I was wondering if the new flux mechanic will be more volatile than the taint in TC2, because even with several vis tanks and crucibles pumping vis and taint into the atmosphere I found it nearly impossible to create taint, even on purpose. The only way I could find taint was in the wild, and if I did, I would make sure to stay well away from it. Actually, taint was okay because it was very punishing, but will flux be more common and less punishing?
So i just watched Az question theme and towards the end someone mentioned wisp/creeper/brain in a jar with gun mechanic for trapping and i actually thought you know if you do this Az that for pvp you would make a special jar through research the gun and what not obviously a balance way for it to work cant spam actually have to aim for the capture and then place your jar and pull them to now when player is trapped you could create a mechanic where you have a separate block that is kinda like a cage to eliminate the separate world for trapped player when placed in jar player is tpd to block and then when thrown the player is tpd to where the jar was thrown or make a separate realm or whatever like the nether very basic where player is trapped if you break jar player is free but inside this realm the player that is trapped could somehow get out like a test of sorts that is randomly spawned out of different ones i mean this is just an idea ill come back and check on this to explain more if anyone needs me to! i know i can be confusing at times so feel free to ask
I was wondering if the new flux mechanic will be more volatile than the taint in TC2, because even with several vis tanks and crucibles pumping vis and taint into the atmosphere I found it nearly impossible to create taint, even on purpose. The only way I could find taint was in the wild, and if I did, I would make sure to stay well away from it. Actually, taint was okay because it was very punishing, but will flux be more common and less punishing?
It must be just you, because for most of us it corrupted pretty fast if we messed around on purpose . . .
just not when we're actually there. I usually walk in on a tainted base after a mining run or something.
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"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
It must be just you, because for most of us it corrupted pretty fast if we messed around on purpose . . .
just not when we're actually there. I usually walk in on a tainted base after a mining run or something.
It's not just him. I've spawned in tainted worlds many times.
But that may be because the more mods alter the terrain, the more crystals start out by breaking on their own, and I always have at least fifty mods installed.
It's not just him. I've spawned in tainted worlds many times.
But that may be because the more mods alter the terrain, the more crystals start out by breaking on their own, and I always have at least fifty mods installed.
I don't think the action of other mods generating their stuff in the world and breaking crystals is sufficient to create a tainted area (every time a point is added to taint, the taint charge will decrease, and eventually reach zero). You really had to mess around a fair bit before your base would become tainted (assuming all chunks are at 2000 taint to start, you'd need to add 53500 taint in the centre chunk before the centre chunk becomes tainted, assuming you add it slowly - it will taint much faster if you add it quickly).
In a way, I guess the flux isn't really that different. In TC2, if you perform your thaumaturgy slowly, the Taint will disperse faster than it builds up over your base (although chronic release will eventually result in a bad infection). If you do a lot quickly, it will quickly get out of hand in your base. In TC3, the severity of flux is related to how quickly you use up the aura.
Let's just hope that the action of other mods generating their stuff in the world and breaking TC3 stuff doesn't create areas of high flux.
I have a couple questions about flux, though (not sure if they've been answered in the earlier pages or not):
If you create an area of flux, then as soon as you notice the flux you cease all TC3-related activities, will it disappear from time alone (I am assuming that it stops once the node returns to its baseline)? If so, however, is there a point at which you can have flux so bad that you can't just wait it out and have to act in order to get rid of the flux?
If flux does run its course, about how long does it take for things to settle down?
It is possible for flux to result simply from naturally-occurring events, or will flux be solely player-triggered ?
You can build a mob grinder while on peaceful, test it with chickens, have a long waterway carry goods to you. Then when you need animal products you go to your well lit base (can't be farther away than 128 blocks from the mob farm), turn the difficulty to Normal and wait for the stuff to come to you - no need to see any of the mobs.
I suppose...
I'm a bit skeptical of trying something like that because
1. It'd take a bit of work and a lot of space (minor problem)
2. Red-eyes are pretty rare, and it could take a while for one to spawn and then fall into a grinder. I tried an actual zombie spawner, but that didn't seem to work. Also it was boring/terrifying
3. I'd have to spend that time sitting around doing nothing. (serious problem)
I'd rather brave the mobs than chance it. I could try both at once, though, I guess.
But in the end, Thaumcraft and, I assume, its derivatives, are fairly combat-oriented anyway. I'd understand if it wouldn't be worth it for the author to set up a bunch of extra stuff for hippies (that's me).
About the TC mobs apart from the classic wisp... And ,if there will be, the friendly skeleton. Do the new forge let you add some custom rare drops from every mob in the game? So we don't have to search for the rare brainy zombie and hope for the brain to drop? Because it was really toomuch rare imo
About the TC mobs apart from the classic wisp... And ,if there will be, the friendly skeleton. Do the new forge let you add some custom rare drops from every mob in the game? So we don't have to search for the rare brainy zombie and hope for the brain to drop? Because it was really toomuch rare imo
Wat.
As far as I remember, every fifth zombie that I've seenon the surface was brrainy.
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Hijacking is probably the least cool thing in the world.
It must be just you, because for most of us it corrupted pretty fast if we messed around on purpose . . .
just not when we're actually there. I usually walk in on a tainted base after a mining run or something.
I play on "self-enforced hardcore" -- generally peaceful or easy mode, but I delete the world if I manage to die -- so I've generated rather a lot of worlds. In TC2, it iis very much possible to find patches of naturally-occurring taint in a fresh, unexploited world. I'd say maybe 1/3 of the new worlds I generated came with at least one patch of taint withing a kilometer of spawn.
Usually natural taint zones aren't self-sustaining, and are fairly easy to contain and clean. If that's still too risky for you, there IS an option in the config files that allows you to disable natural taint-spawning,
Wat.
As far as I remember, every fifth zombie that I've seenon the surface was brrainy.
yes but the drop-rate of the brain is low and combing it with the "one every 5" actually reduces the effective rate in all zombies by 1/5... I guess I'm not good in statistics...
Usually natural taint zones aren't self-sustaining, and are fairly easy to contain and clean. If that's still too risky for you, there IS an option in the config files that allows you to disable natural taint-spawning,
I have never spawned a world that hasn't had a sizable bit of tainted land nearby. While I may not play on any form of hardcore mode, I have spawned a few worlds in my day. I usually managed to clean the taint up. Usually.
Is anyone willing to post the main points Az discussed with slowpoke (in spoiler tags)? I have broken ears, so a cliff notes version of any tidbits Az revealed would be appreciated.
And for anyone who says just "audio transcribe" the YouTube video... Try it yourself first.
gyrating geometric gizmo globe-lights for the desks, or just magic globes in general. A gigantic red globe would be quite thematic w/ the upcoming witches. ( http://goo.gl/EYXAT )
magic replacement for doors: Magic force-field blocks, or illusions mobs/other players see as solid blocks and act accordingly.
Windows/glass blocks which have illusive properties. "Purified glass" that doesn't have that white streak in it. Or window panes / glass block that allow you to see through a barrier (Say, 1 layer of blocks) or allow sunlight down through said barrier.
Hell, artificial sunlight would be nice. Bright light is always nice. Sympathetic magic in this case could be that the artificial sunlight source dims as the sun lowers. Forming something from refined light, or stealing a part of the sun with dark magics?
magic inventory tree - large auto-sorted inventory. Anything would be better than rooms of rows of boxes. Tree either literally a tree or as a description of a multiblock structure.
nice suggestions Nesmo in the meantime you can satisfy all your camuflage needs with the Secret rooms mod a little buggy sometimes but nice to use with your friends have a look (it still doesn't work on mods blocks but it's planned to be fixed)
edit: also a like "magic dome" that makes you see the area like it was generated from the outside but just cross the field and you'll see it was hiding you friend house!!! lol jk that would be a nightmare to program I guess
It must be just you, because for most of us it corrupted pretty fast if we messed around on purpose . . .
just not when we're actually there. I usually walk in on a tainted base after a mining run or something.
you do have a good point there xD
But that may be because the more mods alter the terrain, the more crystals start out by breaking on their own, and I always have at least fifty mods installed.
I don't think the action of other mods generating their stuff in the world and breaking crystals is sufficient to create a tainted area (every time a point is added to taint, the taint charge will decrease, and eventually reach zero). You really had to mess around a fair bit before your base would become tainted (assuming all chunks are at 2000 taint to start, you'd need to add 53500 taint in the centre chunk before the centre chunk becomes tainted, assuming you add it slowly - it will taint much faster if you add it quickly).
In a way, I guess the flux isn't really that different. In TC2, if you perform your thaumaturgy slowly, the Taint will disperse faster than it builds up over your base (although chronic release will eventually result in a bad infection). If you do a lot quickly, it will quickly get out of hand in your base. In TC3, the severity of flux is related to how quickly you use up the aura.
Let's just hope that the action of other mods generating their stuff in the world and breaking TC3 stuff doesn't create areas of high flux.
I have a couple questions about flux, though (not sure if they've been answered in the earlier pages or not):
I'm a bit skeptical of trying something like that because
1. It'd take a bit of work and a lot of space (minor problem)
2. Red-eyes are pretty rare, and it could take a while for one to spawn and then fall into a grinder. I tried an actual zombie spawner, but that didn't seem to work. Also it was boring/terrifying
3. I'd have to spend that time sitting around doing nothing. (serious problem)
I'd rather brave the mobs than chance it. I could try both at once, though, I guess.
But in the end, Thaumcraft and, I assume, its derivatives, are fairly combat-oriented anyway. I'd understand if it wouldn't be worth it for the author to set up a bunch of extra stuff for hippies (that's me).
I play on Hard btw :).
Wat.
As far as I remember, every fifth zombie that I've seenon the surface was brrainy.
I play on "self-enforced hardcore" -- generally peaceful or easy mode, but I delete the world if I manage to die -- so I've generated rather a lot of worlds. In TC2, it iis very much possible to find patches of naturally-occurring taint in a fresh, unexploited world. I'd say maybe 1/3 of the new worlds I generated came with at least one patch of taint withing a kilometer of spawn.
Usually natural taint zones aren't self-sustaining, and are fairly easy to contain and clean. If that's still too risky for you, there IS an option in the config files that allows you to disable natural taint-spawning,
yes but the drop-rate of the brain is low and combing it with the "one every 5" actually reduces the effective rate in all zombies by 1/5... I guess I'm not good in statistics...
I have never spawned a world that hasn't had a sizable bit of tainted land nearby. While I may not play on any form of hardcore mode, I have spawned a few worlds in my day. I usually managed to clean the taint up. Usually.
you should stop trolling that way each version of TC or the whole forum will find where you live eventually and it would be unpleasant for you
luckily I'm always in the irc so I not even had to check...
Check it out!!!
SPOILERS!!!!
And for anyone who says just "audio transcribe" the YouTube video... Try it yourself first.
gyrating geometric gizmo globe-lights for the desks, or just magic globes in general. A gigantic red globe would be quite thematic w/ the upcoming witches. ( http://goo.gl/EYXAT )
magic replacement for doors: Magic force-field blocks, or illusions mobs/other players see as solid blocks and act accordingly.
Windows/glass blocks which have illusive properties. "Purified glass" that doesn't have that white streak in it. Or window panes / glass block that allow you to see through a barrier (Say, 1 layer of blocks) or allow sunlight down through said barrier.
Hell, artificial sunlight would be nice. Bright light is always nice. Sympathetic magic in this case could be that the artificial sunlight source dims as the sun lowers. Forming something from refined light, or stealing a part of the sun with dark magics?
magic inventory tree - large auto-sorted inventory. Anything would be better than rooms of rows of boxes. Tree either literally a tree or as a description of a multiblock structure.
edit: also a like "magic dome" that makes you see the area like it was generated from the outside but just cross the field and you'll see it was hiding you friend house!!! lol jk that would be a nightmare to program I guess
Whoa Luther, thanks a ton! Bunch of big, juicy tidbits I wouldn't have gleaned otherwise. That was a whole lot more that a cliff notes version.
Thanks again! I owe you a couple vis crystals. At the least, I promise not to never start a flux-plosion in your base.
I'll do it right outside instead, that should be close enough.