I did a search on the word Golem in this topic and I like what I found.
The key is balance in power, expense (building materials/vis), and the amount of automation it can do.
Here are my ideas:
C-The golem is constructed under an obelisk, starting with with a Thaumium Crucible stomach where the Fiery Crystal would go.
T-The head is crafted with a totem of dawn or dusk which has been infused with an eye of the ender.
This goes on the crystal receptor opposite of the crucible.
Dawn- (produces less taint, requires more fuel, golem is weaker)
V- Vis condenser shoulders go over the two remaining crystal locations (initially, these types of crystals must be placed inside)
B- Initially the body can out of blocks of thaumium. Perhaps with later versions other body blocks can be researched.
S- Lastly a reinforced storage tank is placed in the chest area, in the center of the obelisk. (If crafted incorrectly, it produces the standard large stomping slime.
The pattern looks like this.
T
VSV
BCB
B
When complete, the obelisk is opened and the golem is turned upright.
The golem remains in block form while it has no power.
With the vis storage chest exposed, if the golem takes too much damage, it will explode, leaving the other components on the ground.
Upgrades: (The more upgrades added, the more vis is consumed by the golem.)
1 seal can be placed on each hand, and one on the head. Perhaps in a later update, specially crafted large axes, swords, or maces can be placed in a blank seal on the hands.
Blocks can be placed on the chest and back as armour.
A void chest can be placed on the back.
An arcane bore can be placed on the chest.
A purifier can be placed on the back or chest of a dawn totem golem.
A filter can be placed on the back and/or shoulders.
Thaumic Restorer - chest or back for faster healing.
When powered, the golem stands 3 and a half blocks tall.
It can be set to attack foes, chop trees (green hand seals), and/or bore a tunnel straight or diagonally. It's not smart or delicate enough to sew crops or tend sheep.
The bore will store mined materials in the chest, but the proper seals must be used if you want the golem to collect mob drops, etc.
Two slots are available for crystals. Tainted crystals are ejected if there is no chest to store them in.
When it runs out of crystals, it will start consuming items from it's chest.
If the taint rises too high, a dusk totem golem will start smashing blocks and consuming whatever it can. This tantrum works off all the taint, but damages the golem.
A dawn totem golem will shut down until it has purified all the taint.
Thank you for reading.
I look forward to hearing your thoughts on these ideas.
I don't know if I like the rituals or not. It just doesn't feel like a science based magic system. It could work if you tie it to Eldrich Old Ones or some dark ancient primordial beings. I feel like rituals would only play a minor part in the large scheme of things. The dust mod is very complex and I think I remember Azanor saying he wanted to cut back on the arcane seals. So, yeah.
I agree as far as the ritual's category is concerned, and I also think it should be capitalized on. The lovecraftian aspect of eldritch (can't spell it) knowledge is really cool and there were a lot of rituals in the necronomicon. Maybe it would be possible to hold discussions with cthulu-like critters of the monoliths. That would be cool and a ritual seems like a good way to do it.
I did a search on the word Golem in this topic and I like what I found.
The key is balance in power, expense (building materials/vis), and the amount of automation it can do.
Here are my ideas:
C-The golem is constructed under an obelisk, starting with with a Thaumium Crucible stomach where the Fiery Crystal would go.
T-The head is crafted with a totem of dawn or dusk which has been infused with an eye of the ender.
This goes on the crystal receptor opposite of the crucible.
Dawn- (produces less taint, requires more fuel, golem is weaker)
V- Vis condenser shoulders go over the two remaining crystal locations (initially, these types of crystals must be placed inside)
B- Initially the body can out of blocks of thaumium. Perhaps with later versions other body blocks can be researched.
S- Lastly a reinforced storage tank is placed in the chest area, in the center of the obelisk. (If crafted incorrectly, it produces the standard large stomping slime.
The pattern looks like this.
T
VSV
BCB
B
Sounds interesting, but I don't think that taint is going to be in TC3
Would be awesome if you could allow the everfull urn to fill Forestry/IC containers like cells or capsules. Maybe that's a bit OP so I don't know. Oh and, maybe create something similar for lava, named like a Magma extruder. Just a thought.
nothing Azanor can do to make that happen, this would have to come from SirSengir, Alblaka, Player and co... as they would have to make changes to the cell / capsule code so that it recognises the Everfull urn as a proper water source.
You're right, but I think the point of me saying that was to maybe see if he would talk to Sengir/Alblaka.
I hope so, because several mods require chunkloading. By removing the hooks it will force some people to create their own chunkloading code which could result in even worse performance issues.
Let me just say, Azanor, thank you for coming in here and commenting every couple of days. Keeps us hoping that we've not been abandoned, even with your busy schedule.
Now if Eloraam would at least poke her head into the RP2 thread and give a "I'm still alive" now and again...
read first 15 pages before i realized i wasn't even close to end so hopefully i don't repeat anything.
1. alot of people have mentioned golems, and i saw the tiny one in a previous video. if you've ever played legend of mana, you were able to craft golem components and put them inside the golem which had a grid like storage, the components were like tetris pieces so you were not only limited by grid size but also by being able to fit them together. this would allow fun customization for our golems.
2. few people have mentioned traveling to another dimension, how about a completely alternate world you could visit like the aether mod. when you first visit your body wouldn't be able to last long and you would be forced to return quickly. hopefully grabbing a few items before you return which would lead you down a research tree that would eventually give you equipment to survive in this alien dimension. there could be just one or a few, one filled with taint, another for eldritch maybe...etc...
3. instead of just the q-block for research, why not one specialized for each type of research? with additional items to boost their effects, bookshelves could boost each a bit but to get a greater boost each one would have a unique item.
4. many peole seem to like the brain-in-a-jar, how about further adding items such as this. The void blocks for example could boost the dark infuser(using TC2 items as an example). making it beneficial to construct your laboratories from materials found while researching. furniture could add further effects as well. maybe different types of materials for the different types of knowledge.
(don't know if i'm repeating anything or if he's still taking suggestions but figured i'd post anyway)
Here's an image I made to go with the golem post I made on the previous page.
Most of the ideas still work, even if taint is removed (but I hope it isn't).
I'd also love to see more taint generated mob types.
I'm sure taint can work well in a multiplayer server, as long as defeating those kind of enemies lowers local taint.
Would be awesome if you could allow the everfull urn to fill Forestry/IC containers like cells or capsules. Maybe that's a bit OP so I don't know. Oh and, maybe create something similar for lava, named like a Magma extruder. Just a thought.
This should work.. I remember adding quite a bit of code to make it work.
Items on Left - Researching Material
Icons on Left - Research Aspects Used in Recipe
Parchment - Research Concept Document
Gui on Right - Shows possible number of Aspects available; revealed and unknown.
Compatibility with other mods does not make those mods a requirement. Modding the compatibility in afterwards makes the "compatible" version incompatible with regular version of itself. By making it compatible from the get go will just be a good thing overall and shouldn't really be any work at all (all one needs to do is make sure no IDs conflict).
In other words: compatibility is not same as actually using the other mod(s) and interacting with their content more closely.
Possibly, but given the general popularity of specific functions within the listed mods, and some of the devices in Thaumcraft itself, on top of one of the stated reasons for this mod going into production, I felt it prudent not to refer to general compatibility in terms of Block IDs and maybe code hooks, and instead to feature compatibility which is what I'm pretty sure he meant. Though anyone going into modding should be expected to be able to change block IDs themselves. After all, no modder can make their mod compatible with every mod out.
Teasers are so wonderful!
I can't agree with Luther's take on the picture, because there are two icons already visible but with not items in those slots. If this device, whatever it is or does, allows you to put whatever you please into the 5 slots on the left, maybe we get something random out on the right based on what went where on the left.
If not, then I am puzzled why Gunpowder is in the slot for Light, and Glowstone in the slot for Fire.
A very high level flux research allows you to create a crystal that would be very expensive even for a end game player. This crystal when placed near a node and fueled with hordes of energy it very slowly absorbs the node and when it finishes you get a crystal containing a node.
This crystal would have many uses it would radiates energy that could be harnessed but this crystal is very dangerous as after a random amount of time the crystal breaks releasing the flux and a huge explosion this break could not be stopped under any circumstances.
The use for this would be to remove a node from your base or as a very dangerous but very powerful power source.
Rollback Post to RevisionRollBack
My dragon dos not care if you click any more than you care if you click.
Teasers are so wonderful!
I can't agree with Luther's take on the picture, because there are two icons already visible but with not items in those slots. If this device, whatever it is or does, allows you to put whatever you please into the 5 slots on the left, maybe we get something random out on the right based on what went where on the left.
If not, then I am puzzled why Gunpowder is in the slot for Light, and Glowstone in the slot for Fire.
Those two aspect icons without items in their slots are easily addressed if you consider that combinations of certain items produced new aspects, such as gunpowder+redstone dust= the mechanical aspect icon. It's possible items have multiple aspects as well, but that only certain aspects show up in the GUI when combined with other items. For example, gunpowder may have "explosion" and "light" aspects, but because neither glowstone dust or redstone dust has the "explosion" aspect, it doesn't show up in this combination.
I can't figure out what the first icon-- the blue one with the fist on a rod-- stands for, but it seems to be "control." Since redstone is all about control and it's in the first slot, that may be why it's there. Both redstone and glowstone have "light" aspects to them, and both glowstone dust and gunpowder have "fire" aspects to them (glowstone dust does come from the Nether, after all). It seems the mechanical aspect icon and the tornado icon are a combination of all three item aspects, or of 2 of them. I'm wondering if "extra" aspects (such as my "explosion" example for gunpowder, and say, "intensity" for glowstone dust) that aren't shared by the items get combined to produce these new aspects.
I'm really curious about is if there's a order of priority- if glowstone dust was at the top instead of redstone dust, would the icons change in order too, and would different ones be produced? Also curious if volume affects the aspects as well (8 glowstone dust instead of one=?).
I'm absolutely loving the look of the GUI. This research system looks a lot more engaging than the last one!
The key is balance in power, expense (building materials/vis), and the amount of automation it can do.
Here are my ideas:
C-The golem is constructed under an obelisk, starting with with a Thaumium Crucible stomach where the Fiery Crystal would go.
T-The head is crafted with a totem of dawn or dusk which has been infused with an eye of the ender.
This goes on the crystal receptor opposite of the crucible.
Dawn- (produces less taint, requires more fuel, golem is weaker)
V- Vis condenser shoulders go over the two remaining crystal locations (initially, these types of crystals must be placed inside)
B- Initially the body can out of blocks of thaumium. Perhaps with later versions other body blocks can be researched.
S- Lastly a reinforced storage tank is placed in the chest area, in the center of the obelisk. (If crafted incorrectly, it produces the standard large stomping slime.
The pattern looks like this.
T
VSV
BCB
B
When complete, the obelisk is opened and the golem is turned upright.
The golem remains in block form while it has no power.
With the vis storage chest exposed, if the golem takes too much damage, it will explode, leaving the other components on the ground.
Upgrades: (The more upgrades added, the more vis is consumed by the golem.)
1 seal can be placed on each hand, and one on the head.
Perhaps in a later update, specially crafted large axes, swords, or maces can be placed in a blank seal on the hands.
Blocks can be placed on the chest and back as armour.
A void chest can be placed on the back.
An arcane bore can be placed on the chest.
A purifier can be placed on the back or chest of a dawn totem golem.
A filter can be placed on the back and/or shoulders.
Thaumic Restorer - chest or back for faster healing.
When powered, the golem stands 3 and a half blocks tall.
It can be set to attack foes, chop trees (green hand seals), and/or bore a tunnel straight or diagonally.
It's not smart or delicate enough to sew crops or tend sheep.
The bore will store mined materials in the chest, but the proper seals must be used if you want the golem to collect mob drops, etc.
Two slots are available for crystals. Tainted crystals are ejected if there is no chest to store them in.
When it runs out of crystals, it will start consuming items from it's chest.
If the taint rises too high, a dusk totem golem will start smashing blocks and consuming whatever it can. This tantrum works off all the taint, but damages the golem.
A dawn totem golem will shut down until it has purified all the taint.
Thank you for reading.
I look forward to hearing your thoughts on these ideas.
I agree as far as the ritual's category is concerned, and I also think it should be capitalized on. The lovecraftian aspect of eldritch (can't spell it) knowledge is really cool and there were a lot of rituals in the necronomicon. Maybe it would be possible to hold discussions with cthulu-like critters of the monoliths. That would be cool and a ritual seems like a good way to do it.
Sounds interesting, but I don't think that taint is going to be in TC3
You're right, but I think the point of me saying that was to maybe see if he would talk to Sengir/Alblaka.
Let me just say, Azanor, thank you for coming in here and commenting every couple of days. Keeps us hoping that we've not been abandoned, even with your busy schedule.
Now if Eloraam would at least poke her head into the RP2 thread and give a "I'm still alive" now and again...
1. alot of people have mentioned golems, and i saw the tiny one in a previous video. if you've ever played legend of mana, you were able to craft golem components and put them inside the golem which had a grid like storage, the components were like tetris pieces so you were not only limited by grid size but also by being able to fit them together. this would allow fun customization for our golems.
2. few people have mentioned traveling to another dimension, how about a completely alternate world you could visit like the aether mod. when you first visit your body wouldn't be able to last long and you would be forced to return quickly. hopefully grabbing a few items before you return which would lead you down a research tree that would eventually give you equipment to survive in this alien dimension. there could be just one or a few, one filled with taint, another for eldritch maybe...etc...
3. instead of just the q-block for research, why not one specialized for each type of research? with additional items to boost their effects, bookshelves could boost each a bit but to get a greater boost each one would have a unique item.
4. many peole seem to like the brain-in-a-jar, how about further adding items such as this. The void blocks for example could boost the dark infuser(using TC2 items as an example). making it beneficial to construct your laboratories from materials found while researching. furniture could add further effects as well. maybe different types of materials for the different types of knowledge.
(don't know if i'm repeating anything or if he's still taking suggestions but figured i'd post anyway)
Here's an image I made to go with the golem post I made on the previous page.
Most of the ideas still work, even if taint is removed (but I hope it isn't).
I'd also love to see more taint generated mob types.
I'm sure taint can work well in a multiplayer server, as long as defeating those kind of enemies lowers local taint.
This should work.. I remember adding quite a bit of code to make it work.
Quantum boots are much better.
ThaumCraft is an amazing mod though.
Quantum boots are much more expensive though. Striding boots fill a nice gap until one can get enough uu-matter together to get a pair.
I'd have to agree with you.
Possibly, but given the general popularity of specific functions within the listed mods, and some of the devices in Thaumcraft itself, on top of one of the stated reasons for this mod going into production, I felt it prudent not to refer to general compatibility in terms of Block IDs and maybe code hooks, and instead to feature compatibility which is what I'm pretty sure he meant. Though anyone going into modding should be expected to be able to change block IDs themselves. After all, no modder can make their mod compatible with every mod out.
I can't agree with Luther's take on the picture, because there are two icons already visible but with not items in those slots. If this device, whatever it is or does, allows you to put whatever you please into the 5 slots on the left, maybe we get something random out on the right based on what went where on the left.
If not, then I am puzzled why Gunpowder is in the slot for Light, and Glowstone in the slot for Fire.
just wanted to express my gatatude for your mods
wish you luck
~creeperking31
A very high level flux research allows you to create a crystal that would be very expensive even for a end game player. This crystal when placed near a node and fueled with hordes of energy it very slowly absorbs the node and when it finishes you get a crystal containing a node.
This crystal would have many uses it would radiates energy that could be harnessed but this crystal is very dangerous as after a random amount of time the crystal breaks releasing the flux and a huge explosion this break could not be stopped under any circumstances.
The use for this would be to remove a node from your base or as a very dangerous but very powerful power source.
This look like a super awesome mod I've heard about, I think it was called Thaumcraft 3
Those two aspect icons without items in their slots are easily addressed if you consider that combinations of certain items produced new aspects, such as gunpowder+redstone dust= the mechanical aspect icon. It's possible items have multiple aspects as well, but that only certain aspects show up in the GUI when combined with other items. For example, gunpowder may have "explosion" and "light" aspects, but because neither glowstone dust or redstone dust has the "explosion" aspect, it doesn't show up in this combination.
I can't figure out what the first icon-- the blue one with the fist on a rod-- stands for, but it seems to be "control." Since redstone is all about control and it's in the first slot, that may be why it's there. Both redstone and glowstone have "light" aspects to them, and both glowstone dust and gunpowder have "fire" aspects to them (glowstone dust does come from the Nether, after all). It seems the mechanical aspect icon and the tornado icon are a combination of all three item aspects, or of 2 of them. I'm wondering if "extra" aspects (such as my "explosion" example for gunpowder, and say, "intensity" for glowstone dust) that aren't shared by the items get combined to produce these new aspects.
I'm really curious about is if there's a order of priority- if glowstone dust was at the top instead of redstone dust, would the icons change in order too, and would different ones be produced? Also curious if volume affects the aspects as well (8 glowstone dust instead of one=?).
I'm absolutely loving the look of the GUI. This research system looks a lot more engaging than the last one!