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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Awesome, I always said that the only thing wrong with Thaumcraft was that it wasn't more like IC2!



    Not...



    Kidding aside, I just hope that these changes don't lead to the elimination of all the cool piping systems and the "bubble essentia" system, which I have found to be very fun to play with. TC3 was probably my least favorite Thaumcraft, so I'm kinda sad to see everything going back to it, with the "aura does everything" approach. I dont want my stuff to feel like solar power from other mods, which I've always personally hated. Guess will have to wait and see how it plays out.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    horizontal levitators? interesting
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Speaking of Eldritch, one thing I hope is changed in the upcoming version is the need to hunt down these Crimson Clerics. The thought sounds good, but needing to get a rare drop off a rare mob that doesn't respawn is pretty rough. The mobs themselves are rare enough - I've hunted out many obelisks, but only 1 of the last 11 that I found had any cultists there. My map is now bloated to about 50x its former size from running around trying to search them out. At the least, I would hope the drop rate gets boosted some for their book - with a looting 3 sword, I've spent around 4 hours hunting them down, with no drop. Sad enough for me to break down and just cheat it in :(
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Sounds fine to me, 2x just sounded like a good place to start haha
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    The more I think about it, the more I like the idea of combining essentias directly. There are a lot of possibilities for tech expansion there, and if it required enough stuff to do, it could add nicely to the magitech feel of the mod. The thought of running an alchemy lab full of boiling cauldrons of primal soup and leaky flux pipes is very appealing.

    Quick thoughts: There should definitely be loss in the system if this goes in, none of that put 2 in, get 2 out silliness that most mods go with.. especially if essentia breakdown is allowed somehow. For example, some of the crafted essentia could turn straight to flux goo in lower tier equipment.

    Also, there would need to be reasons to bother - more things like the Thaumostatic Harness that require essentia to work properly. The double power system could definitely be a detriment here, since with cV you only really need essentia for crafting items and a few edge cases. Personally I feel that cV should be limited to powering majorly highend stuff only - as discussed some pages back, I definitely liked the essentia system better for things like the furnace and enchanting. cV feels a little too unlimited once you get a good node set up. I hate to keep beating this horse, but one reason I really like the Automagy addon is this balance: practically everything from the golem autocrafting table to the Thaumostatic spire runs way better with essentia. And with a system like the one proposed, you need as many reasons to use essentia as you can get to justify the bother - without, of course, turning it into an item-generation system like UU-matter, which no one wants judging from the responses so far.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CaerMaster»

    "Anything machine" is indeed a major issue. It's one of the reasons why GregTech will never be part of my modpack. By the time you have a fusion reactor outputting 32 million EU per tick feeding into a matter fabricator turning out endless quantities of UU-matter from which you can fabricate unlimited quantities of any resource in the game at whim ... what's the point? Or Applied Energistics, storing millions of items in a single block "as energy patterns". Both are totally, pointlessly, BORINGLY overpowered. All the fun is gone once you've built them. Game over.

    I would hate to see that happen to Thaumcraft.

    Agree with this 100%. I do almost everything with Railcraft, TC, vanilla, and now Automagy - can't stand mods like AE or *shudder* Soul Shards, the worst of them all. Sure those make things easy, but I'd much rather have cool looking systems and railcarts flying everywhere, like my automated cow-launching animal farm.

    It's why Direwolf20 has to reset his world every month to keep things interesting, while Etho has been running the same world forever with vanilla. Mods that only remove gameplay dont do anything for me.

    Not a huge fan of the proposed change about creating essentia for that reason - it sounds like a neat idea, but I don't think it would be nearly as fun to play with in practice. It sounds like it would be turning the "building farms for essentia" aspect into "build an AE system to autocraft stuff for Thaumcraft". I strongly prefer the 1st side of that coin, though if there are plans to implement some sort of magical inventory control like Automagy, this would be a good reason to use it.

    @above: Golem tree farms have a great purpose.. mass producing charcoal to turn into Alumentum to power a steam boiler and other things :)
    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Daily suggestion/pester: Hungry maws/ficial maws get broken by water. This makes me sad, as they seem perfect for picking up from oldfashioned water sorting systems (hey, I dislike pipes a lot, and water systems look cool.) Not sure if its possible to have them stay attached in water, but not stop the water flow - but it would be neat.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I actually kinda like the duality of the power systems. I just wish there was more you could do with cV,



    @oreo: Update Forbidden Magic
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Nnystyxx»

    /conspiratorial whispering
    "crowdsourced code"

    j/k. I know you keep TC under pretty tight wraps, especially with all the spooky secrets. A version with yet more influence by the community in terms of its code would be quite interesting

    Please, god, no. Have you seen the mess that Thaumic Tinkerer has turned into since Vazkii "crowdsourced" it? I don't even install it anymore.

    That research idea sounds sort of interesting - I just hope it doesn't lead to having to thin out the aspect herd too badly (hopefully 90ish% saying not enough or just right in that poll is enough there, if 70% isnt enough to save the current research system!)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Random suggestion, probably better suited for an addon than anything else, but hey, whatever. I love the Thaumostatic Harness, but of course it does take fuel. And, I gotta feel bad for the all the horses I see wandering around, never getting used cuz they are such a pain and there are so many travel options from mods. My suggestion is some Thaumic way to make a horse useful, whether it was Thaumostatic Wings that would let it fly, but possibly free (muscle action!) but slower than the harness, or something like that - or even just some early-gamish way to let them run faster, jump higher, and golly, run through tree leaves without getting stuck every 5 seconds..
    Posted in: Minecraft Mods
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