• 2

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

    Any simple backpacks mod you guys can recommend? The amount of stuff to carry around is just unbearable.
    The original backpacks mod deteriorated into an unusable trash.


    Iron backpacks, maybe.
    Posted in: Minecraft Mods
  • 1

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

    Maybe, tame whisps, instead of enslaving them? They can be powerful, but mischevous and not very reliable pet, in contrast with reliable, simple golems.

    Posted in: Minecraft Mods
  • 2

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

    Yeah, wands could be used for fine-tuned manipulation of aura and gauntlets could be the more offensive type.

    Hmm, I feel it should be other way around. Even in real world, You usually use your digits for fine work and different kinds of specially crafted murder-sticks for smacking enemies or shooting projectiles at them.
    Posted in: Minecraft Mods
  • 2

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

    Maybe Wisps can take charge of doing less material stuff? Transporting Vis, accelerating growth, lightningbolting mobs - that sort of things.

    Posted in: Minecraft Mods
  • 2

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

    And one in Russian


    Posted in: Minecraft Mods
  • 1

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

    Crystal growing is so hot right now. TC does this, Intangible does this, and now Blood Magic too. And AE too, if I remember right.

    Posted in: Minecraft Mods
  • 2

    posted a message on Intangible (0.0.25 Alpha)
    Quote from Auric245524»

    How would you move the molten crystal though?

    You don't. You melt it right where you need it
    Posted in: WIP Mods
  • 1

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

    Anyone can tell me what i need to unlock the focal manipulator? :)


    Research all basic Foci
    Posted in: Minecraft Mods
  • 4

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

    Game is a "sequence of meaningful choices". We are speaking of choosing branches, but I have doubts about one of them not just being strictly better than others, like Primal staff is strictly better than other staves.


    So, I had a liberty to make a rough list of choices between research branches and/or playstyles that could make be meaningful and help people adjust game experience to their tastes.


    Warp vs No Warp


    You can get better stuff faster if you accept being Warped. But with bigger effort you can make things work and even reach OL without Warp too.


    Taint vs No Taint


    Similar to Warp. If you really hate Taint, and do not mind putting extra effort to avoid it, you can.


    Combat vs Peaceful


    If you are not fun/expert in combat, you can seek more peaceful ways of doing/getting things


    Exploration vs Base Building/Farming


    You can explore/dig/kill to get stuff, or try to produce them in-house. Can be useful for skyblocks too.


    Automation vs Hands on


    You can build automated constructions to get stuff, or get superior tools to manually get them.


    Cismod vs Transmod


    If you like to combine TC with other mods, you can seek TC options that combine with other mods better. Such as getting TC possibilities in a form of enchantments, that can be put on other mod stuff, instead of fixed TC armor/bauble that bars other mod gear from the same slot.


    Solo vs Cooperation


    There can be options that work better if players do things together.


    First Play vs Repeat Play


    Maybe some options for veteran Thaumaturgist to use their previous experience better? And on the other hand, for new ones to learn the ropes faster?


    EDIT: After some thinking, another divergence:


    By The Book vs Out Of The Box

    It's a little bit similar to previous option. First is using things as they are intended and written in Thaumonomicon. Second is doing things in a ways that are not obvious, maybe even for mod author. Such as using saplings with ET and Builder foci to dig veins and underground rooms, bores for clearing taint and harvesting certain plants, taint crawlers for absorbing taint in Aura, using Black Hole for distances longer than their maximum, etc.


    I'm sure this list can go on, but it's what I could come with.

    Posted in: Minecraft Mods
  • 2

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


    I love this! One question on the No Taint option. Many important components require a tainted shard: thaumostatic harness, essentia distillery auxiliary upgrades, etc. I usually dump a bunch of flux into a far away chunk that has a lot of accessible crystals until they become tainted shards, but without necessarily "tainting" the land. Is that part of the No Taint option? Or, is there a way to avoid even that (besides the obvious option of giving up flight and distillery upgrades)?


    Choice does not have to be binary. Having a middle way and/or "smart" way in addition to more obvious routes is even better.
    Posted in: Minecraft Mods
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