please keep part of the idea. the best way I could think of doing it would be as such. think of taint as an overflow of magic or when magic is runing wild. so in a way you could say make a differnt themed taint event for each of the primal elements. wind could be like a hungry node, water a taint storm, earth a taint biome fire something like a volcano. these are just idea but it would be fun to see what you think of each.
It could seem quite amazing.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
I had/have plans for TC6 to flavor flux events more. Currently flux mostly just results in taint, but honestly any kind of magic can be bad - taint is just one flavor. I was thinking of adding other types of flux nastiness based on the primals.
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.
Earth, Fire, Air and Earth would spawn elemental hazards in the area, like tornadoes, fire storms, whirlpools, spikes. Maybe even wild elementals (which could be captured/tamed?). But Order and Entropy would be worse: blocks becoming crystal, rigid and unbreakable, or blocks would start disintegrating, causing massive holes in the world. All blocks...
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
In the light of what Farproc said:
This tearing open of nodes, should balance-wise only happen later in your progression.
Early Thaumcraft progression should barely influence this balance, however having to deal with these concepts in the late-game should be unavoidable.
Agreed. Ripping open the fabric of reality should take more work than just creating a couple of wands and a golem or two. But by the time you are tossing massive thaumic fluxes and primal energies around, you need to be paying a little attention to what you're doing and thinking about the consequences, or on your own head be it.
I imagine that ordo run wild might result in an ice nine like scenario with all the water freezing regardless of temperature. Terra run wild would probably cause huge amounts of plant growth or perhaps magical earthquakes. Out of control aqua might result in flooding rain, while an oversaturation of aer would create massive windstorms, or perhaps inflict levitation on random mobs. Too much ignis could result in firestorms, with flaming tornadoes setting everything ablaze, and an excess of perditio could cause taint, or perhaps increase mob spawns or something.
I'm now wondering if certaim mixed rifts could recreate something like the nether and replace the whole biome the rifts are in with nethery blocks and mob spawns.
Example: Hell On Earth combo: Ignis rift, perditio rift, terra rift.
Ignis because fire and lava.
Perditio because demons and other "negative" things.
Terra because it changes the earth to be like the nether.
----------
of course, doing this intentionally to provide some form of benefit would clearly need some way of presicely overloading three nodes in roughly the same area at roughly the same time. Maybe a Primordial Pearl could aid in controlling such a mechanism...
I've always thought that TC nodes acting more like the anomalies in S.T.A.L.K.E.R. would be cool. That is, elementally aligned and themed faults in physics/reality.
I'm here for the idea of the ordo overflow. Get my stuff to start being mystically rearranged into organized structure and everything turning to ice and crystal and glass. Aesthetically interesting idea, at least.
So, no idea how no one's caught this, but...the 1.7.10 version of Thaumcraft, the config file...has no config options for potion effects. Like, at all. How did everyone miss this?
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.
I think Thaumcraft registers its potion effects dynamically. It picks the IDs that aren't taken by other mods already. So no config options to avoid conflicts.
But it doesn't. I'm currently experiencing a conflict with Thaumcraft and another mod, and I have no way of knowing what the IDs are. Even if they are dynamically set, the config option should still exist. Didn't it exist in 1.6.4, anyway?
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
But it doesn't. I'm currently experiencing a conflict with Thaumcraft and another mod, and I have no way of knowing what the IDs are. Even if they are dynamically set, the config option should still exist. Didn't it exist in 1.6.4, anyway?
NEI can dump the potion ids.
Of course, the dynamic allocation Thaumcraft offers is entirely driven by the order mods are loaded. So, at the time Thaumcraft loads, the potion id slots its wants are open. And then another mod comes along, assumes it can use the slots TC took, and stomps over them.
What do you mean? Potion effects cannot exist in the world as anything other than durations with ID on an entity. The only way to prevent it is to throw out how they work and rebuild it from scratch.
Shouldn't forge have some header system for level.dat to prevent stuff like this? I mean if I made forge I probably would've.
If you're talking about a system similar to the block/item id map, I think they've done that in 1.9. As of 1.9 Forge assigns IDs for just about everything, I assume the id maps are saved to the level.dat.
Rollback Post to RevisionRollBack
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
Anyone know why a modpack would experience ghost items when shift-clicking into certain custom inventories, but the mods themselves that include these custom inventories don't experience this bug outside of the pack, so it's not an issue of missing player.updateinventory()? I'm experiencing this issue with Witching Gadget's bags as well as the focus pouch.
So causing too much Ordo to build up might cause the Greymarch to come? Neato!
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
I'm not sure if Azanor got his name from athanors, which were small furnaces used by real life alchemists back in the day. It would make sense, but why change the th into a z?
It could seem quite amazing.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Earth, Fire, Air and Earth would spawn elemental hazards in the area, like tornadoes, fire storms, whirlpools, spikes. Maybe even wild elementals (which could be captured/tamed?). But Order and Entropy would be worse: blocks becoming crystal, rigid and unbreakable, or blocks would start disintegrating, causing massive holes in the world. All blocks...
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Agreed. Ripping open the fabric of reality should take more work than just creating a couple of wands and a golem or two. But by the time you are tossing massive thaumic fluxes and primal energies around, you need to be paying a little attention to what you're doing and thinking about the consequences, or on your own head be it.
I imagine that ordo run wild might result in an ice nine like scenario with all the water freezing regardless of temperature. Terra run wild would probably cause huge amounts of plant growth or perhaps magical earthquakes. Out of control aqua might result in flooding rain, while an oversaturation of aer would create massive windstorms, or perhaps inflict levitation on random mobs. Too much ignis could result in firestorms, with flaming tornadoes setting everything ablaze, and an excess of perditio could cause taint, or perhaps increase mob spawns or something.
My first mod =D
I'm now wondering if certaim mixed rifts could recreate something like the nether and replace the whole biome the rifts are in with nethery blocks and mob spawns.
Example: Hell On Earth combo: Ignis rift, perditio rift, terra rift.
Ignis because fire and lava.
Perditio because demons and other "negative" things.
Terra because it changes the earth to be like the nether.
----------
of course, doing this intentionally to provide some form of benefit would clearly need some way of presicely overloading three nodes in roughly the same area at roughly the same time. Maybe a Primordial Pearl could aid in controlling such a mechanism...
I've always thought that TC nodes acting more like the anomalies in S.T.A.L.K.E.R. would be cool. That is, elementally aligned and themed faults in physics/reality.
I'm here for the idea of the ordo overflow. Get my stuff to start being mystically rearranged into organized structure and everything turning to ice and crystal and glass. Aesthetically interesting idea, at least.
So, no idea how no one's caught this, but...the 1.7.10 version of Thaumcraft, the config file...has no config options for potion effects. Like, at all. How did everyone miss this?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Did they fix the bucket thing?
lava no longer carries metal signatures and acts as though it is part bucket?
same for water...
crucible + water and lava should not equal metal +water or lava.
not if you get the buckets back from crafting something in a bucket... lol.
I no longer have to register an empty air bucket to get the buckets back from lava or water bucket recipes.
So something has changed there...
For those don't know the lessons of the ancients, http://en.wikipedia.org/wiki/Midas
But it doesn't. I'm currently experiencing a conflict with Thaumcraft and another mod, and I have no way of knowing what the IDs are. Even if they are dynamically set, the config option should still exist. Didn't it exist in 1.6.4, anyway?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
NEI can dump the potion ids.
Of course, the dynamic allocation Thaumcraft offers is entirely driven by the order mods are loaded. So, at the time Thaumcraft loads, the potion id slots its wants are open. And then another mod comes along, assumes it can use the slots TC took, and stomps over them.
So does that mean if the order somehow changed, many items would be altered?
I made a D flip-flop!
The potion effects that various things apply could very well be different, but nothing else.
Shouldn't forge have some header system for level.dat to prevent stuff like this? I mean if I made forge I probably would've.
I made a D flip-flop!
What do you mean? Potion effects cannot exist in the world as anything other than durations with ID on an entity. The only way to prevent it is to throw out how they work and rebuild it from scratch.
If you're talking about a system similar to the block/item id map, I think they've done that in 1.9. As of 1.9 Forge assigns IDs for just about everything, I assume the id maps are saved to the level.dat.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
Anyone know why a modpack would experience ghost items when shift-clicking into certain custom inventories, but the mods themselves that include these custom inventories don't experience this bug outside of the pack, so it's not an issue of missing player.updateinventory()? I'm experiencing this issue with Witching Gadget's bags as well as the focus pouch.
So causing too much Ordo to build up might cause the Greymarch to come? Neato!
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
I'm not sure if Azanor got his name from athanors, which were small furnaces used by real life alchemists back in the day. It would make sense, but why change the th into a z?
", palatino, serif">RUSTIC
why last update will be soooooo long time ago?