nice picture, nice mod, and cool ideas... awesome...
I also have an idea. if you could add some thaumcraft compatibility, like being able to craft the mage armor/robes with thaumaturgists robes and get a vis discount, that would be awesome.
been having a lot of fun, but I noticed that the affinities, well... I dunno, my idea would be simply removing them. just a thought.
I'm working on making affinities better. Negative effects will progress to a state where they only apply in the early stages of an affinity, where you are deep enough in that the type of magic tends to gather around you, but before you are deep enough in to really be able to control it. I feel it gives much more reason to focus on an affinity and learn how it works, so you can get to the good stuff!
First and foremost was the lightning affinity's "Lightning Rod" negative effect.
That has been replaced with an effect called "Fulmination".
at 20-89% depth and above, you have a small chance to supercharge creepers in your immediate vicinity (similar to them getting struck by lightning). Once you breach 90% depth, you can control lightning well enough that this doesn't happen anymore.
Between 20-44% depth, within 3 blocks in any direction, you also have a very small chance to ignite TNT. Beware when mining with it! Once you breach 45% depth, you can control lightning well enough that this doesn't happen anymore.
at 50%+ depth you "short out" when in water or rain, causing rapid mana loss (but no damage is done to you). This cannot be controlled.
You also are granted the ability "Thunderpunch" (reference ftw). You punch things and they get struck by lightning. Lightning also no longer harms you (the natural kind) and magical lightning does reduced damage.
I'll also be working on a way to create spells in such a way that you can focus an affinity (it has to already be present in the spell), or some other such mechanic. Maybe that'll be a good use for affinity tomes. This part won't be in 1.2, but I will be figuring out how I am going to go about it.
Thaumcraft Interop:
Thaumcraft integration will begin in 1.2 with all items and blocks having aspects tied to them.
The vis discount with robes is a good idea - perhaps that can be part of the XP infusion system as one of the unlockable rewards. That likely won't be part of 1.2 though, I'm trying to limit adding features so that I can release it already!
...
Also I'm glad you like the picture...I made it myself First attempt at bringing a paper/pencil drawing in to a computer. I don't consider myself a great artist, but it turned out pretty good I think! I'm definitely better at that than pixel art...
Is it possible to unlock everything in the occulus, or do I have to ration my points so I can get what I want?
There's a command you can use:
/giveskillpoints {b:int} {g:int} {r:int}
If you'd prefer to not cheat though, then yes, you can obtain skill points by levelling up (you gain points every other level. Blue from 2-20, green from 22-40, and red from 42-50).
In addition to that, all bosses drop Infinity Orbs, which when used (just hold it and right click), grant a skill point equal to their color. I have added multiple bosses for each type of orb to make it less of a grind, though you can fight the same one repeatedly if you wish.
The higher the tier of the orb dropped, the harder each boss is - each boss also has unique fight mechanics, so look for tells, weaknesses, and things to defend against. You may not win the first time around.
If you'd prefer to not cheat though, then yes, you can obtain skill points by levelling up (you gain points every other level. Blue from 2-20, green from 22-40, and red from 42-50).
In addition to that, all bosses drop Infinity Orbs, which when used (just hold it and right click), grant a skill point equal to their color. I have added multiple bosses for each type of orb to make it less of a grind, though you can fight the same one repeatedly if you wish.
The higher the tier of the orb dropped, the harder each boss is - each boss also has unique fight mechanics, so look for tells, weaknesses, and things to defend against. You may not win the first time around.
I'll also be working on a way to create spells in such a way that you can focus an affinity (it has to already be present in the spell), or some other such mechanic. Maybe that'll be a good use for affinity tomes. This part won't be in 1.2, but I will be figuring out how I am going to go about it.
Thaumcraft Interop:
--Excellent--
That likely won't be part of 1.2 though, I'm trying to limit adding features so that I can release it already!
...
Also I'm glad you like the picture...I made it myself First attempt at bringing a paper/pencil drawing in to a computer. I don't consider myself a great artist, but it turned out pretty good I think! I'm definitely better at that than pixel art...
I greatly look forward to seeing what you come up with
All the affinity changes and ideas sound excellent!
As for the release, I'm sure we are all eagerly awaiting 1.2 so the sooner the better, completely understandable there.
Pretty great photo as well, did you perhaps already mention your patreon page?
You should go look up a picture of a Baby Camel. They're adorable, and their fuzziness adequately describes how happy I, and probably other people, are at this moment*
I'll also be working on a way to create spells in such a way that you can focus an affinity (it has to already be present in the spell), or some other such mechanic. Maybe that'll be a good use for affinity tomes. This part won't be in 1.2, but I will be figuring out how I am going to go about it. I also stuck those bolded, italicized comments into the quote, because I'm a horrible person who confuses people.
Perhaps the affinity tomes could be used like spell books! They could amplify the affinity gains for a certain element in all spells cast out of the book, and suppress the affinity gains from other elements. They could also, instead of coming from disarmed magi, be a boss drop from their respective guardians. The Arcane spellbook would then become the non-element affinity tome, and be a drop from the non elemental guardian.
Thaumcraft Interop:
~Even more awesome stuffs~
Hooray for Mithion! I would give you a small red herring for your awesome awesomeness (which is so awesome that minor individuals like myself are left merely repeating the same adjective over and over again), but I just gave my last one to some rather inconsiderate knights in the woods. I also stuck those bolded, italicized comments into the quote because I'm a horrible person who enjoys confusing people.
I'm working on making affinities better. Negative effects will progress to a state where they only apply in the early stages of an affinity, where you are deep enough in that the type of magic tends to gather around you, but before you are deep enough in to really be able to control it. I feel it gives much more reason to focus on an affinity and learn how it works, so you can get to the good stuff!
I like the sound of this! Can't wait to see how it turns out.
Hooray for Mithion! I would give you a small red herring for your awesome awesomeness (which is so awesome that minor individuals like myself are left merely repeating the same adjective over and over again), but I just gave my last one to some rather inconsiderate knights in the woods. I also stuck those bolded, italicized comments into the quote because I'm a horrible person who enjoys confusing people.
I too would give a red herring, but alas, I had to give it to a troll to cross a silly bridge... Instead, I find myself exclaiming words such as "brilliant" and "excellent" repeatedly. I'm excited to try my hand at the spell changes, and investigating the new essence generators.
I greatly look forward to seeing what you come up with All the affinity changes and ideas sound excellent! As for the release, I'm sure we are all eagerly awaiting 1.2 so the sooner the better, completely understandable there. Pretty great photo as well, did you perhaps already mention your patreon page?
I did not mention the Patreon page...I now have a patreon page!
If you're meaning to ask if this mod will run on 1.7.2 Forge? The answer is "No. Not yet." Mithion, I believe, is aiming to release his upcoming 1.2 version, and then get to work on porting forward to 1.7.2?
I have two light nexus beside each other with 3 blocks space between them and a mana battery (with a redstone signal) directly centered between the two. One nexus has diamond blocks and the other is moonstone - they both generate light energy totally fine (the magitech staff says so when I right-click with it to test), but only the diamond nexus will transfer energy to the mana battery. No the battery isn't full, and if I break the diamond nexus the moonstone one will still not transfer power into the battery (or any machine for that matter).
I've tried rebuilding the moonstone nexus a few times and every time I have it will never transfer energy into any "machine" - but all of the non moonstone nexus transfer energy fine. Any idea what's going on? I'd really like to have both a normal and a moonstone light nexus for 24/7 energy generation but atm the only thing I can use the moonstone nexuses for is to stand in it for mana regen.
I've completely deleted AM2 including the mod files and config files and re-installed and that has not fixed the problem either. Also yes I've tried connecting directly by using the crystal wrench and if I right-click the nexus I get the white "selection" beam, and then when I right-click the battery I also get a selection beam on it as well (so I see both at the same time).
Edit:
Here's an image of the setup with a gold block (anything else works, too) nexus and a moonstone nexus. The essence readout is what's stored in the moonstone nexus at the time. The gold nexus is charging and transferring energy fine, the moonstone nexus (no matter where I build it) is just a potato.
Note that that same thing happens even with only the moonstone nexus and a brand new battery present
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Furthermore, it would make sense for other elements to do things like dig, for example, because the air, nature, and water elements can erode away the block to drop it, the Ender element could just pick it up as an item (Like an Enderman), and the Arcane element could just say "It's magic", and magically turn the block into an item.
The arcane element can just say 'It's magic' and be the only element in the game :/
Ok, this gave me an idea.
What if you have to choose what affinity you want in the beginning, and that effects all your spellcasting and stuff?
Basically, when you get the occulus, in the 'affinity' tab/place, you pick one affinity that you want to have.
The affinity you chose decides what spells you can cast, and how effective they are.
For example, if you choose the arcane affinity, you can cast all spells, but they will take more mana and be less effective.
If you choose fire, you won't be able to do spells such as heal, make water, blink, etc, but you will be able to cast spells like drought, dig(destroy blocks with pure heat. possibly chance to smelt/destroy blocks?) banish rain, flight(use heat to create air currents you can ride.), etc
If you choose air, you will not be able to do spells such as charm, heal, grow, etc, but you will be able to use spells such as disarm(you use wind to smack items out of peoples hands), fling, create water(air, moisture in air, what's the difference?), etc
I have two light nexus beside each other with 3 blocks space between them and a mana battery (with a redstone signal) directly centered between the two. One nexus has diamond blocks and the other is moonstone - they both generate light energy totally fine (the magitech staff says so when I right-click with it to test), but only the diamond nexus will transfer energy to the mana battery. No the battery isn't full, and if I break the diamond nexus the moonstone one will still not transfer power into the battery (or any machine for that matter).
I've tried rebuilding the moonstone nexus a few times and every time I have it will never transfer energy into any "machine" - but all of the non moonstone nexus transfer energy fine. Any idea what's going on? I'd really like to have both a normal and a moonstone light nexus for 24/7 energy generation but atm the only thing I can use the moonstone nexuses for is to stand in it for mana regen.
I've completely deleted AM2 including the mod files and config files and re-installed and that has not fixed the problem either. Also yes I've tried connecting directly by using the crystal wrench and if I right-click the nexus I get the white "selection" beam, and then when I right-click the battery I also get a selection beam on it as well (so I see both at the same time).
Edit:
Here's an image of the setup with a gold block (anything else works, too) nexus and a moonstone nexus. The essence readout is what's stored in the moonstone nexus at the time. The gold nexus is charging and transferring energy fine, the moonstone nexus (no matter where I build it) is just a potato.
Note that that same thing happens even with only the moonstone nexus and a brand new battery present
How about getting a new battery and trying again?
If that doesn't work then try removing the battery and placing it again.
If that still doesn't work then try connecting it to a conduit then linking it to the battery.
I once had this bug and one of those three above suggestions seemed to work for me.
Still not working? I am at lost as to what to do. Go into creative and refund your stuff (that's what I would do.)
nice picture, nice mod, and cool ideas... awesome...
I also have an idea. if you could add some thaumcraft compatibility, like being able to craft the mage armor/robes with thaumaturgists robes and get a vis discount, that would be awesome.
been having a lot of fun, but I noticed that the affinities, well... I dunno, my idea would be simply removing them. just a thought.
thanks for the mod.
I'm working on making affinities better. Negative effects will progress to a state where they only apply in the early stages of an affinity, where you are deep enough in that the type of magic tends to gather around you, but before you are deep enough in to really be able to control it. I feel it gives much more reason to focus on an affinity and learn how it works, so you can get to the good stuff!
First and foremost was the lightning affinity's "Lightning Rod" negative effect.
That has been replaced with an effect called "Fulmination".
You also are granted the ability "Thunderpunch" (reference ftw). You punch things and they get struck by lightning. Lightning also no longer harms you (the natural kind) and magical lightning does reduced damage.
I'll also be working on a way to create spells in such a way that you can focus an affinity (it has to already be present in the spell), or some other such mechanic. Maybe that'll be a good use for affinity tomes. This part won't be in 1.2, but I will be figuring out how I am going to go about it.
Thaumcraft Interop:
Thaumcraft integration will begin in 1.2 with all items and blocks having aspects tied to them.
The vis discount with robes is a good idea - perhaps that can be part of the XP infusion system as one of the unlockable rewards. That likely won't be part of 1.2 though, I'm trying to limit adding features so that I can release it already!
...
Also I'm glad you like the picture...I made it myself First attempt at bringing a paper/pencil drawing in to a computer. I don't consider myself a great artist, but it turned out pretty good I think! I'm definitely better at that than pixel art...
Thank you Mithion. I seriously lost some sleep trying to remember the name of that table lol.
There's a command you can use:
/giveskillpoints {b:int} {g:int} {r:int}
If you'd prefer to not cheat though, then yes, you can obtain skill points by levelling up (you gain points every other level. Blue from 2-20, green from 22-40, and red from 42-50).
In addition to that, all bosses drop Infinity Orbs, which when used (just hold it and right click), grant a skill point equal to their color. I have added multiple bosses for each type of orb to make it less of a grind, though you can fight the same one repeatedly if you wish.
The higher the tier of the orb dropped, the harder each boss is - each boss also has unique fight mechanics, so look for tells, weaknesses, and things to defend against. You may not win the first time around.
Thanks!
I greatly look forward to seeing what you come up with
All the affinity changes and ideas sound excellent!
As for the release, I'm sure we are all eagerly awaiting 1.2 so the sooner the better, completely understandable there.
Pretty great photo as well, did you perhaps already mention your patreon page?
player.me/felinoel
Hooray for Mithion! I would give you a small red herring for your awesome awesomeness (which is so awesome that minor individuals like myself are left merely repeating the same adjective over and over again), but I just gave my last one to some rather inconsiderate knights in the woods. I also stuck those bolded, italicized comments into the quote because I'm a horrible person who enjoys confusing people.
I think he's talking about the squid.
But squid will spawn and live happily in Buildcraft/Galacticraft oil, Railcraft creosote, even Biomes o Plenty liquid poison.
I like the sound of this! Can't wait to see how it turns out.
I too would give a red herring, but alas, I had to give it to a troll to cross a silly bridge... Instead, I find myself exclaiming words such as "brilliant" and "excellent" repeatedly. I'm excited to try my hand at the spell changes, and investigating the new essence generators.
I did not mention the Patreon page...I now have a patreon page!
Check it out at http://www.patreon.com/mithion
If you're meaning to ask if this mod will run on 1.7.2 Forge? The answer is "No. Not yet." Mithion, I believe, is aiming to release his upcoming 1.2 version, and then get to work on porting forward to 1.7.2?
I've tried rebuilding the moonstone nexus a few times and every time I have it will never transfer energy into any "machine" - but all of the non moonstone nexus transfer energy fine. Any idea what's going on? I'd really like to have both a normal and a moonstone light nexus for 24/7 energy generation but atm the only thing I can use the moonstone nexuses for is to stand in it for mana regen.
I've completely deleted AM2 including the mod files and config files and re-installed and that has not fixed the problem either. Also yes I've tried connecting directly by using the crystal wrench and if I right-click the nexus I get the white "selection" beam, and then when I right-click the battery I also get a selection beam on it as well (so I see both at the same time).
Edit:
Here's an image of the setup with a gold block (anything else works, too) nexus and a moonstone nexus. The essence readout is what's stored in the moonstone nexus at the time. The gold nexus is charging and transferring energy fine, the moonstone nexus (no matter where I build it) is just a potato.
Note that that same thing happens even with only the moonstone nexus and a brand new battery present
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Ok, this gave me an idea.
What if you have to choose what affinity you want in the beginning, and that effects all your spellcasting and stuff?
Basically, when you get the occulus, in the 'affinity' tab/place, you pick one affinity that you want to have.
The affinity you chose decides what spells you can cast, and how effective they are.
For example, if you choose the arcane affinity, you can cast all spells, but they will take more mana and be less effective.
If you choose fire, you won't be able to do spells such as heal, make water, blink, etc, but you will be able to cast spells like drought, dig(destroy blocks with pure heat. possibly chance to smelt/destroy blocks?) banish rain, flight(use heat to create air currents you can ride.), etc
If you choose air, you will not be able to do spells such as charm, heal, grow, etc, but you will be able to use spells such as disarm(you use wind to smack items out of peoples hands), fling, create water(air, moisture in air, what's the difference?), etc
How about getting a new battery and trying again?
If that doesn't work then try removing the battery and placing it again.
If that still doesn't work then try connecting it to a conduit then linking it to the battery.
I once had this bug and one of those three above suggestions seemed to work for me.
Still not working? I am at lost as to what to do. Go into creative and refund your stuff (that's what I would do.)
"BEWARE the man who has nothing to lose, for he has only to gain."