed much more simple to move your constructs and housing to the node if you wanted physical access to it rather than try moving it to you. Despite fusing some of the things I like most about TC4 and TC2 nodes, something about TC3 nodes just seems off putting. I also liked the visual of the Arcane Infuser (Or whatever the four stones that made your wand float.) although I prefer the Arcane Workbench mechanically.
Some things I like about TC4:
- The wand system. I like how it works off of an internal energy source rather than just passively draining from the area. The foci are also really fun!
- Resource management. Again, same thing with TC2, I like having the warded jars (And later the reservoirs) of essentia hanging around for things. However, I do think that there are way too many types of essentia for crafting. It feels really weird to have essentia like Pannus, Gelum, Victus, Fanes, Arbor and more around when their only purpose as far as the essentia crafting system seems to be the centrifuge to be broken down. Crafting in general is also discouraging with so many types of essentia. It's not so bad when crafting something requires a valuable essentia that I'm liable to have a lot of on hand (Potentia, Ordo etc.) but it's a pain in the butt to manage 40-50 types of essentia when only 6-12 are often useful. It's also a pain getting swarmed with essentia such as Machina, Terra and Ignis because they come hand in hand with other types of essentia that I need while I feel starved for Aqua.
- Infusion. I absolutely love Infusion. Not only does it look cool but it's also quite rewarding to gather all sorts of items together and the needed essentia and then flick my wand and watch the magic happen. Infusion is, by far, the best crafting system I've ever seen in a game. Infusion Enchanting is also a better designed method of enchanting than the TC2 enchanter was.
- The Thauminomicon. I didn't truly appreciate it until I started trying Ars Magica 2 over the weekend. The in game book for that mod is a bit of a pain and has broken links or things that should be links but aren't. It also suffers from a lack of clarity in several aspects. With online documentation low, it was a bit frustrating.
- Infused Node power sources. I like creating what is basically a magical nuclear reactor. I also enjoy running the relays through my home and powering devices with it. However, the infused nodes seem to completely invalidate the wand recharge pedestal and the advanced/regular stabilizers. Why bother gathering nodes to feed a larger one for wand recharging purposes when I can just rip one open with much less crafting and then recharge my wand with CV?
- The Eldritch. Seriously, the first time I saw a Guardian, I was terrified. Heck, they still creep me out. The other side of the obelisks is just as equally terrifying. It's not often a question of being able when it comes to the Eldritch and me, but being willing.
- Warp as a method of furthering research. However, I do NOT like Warp as a disruptive event. The only ones that don't detract from my experience are the the Eldritch visitations and I think that could be handled without tying it to Warp. As it stands now, Warp is basically just annoying rather than dangerous or scary and can most of the time be ignored. Heck, even the Eldritch visitations can be ignored sometimes.
- I'd like to note that I'm not a huge fan of Golems. They can be very useful and I've been using them a lot but having most of the functionality of seals tied to an entity is a pain in the butt sometimes. I'd much rather have rigid systems that can reliably function (And reliably break) rather than a system where I show up to my base and wonder why I no longer have a golem or traveling trunk anymore. An example of what I'm talking about would be alchemy golems organizing essentia vs. a pipe system. The golem can and will try to run through a wall rather than going around a corner to get to another room and also has a tendency to use the nearest empty jar if there's no labeled jar available, regardless if there's a jar with that essentia within already. On the other hand, I can just make some pipes and attach them to the top of my crucible and pipe the essentia directly to my storage, giving me complete and consistent control over how the essentia gets to where it needs to be. (Since it has to travel along the paths of my pipes rather than rely on a golem to path between items.)
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Choonster posted a message on Introducing a parent mod into your development environment.Put the mod's JAR in the libs/ directory (in your root mod directory) and run gradlew eclipse again to regenerate the project files with the new dependency. If you're using IDEA, you'll want to delete the existing project files first and then run gradlew idea.Posted in: Modification Development
I can't access those tutorials at the moment (I'm getting 503 errors), but it sounds like the second one was written for the MCP-based build system used by pre-1.7 versions of Forge. Forge versions for Minecraft 1.7 and later (as well as Forge 964 for 1.6.4) use the ForgeGradle build system. -
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LordEric posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsQuote from Auric245524»
It sucks, yes, but it just wasn't intended to work that way.
Why not, though? The way you can see aura nodes through blocks already suggests that vis can pass through them... -
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MentalMouse42 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsAnother question: is there a way to recharge staves (not wands or sceptres) using CV? I failed to find any mentions of Wand Charging Pedestal using CV as well as regular vis, and they can't be put into Arcane Crafting Table with Charge Relay over it...
The only thing I can think of is using amulets of vis storage, that are said to charge from relays, but they are also said to be slow at charging all types of wands, requring you to hold them in your hand to boot...
Yup, it's vis amulet and holding the staff. It looks to me like the amulet recharges itself much faster than it recharges the staff, so you can go wandering with the staff and recharge your amulet later. Even so, this is why I kept some extra nodes in my basement. -
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The_Creamster posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Regarding the infusion altar matrix "orbiting"; i've got quite the design with bulk essentia storage visible and automated & stabilisation below(17*17*5 of mob heads or 13*13 of mana pylons) and it always does that, in particular when overstabilised(u have more than really needed) it goes even crazier. I've seen it orbit in a 1-2 block radial sphere around its actual ingame location (been using it for 2 modpacks now). It's just a visual thing atm, nothing to worry about.Posted in: Minecraft Mods -
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sfsafhfdhghk1248121 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
you need a mod that adds silver to get them - To post a comment, please login.
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Beacon does not have it's own power, but instead derives its powers from an item you put in. The item is consumed immediately (it cannot be retrieved, but it would be good to see it in the interface - just as a way to remember what power has been given to the block. Even better would be to see it floating inside the block.
Exact set of powers, as well as area of effect, would depend from the pyramid size and item's enchantments.
Reasons
Implementing this would add much more variability for the beacon blocks, and as such an incentive to obtain one. It would also allow for designing some interesting scenarios that don't require use of command blocks.
Basic effects
These should be quite easy to add, since proper game mechanics are in place already. See below for the full description.
In case of armor, swords and tools, some materials are better than the others for fueling the beacon. Effect multipliers are suggested to be as following:
Experimental effects
These are harder to add, but it still would be nice to have them!
Enchanted tools and armor should share their enchantments if pyramid is big enough. Enchantments only affect the same type of items (pickaxes, swords, helmets and so on). In order to balance it out, enchantments take penalty in levels when shared. For example, level 3 pyramid shares enchantments with 2 levels penalty. Enchantments of level less than III are ignored. E.g. if you put in a chestplate with Unbreaking IV, Thorns II and Protection III, you'll get effects of Protection I and Unbreaking II on every chestplate worn by a player. Thorns are not given because its level is less than 3. Same chestplate put into a beacon sitting on Level 4 pyramid would give you Protection II, Unbreaking III and Thorns I.
It also means there is no way to share enchantments that only can be of level I, like Infinity or Silk Touch.
Enchantment conflicts
If the item has an enchantment with the same effect as beacon power itself, only the strongest effect is applied.
If shared enchantment matches enchantment on item in use by a player, only the strongest one is applied.
If shared enchantment conflicts with existing enchantment on an item in use by a player, enchantment on the item has priority.
To put it short, beacons can not depower enchanted items.
(Below by levels I mean levels of the pyramid. )
Armor
For balance purposes, potions only give any effect for level 3 and level 4 pyramids. On level 3 it's usually equivalent of Extended Potion (one with redstone added), and on level 4 it's equivalent of regular Potion. If a potion effect does not have a "weakened" version, it's either not applied at level 3 at all, or is replaced with some other effect (read potion entry).
Type of the potion (extended/thick/regular/splash) inserted into the beacon does not matter.
As experimental features, those might be hard to add into the game. But still it would add a nice touch while not being way too powerful (I hope so at least).
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So, if creeper spawns on grass - he'll be green, if it spawns on stone - grey, on snow covered block - white, and so on.
Obsidian black or blood-stone red creepers would be awesome.