I suggestion for this mod could be some kind of enhanced nether portal, like a pad that when stood on, an aura surounds the air and you are teleported in an awesome fashion!
i think it would look good but it isn't really useful, is it ?
i think it would look good but it isn't really useful, is it ?
Yeah, I don't see that being very efficient, the nether portal we already have is pretty much already 'magical enough'.
Now it might make for an interesting flux idea. Flux up hard enough the game starts generating one-way patches of nether portal with no normal way back. ((Of course, dying in the nether sends you home and you can always travel back to your own portal...))
I suggestion for this mod could be some kind of enhanced nether portal, like a pad that when stood on, an aura surounds the air and you are teleported in an awesome fashion!
How about two telsa coils that zap a area inbetween them and create a portal to where ever else there is another one? (I made this suggestion on the suggestion thread btw)
Very true teleportation is so not useful... (Sarcasm) How is teleportation not useful?
i think, he meant a specific teleporter into the nether wouldnt be really useful, since it would be like reinventing the wheel.
player teleportation on the other hand is useful, yes. i already posted this once, but i hope azanor will make player teleportation possible through bigger magic mirrors, you can put against the wall. like the ones for items. only 1 by 2 in size.
and as a negative flux/taint effect, when you overdo it with the magic, there is the risk that an evil mirror image of yourself steps out of it, and starts attacking you.
i think, he meant a specific teleporter into the nether wouldnt be really useful, since it would be like reinventing the wheel.
player teleportation on the other hand is useful, yes. i already posted this once, but i hope azanor will make player teleportation possible through bigger magic mirrors, you can put against the wall. like the ones for items. only 1 by 2 in size.
and as a negative flux/taint effect, when you overdo it with the magic, there is the risk that an evil mirror image of yourself steps out of it, and starts attacking you.
On the suggestion thread I talked about teleportation, my 2 idea were: Bigger mirrors with 6 crystal slots on top & bottom, put in a combo of crystals in two mirrors and they get linked. My other teleportation idea was telsa coils that zap a portal in between them. Now the idea for a mirror version to come out is cool, but I prefer my own idea which is if you over use it/too much flux there is a chance it will teleport you to a random location.
On the suggestion thread I talked about teleportation, my 2 idea were: Bigger mirrors with 6 crystal slots on top & bottom, put in a combo of crystals in two mirrors and they get linked. My other teleportation idea was telsa coils that zap a portal in between them. Now the idea for a mirror version to come out is cool, but I prefer my own idea which is if you over use it/too much flux there is a chance it will teleport you to a random location.
the thaumcraft 2 seals had an awesome mechanic for teleportation. when you set them up, a portal opened when you walked close to it, and you could already see through to the other side, before you stepped through.
if you set up a network of teleportation seals, you could switch to other portals by right clicking. it was nothing short of amazing. you walked up to a seal, a portal opened and you could see the other side. you right clicked on the open portal, and it changed to another seal in the network. the view of whats on the other side, switched with it.
in this video, you can get an idea, how it worked. (you might have to skip forward a little).
im thinking of downgrading to minecraft 1.2 already, watching this^^. would be nice to play around with the older version a little, until thaumcraft 3.1 is released.
i also hope, the void chests will make a return. i mean we can get iron chests for single chests with a larger storage room, but this looks really cool.
and obelisks definitely should make a return. those look just awesome.
the thaumcraft 2 seals had an awesome mechanic for teleportation. when you set them up, a portal opened when you walked close to it, and you could already see through to the other side, before you stepped through.
if you set up a network of teleportation seals, you could switch to other portals by right clicking. it was nothing short of amazing. you walked up to a seal, a portal opened and you could see the other side. you right clicked on the open portal, and it changed to another seal in the network. the view of whats on the other side, switched with it.
snip
in this video, you can get an idea, how it worked. (you might have to skip forward a little).
im thinking of downgrading to minecraft 1.2 already, watching this^^. would be nice to play around with the older version a little, until thaumcraft 3.1 is released.
i also hope, the void chests will make a return. i mean we can get iron chests for single chests with a larger storage room, but this looks really cool.
and obelisks definitely should make a return. those look just awesome.
If you are every talking to me no need to explain anything about thaumcraft, it's my favorite mod and I would be surprised if I didn't know something about it. I really would like the obelisks and some other eldritch things there were, really happy he is re-adding taint, it will make for a fun challenge. If I'm lucky I may be able to weaponize it against my friends.
I agree that it would be cool if he re-added the obelisks. They were so mysterious and intriguing. I personally think 3.1 should be a combination of the best parts of tc2 and tc3 with some improvements to the less-awesome parts.
I feel the one thing TC 3 (3.1 or 4 or whatever) is lacking is some feel of story, the feel that there is much more going on than building nifty toys and maschines. Obelisks and Eldritch maschinary would do that.
Let's say add a new Element to the game: solving why the world of minecraft is what it is and what the player is doing there and why. Though this might be too much.
I never played TC 1 and 2 but I saw some videos. Though I like the game concepts provided by Tc3 much better than the concepts of TC1 and TC2 the eldritch obelisks and some things beyond that would make TC 3 an even better mod than it is already.
I don't know if the mounts will make it to TC3.1 but if the make it, they could contain the first hints to something mystirous: the Eldritch.
Next step could be destroyed obelisks and then finally opening an intakt oblisk.
Well. Other players may have much better ideas since I never played TC1 and TC2.
Does no one ever go to the suggestion thread? On the suggestion thread I mentioned thaumcraft should have lore some what. What I came up with is trying to discover what happened to and ancient/eldritch civilization what led to it's done fall. Was it the use of forbidden arts? Such as using flux instead of aura to run things? Such arts are lost in the remnants of the ruins, so the only way you will learn is to find out what happened. This ancient civilization could've been the ones who placed the obsidian totems around the world. Maybe we can find out how to replicate it? Stuff like that...
Azanor is planning on updating to 1.6.2. He is working on giving it a major overhaul as well. Your best bet is to check back here once or twice a week to see if its been updated.
If I throw items into a magic mirror, linked to a mirror in a 'spawn' chunk, will the items expire? (Spawn chunks are the chunks, near spawn, that are kept loaded at all times. They are kept loaded such that items will be carried by water flows, expire etc, but other things (plants growing) don't happen.)
I am (therefore) unsure if golems - or hungry chests - "work" in spawn chunks: What happens then when items are ported though mirrors into such chunks? I am hoping that hungry chests / golems will still work well enough to scoop them up such that the 5 minute despawn timer won't destroy my well earned loot.
I can't wait for taint to be back. I never understood why people had so much trouble with it. Especially naturally spawned taint. If you wanted it to stop growing all you needed to do was go far enough away then reload the game so the chunk would unload and boom, taint stops growing till you go back. And even then it wasn't that destructive. So mobs got a little tougher nothing a good weapon and armor set never fixed. My biggest hope is that Void Stone comes back since it was the coolest block in the mod. I used to build entire fortresses out of it.
Rollback Post to RevisionRollBack
(6:50:00 AM) Simon-v: How do you live in a world where Everything's Trying To Kill You?
(6:50:23 AM) xander_morhaime: Briefly.
I would like if azanor (or any mod maker really) did like a weekly post of "I'm working on this this and this" or "this and this is taking a bit longer than expected, that's why it's taking long to release"
if you have time to code a big mod, posting 2-3 lines a week it's not that time consuming.
Rollback Post to RevisionRollBack
Sorry about my english, my native language is spanish!
If you put 20$ in a box, I put 20$ in the box too and then I sell you the box for 30$, we both make a 10$ profit, right?
For those asking for a release date: I'm planning on getting a partially completed BETA version out within a week so the Forgecraft regulars can try and break some of the basic stuff like my research system. This version will not have everything implemented though since I still have some big decisions to make in regards to ... something.
So while I have gotten to the point where people can start beta testing, it is defintely not yet ready for public consumption and lots of stuff still needs to be done.
For those asking for a release date: I'm planning on getting a partially completed BETA version out within a week so the Forgecraft regulars can try and break some of the basic stuff like my research system. This version will not have everything implemented though since I still have some big decisions to make in regards to ... something.
So while I have gotten to the point where people can start beta testing, it is defintely not yet ready for public consumption and lots of stuff still needs to be done.
Neato. I hope things go smoothly on the server (or as awfully as they can reasonably be expected to, so as to expose all the bugs that need fixing). Here's hoping you're doing well! Still planning to release that research teaser?
Well, thats good news... I hope. I notice how you never gave us that one spoiler about the third part of the research system, might this have something to do with that?
For those asking for a release date: I'm planning on getting a partially completed BETA version out within a week so the Forgecraft regulars can try and break some of the basic stuff like my research system. This version will not have everything implemented though since I still have some big decisions to make in regards to ... something.
So while I have gotten to the point where people can start beta testing, it is defintely not yet ready for public consumption and lots of stuff still needs to be done.
Really glad to see things coming along. The evolution of Thaumcraft has really been an amazing sight. The focus on balanced mechanics and beautiful aesthetics really set this mod apart from others. Good luck in your beta testing.
i think it would look good but it isn't really useful, is it ?
Yeah, I don't see that being very efficient, the nether portal we already have is pretty much already 'magical enough'.
Now it might make for an interesting flux idea. Flux up hard enough the game starts generating one-way patches of nether portal with no normal way back. ((Of course, dying in the nether sends you home and you can always travel back to your own portal...))
How about two telsa coils that zap a area inbetween them and create a portal to where ever else there is another one? (I made this suggestion on the suggestion thread btw)
Very true teleportation is so not useful... (Sarcasm) How is teleportation not useful?
i think, he meant a specific teleporter into the nether wouldnt be really useful, since it would be like reinventing the wheel.
player teleportation on the other hand is useful, yes. i already posted this once, but i hope azanor will make player teleportation possible through bigger magic mirrors, you can put against the wall. like the ones for items. only 1 by 2 in size.
and as a negative flux/taint effect, when you overdo it with the magic, there is the risk that an evil mirror image of yourself steps out of it, and starts attacking you.
On the suggestion thread I talked about teleportation, my 2 idea were: Bigger mirrors with 6 crystal slots on top & bottom, put in a combo of crystals in two mirrors and they get linked. My other teleportation idea was telsa coils that zap a portal in between them. Now the idea for a mirror version to come out is cool, but I prefer my own idea which is if you over use it/too much flux there is a chance it will teleport you to a random location.
the thaumcraft 2 seals had an awesome mechanic for teleportation. when you set them up, a portal opened when you walked close to it, and you could already see through to the other side, before you stepped through.
if you set up a network of teleportation seals, you could switch to other portals by right clicking. it was nothing short of amazing. you walked up to a seal, a portal opened and you could see the other side. you right clicked on the open portal, and it changed to another seal in the network. the view of whats on the other side, switched with it.
in this video, you can get an idea, how it worked. (you might have to skip forward a little).
im thinking of downgrading to minecraft 1.2 already, watching this^^. would be nice to play around with the older version a little, until thaumcraft 3.1 is released.
i also hope, the void chests will make a return. i mean we can get iron chests for single chests with a larger storage room, but this looks really cool.
and obelisks definitely should make a return. those look just awesome.
If you are every talking to me no need to explain anything about thaumcraft, it's my favorite mod and I would be surprised if I didn't know something about it. I really would like the obelisks and some other eldritch things there were, really happy he is re-adding taint, it will make for a fun challenge. If I'm lucky I may be able to weaponize it against my friends.
", palatino, serif">RUSTIC
Does no one ever go to the suggestion thread? On the suggestion thread I mentioned thaumcraft should have lore some what. What I came up with is trying to discover what happened to and ancient/eldritch civilization what led to it's done fall. Was it the use of forbidden arts? Such as using flux instead of aura to run things? Such arts are lost in the remnants of the ruins, so the only way you will learn is to find out what happened. This ancient civilization could've been the ones who placed the obsidian totems around the world. Maybe we can find out how to replicate it? Stuff like that...
", palatino, serif">RUSTIC
If I throw items into a magic mirror, linked to a mirror in a 'spawn' chunk, will the items expire? (Spawn chunks are the chunks, near spawn, that are kept loaded at all times. They are kept loaded such that items will be carried by water flows, expire etc, but other things (plants growing) don't happen.)
I am (therefore) unsure if golems - or hungry chests - "work" in spawn chunks: What happens then when items are ported though mirrors into such chunks? I am hoping that hungry chests / golems will still work well enough to scoop them up such that the 5 minute despawn timer won't destroy my well earned loot.
(6:50:23 AM) xander_morhaime: Briefly.
Updates arrive when they arrive. Asking for them won't make them come sooner. In the meantime, have some patience y'all.
if you have time to code a big mod, posting 2-3 lines a week it's not that time consuming.
So while I have gotten to the point where people can start beta testing, it is defintely not yet ready for public consumption and lots of stuff still needs to be done.
Neato. I hope things go smoothly on the server (or as awfully as they can reasonably be expected to, so as to expose all the bugs that need fixing). Here's hoping you're doing well! Still planning to release that research teaser?
Really glad to see things coming along. The evolution of Thaumcraft has really been an amazing sight. The focus on balanced mechanics and beautiful aesthetics really set this mod apart from others. Good luck in your beta testing.