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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from WTFFFS

    You'll be waiting for a while for an answer from Azanor, he's on vacation.


    Ooooh, an update! Let's see what we've got here.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Kakushymi


    Wow wow wow what? Are these aquired through research? What am I missing? If they are researched then that means my research pool still hasn't dried up, and I'm still missing some obscure aspect that I haven't spammed to death O_o

    I really hope I havent reached the end of Thaumcraft 3.


    If I'm to understand, the clothing is researched through the use of theories made from knowledge fragments.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from francogp

    Why? actually, you can grow your city, and get more villagers over the time.. I have more than 45 right now (and originally was 8)


    Ah, yeah. That'd work. And I haven't done much exploring as of yet, so the barrows shouldn't be a problem, either. And updating to the newest build of Thaumcraft 3 won't reset my research, right?

    Thanks for the answer to my previous question, by the way. Sorry if the answer to the new one should be obvious.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    For my reference: How "important" are the thaumaturge villagers? I've spent three hours in a world (it's a pretty cool world, too; I spawned right in the middle of a village, and there are at least eight greatwood trees within 100 blocks of the village), and the stuff that I found in a blacksmith's chest allowed me to almost-immediately get started on thaumaturgical research. Do they do anything incredibly interesting, so much so that it would justify recreating and restarting my world?
    Posted in: Minecraft Mods
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    posted a message on Down Again
    These things happen, I guess. No point in getting too upset.

    I just wish this didn't happen before I had to go to work... The mod I play, Thaumcraft 3, requires that the player be logged in to access their "knowledge." Without the ability to record or access knowledge, I might as well not play...
    Posted in: Discussion
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Loving this so far, and looking forward to how it develops!
    Posted in: Minecraft Mods
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    posted a message on Ender Dust!
    It's one of the more interesting teleportation proposals I've seen, for certain. I don't hate it, but I don't love it. I kinda like it, I guess. It'd certainly be a neat mod.
    Posted in: Suggestions
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    posted a message on Better Item Textures
    I don't really care either way (I suppose your textures look kinda nice, though), but knowing the forums and their reaction to the new food textures, you're about to be devoured alive for suggesting this.
    Posted in: Suggestions
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    posted a message on STONE GOLEMS HOSTILE AND UTILITY VERSIONS.
    Quote from Lightning_CRAFT

    Maybe you need too craft a head (Like a wither) or you need a large amount of all different stone blocks :
    cobblestone, stone, mossy stone . . .


    Eh, it's probably a better idea to keep the amount of material types needed for this theoretical golem on the low side. If it's too annoying to build, people just won't build it.
    Posted in: Suggestions
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    posted a message on Politics System
    Quote from Immortus

    True it would be hard to code, but let's not forget the team that works on minecraft is pretty experienced. As for the feature being annoying... There is a simple solution-simply to make it so that it is possible to switch it on/off.

    About villages being a long way apart... Thats true, but there is nothing to stop someone tweaking the terrain code to make them spawn more frequently.


    A couple of things:
    1. "Maybe allow the player to switch it on or off" is not a very good argument. One should try to make a suggestion that people wouldn't want to turn off; and if only a relatively small amount of people like the gameplay mechanic, it's not worth Mojang's time to code it.
    2. I doubt a developer would ever intentionally make a major feature that can only be used if players are willing to screw around with the game's code. Of course, I understand that would be small potatoes for most modders, but... If they're only going to half-make something, they might as well just leave the entire thing to the modders. On a related note: I am fairly certain there are a couple of mods that add a "politics" system to the game; I don't know any specific ones, but I believe I've seen a couple that vastly expand the villagers' role in the game.
    Posted in: Suggestions
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    posted a message on Politics System
    This sounds like a lot of trouble to code for a system that would probably just end up being annoying. Methinks a simple "Quest" system would be a better alternative.

    Generally, villages spawn rather far away from each other; I can't see them forming any meaningful dynamic if they're 6k blocks apart.
    Posted in: Suggestions
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    posted a message on STONE GOLEMS HOSTILE AND UTILITY VERSIONS.
    Just for the sake of argument (let's be honest, this probably wouldn't make it into the game regardless of how it was balanced), let's make the structure that the golem spawns from over 5 blocks tall, making it something that you have to actually prepare to make. It'll require somewhere around half a stack of smoothstone with a relatively complex formation pattern (side note: You'll probably be able to carve the golem out of some natural stone; more economical, but probably more time-consuming). It will require 3 pumpkins to create, just because. Once constructed, you'll have an enormous stone golem... With numerous flaws/quirks.

    -Only deals 1 damage on Easy (3 on Hard), albeit with a small AoE directly around the golem (it swings its arms around). Of course, the attack will be fairly slow.
    -Only has 80 health (40 hearts), 20 less than the iron golem.
    -Has a general size of 3 wide, 3 deep, and over 5 tall. You'll have to be mindful of its size if you want it to be an effective guardian.
    -Travels a good deal slower than the iron golem (about 60% as fast as IG, maybe?)
    -And, perhaps the biggest drawback of all: It can't jump. You'll have to provide it a decent infrastructure if you want it to be sufficiently mobile.
    -It prefers to travel on "roads," which, for this purpose, are sand, sandstone, cobble, and stonebrick paths that are at least 2 wide (of course, the golem is a bit larger than this). It will follow any such path it finds and remain on it until it finds monsters. It will not, generally, "switch" between different materials of road. Failing to find a road, it will stand still until it finds its owner, at which point it will follow the owner until a road is found; right-clicking the golem, much like any other pet, will make it "sit," ordering it to stay in place.
    -Just so it doesn't get absolutely chewed-up by creepers: Light explosion resistance (in the ballpark of 10%-25%?). Charged creepers, of course, will probably be instant death, like for most things.

    In essence, you'll have a somewhat-dim "tank" that is easier to produce, material-wise, than an iron golem. It will generally only be good for drawing enemy attention while dealing light AoE damage; any substantial damage will have to come from you or iron golems. While its possible to construct a "wall" of golems, allowing you to hide behind a fairly wide mobile barrier, it also makes it incredibly hard to engage the enemy, not to mention simply moving will become incredibly difficult. All-in-all, you'd probably prefer an army of iron golems, but the stone golem will look more imposing/impressive, allow you to give it a patrol route, and be a generally good "meat-shield."

    This is probably a dumb post, but it just sort of flowed from my mind.
    Posted in: Suggestions
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    posted a message on Nether Star = Ninja Star?
    Quote from Crimsollite

    Why does everybody call them ninja stars? I'm pretty sure they're called shurikens.


    Yeah, if you're a weeaboo

    It's the proper name, I believe, but not everyone knows that. Simply calling them "ninja stars" just makes sure that everyone understands what he's talking about. (The strikethrough is a joke, by the way. Just putting that out there before someone gets legitimately offended.)

    On-Topic: Eeeeeeeeh... Why? I don't think you've really outlined what, exactly, this "Nether Ninja Star" would precisely do. Just making it a throwing weapon just seems like it would be a bit of a let-down. In all honesty, even if you can properly balance this, I wouldn't support this; it just seems ridiculous. "Hey, I just killed the Wither! Let's throw its heart at a creeper!" It just seems like it would be a terrible use for the Nether Star... Not that the beacon's all that great, but... Eh.
    Posted in: Suggestions
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    posted a message on A&R: Mining and Enchanting
    A lot of this has been suggested before, sir. While it's appreciated that you tried to put some thought into your post, these forums do not take kindly to posts that rehash suggestions.

    Either way, I'll point you in the direction of GIMP: http://www.gimp.org

    I feel it's a pretty good piece of software for image manipulation, as long as you can figure out a few of the more confusing functions. Plus, it supports plug-ins and such.
    Posted in: Suggestions
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    posted a message on Mooshroom eyes
    ... I don't believe this has been suggested before; I'll give you that much. Otherwise? This is rather ridiculous. You're proposing that we're plucking out the eyes of these mushroom-cows, that we wear the eyes like a helmet, and that it will protect you from hostile mobs. It's a rather disturbing prospect, and rather overpowered, to boot.

    "But mooshrooms are really rare!" you might say. No matter how rare a material is, it should never grant a person god-like immunity from mobs; especially if it's an item without durability.
    Posted in: Suggestions
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