I just got a neat idea for a generating, Thaumcraft-related botania flower.
I have no idea what to call it, but it runs off of patterned Crystal Clusters placed on the ground (think Kekiumurus) and the better the pattern (higher complexity?) the more mana is generated per cluster.
I mean, aside from Infusion Stability, we don't really have any practical applications for Crystal Clusters.
Forbidden Magic v0.573 has been uploaded to CurseForge and will be approved shortly. Barring any catastrophic bugs, this will probably be the last update. The modding community has started moving onto 1.8 and I have no plans on doing a direct port of Forbidden Magic. If there is an update, it'll probably be a reboot in the form of "Forbidden Magic 2".
v0.573
- Change: Tainthistle mana generation is less erratic
- Change: Crystal Scribing Tools now use durability in Easy Research Mode
- Change: Collar of Pain and Ring of Nutrition can now use Botania's cosmetic overrides
- Addition: Sword of the Dragonslayer. Give your Draconic Armor wearing friends a special gift today.
That makes complete sense. I've been following Forgecraft's developments... both Thaumcraft and Blood Magic have changed a lot. Botania has yet to arrive. Intangible is looking to be Witchery's replacement and is well underway. Some integration ideas...
Demonic will having a link to the void... the will gems, once filled, could be turned into crystals that absorb flux from the air. Then you could develop a condenser to turn flux in crystals into essentia, with an option of LP cost, and jar it.
Golemancy and Intangible's soul creation are intricately linked. The now independent seals or the golem brains could be infused with souls to enhance them.
Intangible focus spells could affect vis collection rate and/or discount, LP from sacrifice or self-sacrifice, will from kills, etc.
That makes complete sense. I've been following Forgecraft's developments... both Thaumcraft and Blood Magic have changed a lot. Botania has yet to arrive. Intangible is looking to be Witchery's replacement and is well underway. Some integration ideas...
Demonic will having a link to the void... the will gems, once filled, could be turned into crystals that absorb flux from the air. Then you could develop a condenser to turn flux in crystals into essentia, with an option of LP cost, and jar it.
Golemancy and Intangible's soul creation are intricately linked. The now independent seals or the golem brains could be infused with souls to enhance them.
Intangible focus spells could affect vis collection rate and/or discount, LP from sacrifice or self-sacrifice, will from kills, etc.
Botania has a semi-unofficial port, which is probably why it's not on Forgecraft yet. Vazkii's working on Psi right now which I would imagine would be difficult to meaningfully integrate into Thaumcraft. Then again I haven't really looked into it that much.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is there any point to this sword OTHER then being pissed that someone else has powerful armor and you can't kill them? Seems like a REALLY easy sword to get with minimal work that allows you to defeat someone who had to put hours of grind in to get that armor. Seems INCREDIBLY unbalanced in the favor of FM. Why is there no boss fight or other mechanic that makes getting this sword actually take some effort?
Is there any point to this sword OTHER then being pissed that someone else has powerful armor and you can't kill them? Seems like a REALLY easy sword to get with minimal work that allows you to defeat someone who had to put hours of grind in to get that armor. Seems INCREDIBLY unbalanced in the favor of FM. Why is there no boss fight or other mechanic that makes getting this sword actually take some effort?
There's a suit of armor that lets players curb stomp anyone else with impunity, but the sword that can damage them is the real unbalance?
That armor takes hours of grinding to get. Multiple incredibly hard bosses defeated and tons of time spent building up awakened draconium to make the armor. You need 1 nether star to make your sword and that's the hardest part. Even if you want to say the twilight sword that goes in the middle takes time to get its still not actually "hard". As shown by dire multiple times all you need is a little Thaumcraft progression and you blow through TF. That's unbalanced. Make it take some actual effort to get the sword and maybe it'd make some sense.
You really want to make it legit make a dungeon in its own dim like the eldritch dungeon. It would give players an actual "quest" they could go on to get a super OP sword that is the bane of Dragons everywhere. All I'm saying is that its too easy to get a sword that cuts through armor that's MEANT to be endgame.
I'm pretty sure things need weakness to be "balanced", not just effort to acquire, and the sword now provides one Maybe it'll encourage people to look into other mechanics in the mods their using?
Imagine a scale. You've got a hundred pounds of ice on one end, a hundred pounds of gunpowder on another. Different, but similar weights.
Now imagine you drop a thousand-ton purple and orange weight on the end. It's odd-looking, quite a lot of pain to acquire, and throws the scales off massively. How useful is it in much other than tipping those scales? Arguably, not much. Now should we put a thousand more tons of ice on one side, or just get rid of the weight?
Alright, that metaphor went off the rails. The point I'm making is that Draconic Evolution is that weight-- entirely crazy, unreasonable, exceptional and not altogether something that balance should be based off of. I think a counter to it is just fine, especially when the unkillable titan wrecking everything can be countered by something designed for just that guy. What's worse-- being an unstoppable, gaudy murder machine, or ending said murder machine's reign of terror with a weird sword? :V Draconic Evolution is not some idol shrine to be protected and revered, it's an example of sheer OP endgame catastrophe.
Anyone else having trouble crafting the Dragonslayer sword? It seems like the recipe listed isnt correct, the infusion wont even start...
EDIT: Turns out the Ender Pearl in the recipe has the id of 268:2 instead of the standard ID of 268. (I'm playing on FTB Infinity Evolved 2.4.2 so it might not be a problem on Spiteful Fox's end.)
Anyone else having trouble crafting the Dragonslayer sword? It seems like the recipe listed isnt correct, the infusion wont even start...
EDIT: Turns out the Ender Pearl in the recipe has the id of 268:2 instead of the standard ID of 268. (I'm playing on FTB Infinity Evolved 2.4.2 so it might not be a problem on Spiteful Fox's end.)
Looks like a problem on my end. Thank you for catching that. I'll have it fixed in the next update. You'd think someone would've said something before now. >.<
is 1.8.9 a thing on your list? no? ok. if yes. where? low or high?
Forbidden Magic 2 will be 1.8, but don't hold your breath.
Edit:
Honestly? The Sword of the Dragonslayer was added to FM in January because I felt it addressed a glaring problem in pvp. The recipe has been uncraftable this entire time and I'm literally just NOW hearing about this. The fact that I keep designing these items that nobody bothers using anyway is NOT encouraging me to continue modding.
Edit 2:
Looks like the new Draconic Evolution includes counter-code that now makes the wearer literally immune to dying. This is beyond ridiculous. I'm not going to even bother. It would just be us going back and forth with counter-code until one of us makes the game crash and then gets our own FTB Unhinged pack.
Unable to die entirely, or just to the Sword? Like, if the armor prevents any form of death including counters and instakills, that seems a bit. . . wowee zowee.
Forbidden Magic v0.574 uploaded to CurseForge and should be approved soon. Mainly just bugfixes.
v0.574
- Bugfix: Sword of the Dragonslayer removed.
- Bugfix: Botania flowers now follow the standard tooltip scheme
- Bugfix: Extra padding added to Educational enchant so that it plays nicer with other mods
- Bugfix: Cosmetic overrides can be removed from the Collar of Pain and Ring of Nutrition now
I just got a neat idea for a generating, Thaumcraft-related botania flower.
I have no idea what to call it, but it runs off of patterned Crystal Clusters placed on the ground (think Kekiumurus) and the better the pattern (higher complexity?) the more mana is generated per cluster.
I mean, aside from Infusion Stability, we don't really have any practical applications for Crystal Clusters.
That makes complete sense. I've been following Forgecraft's developments... both Thaumcraft and Blood Magic have changed a lot. Botania has yet to arrive. Intangible is looking to be Witchery's replacement and is well underway. Some integration ideas...
Demonic will having a link to the void... the will gems, once filled, could be turned into crystals that absorb flux from the air. Then you could develop a condenser to turn flux in crystals into essentia, with an option of LP cost, and jar it.
Golemancy and Intangible's soul creation are intricately linked. The now independent seals or the golem brains could be infused with souls to enhance them.
Intangible focus spells could affect vis collection rate and/or discount, LP from sacrifice or self-sacrifice, will from kills, etc.
Botania has a semi-unofficial port, which is probably why it's not on Forgecraft yet. Vazkii's working on Psi right now which I would imagine would be difficult to meaningfully integrate into Thaumcraft. Then again I haven't really looked into it that much.
Profile pic by Cheshirette c:
Does that DragonSlayer sword only affect morph-form dragon players, or do you have a namelist that includes people like Reika?
Also, other than the End dragon, what other monsters are considered Dragons? Do you have a list of various mod mobs?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
It's for killing players wearing Wyvern/Draconic armor.
Is there any point to this sword OTHER then being pissed that someone else has powerful armor and you can't kill them? Seems like a REALLY easy sword to get with minimal work that allows you to defeat someone who had to put hours of grind in to get that armor. Seems INCREDIBLY unbalanced in the favor of FM. Why is there no boss fight or other mechanic that makes getting this sword actually take some effort?
There's a suit of armor that lets players curb stomp anyone else with impunity, but the sword that can damage them is the real unbalance?
That armor takes hours of grinding to get. Multiple incredibly hard bosses defeated and tons of time spent building up awakened draconium to make the armor. You need 1 nether star to make your sword and that's the hardest part. Even if you want to say the twilight sword that goes in the middle takes time to get its still not actually "hard". As shown by dire multiple times all you need is a little Thaumcraft progression and you blow through TF. That's unbalanced. Make it take some actual effort to get the sword and maybe it'd make some sense.
You really want to make it legit make a dungeon in its own dim like the eldritch dungeon. It would give players an actual "quest" they could go on to get a super OP sword that is the bane of Dragons everywhere. All I'm saying is that its too easy to get a sword that cuts through armor that's MEANT to be endgame.
I'm pretty sure things need weakness to be "balanced", not just effort to acquire, and the sword now provides one Maybe it'll encourage people to look into other mechanics in the mods their using?
Imagine a scale. You've got a hundred pounds of ice on one end, a hundred pounds of gunpowder on another. Different, but similar weights.
Now imagine you drop a thousand-ton purple and orange weight on the end. It's odd-looking, quite a lot of pain to acquire, and throws the scales off massively. How useful is it in much other than tipping those scales? Arguably, not much. Now should we put a thousand more tons of ice on one side, or just get rid of the weight?
Alright, that metaphor went off the rails. The point I'm making is that Draconic Evolution is that weight-- entirely crazy, unreasonable, exceptional and not altogether something that balance should be based off of. I think a counter to it is just fine, especially when the unkillable titan wrecking everything can be countered by something designed for just that guy. What's worse-- being an unstoppable, gaudy murder machine, or ending said murder machine's reign of terror with a weird sword? :V Draconic Evolution is not some idol shrine to be protected and revered, it's an example of sheer OP endgame catastrophe.
I played Atonement: Sins of the Past (by Iskandar) and tried to create a new world, and crashed.
http://hastebin.com/bejuruwano.vhdl
That crash has nothing to do with my mod.
Anyone else having trouble crafting the Dragonslayer sword? It seems like the recipe listed isnt correct, the infusion wont even start...
EDIT: Turns out the Ender Pearl in the recipe has the id of 268:2 instead of the standard ID of 268. (I'm playing on FTB Infinity Evolved 2.4.2 so it might not be a problem on Spiteful Fox's end.)
is 1.8.9 a thing on your list? no? ok. if yes. where? low or high?
Looks like a problem on my end. Thank you for catching that.
I'll have it fixed in the next update.You'd think someone would've said something before now. >.<Forbidden Magic 2 will be 1.8, but don't hold your breath.
Edit:
Honestly? The Sword of the Dragonslayer was added to FM in January because I felt it addressed a glaring problem in pvp. The recipe has been uncraftable this entire time and I'm literally just NOW hearing about this. The fact that I keep designing these items that nobody bothers using anyway is NOT encouraging me to continue modding.
Edit 2:
Looks like the new Draconic Evolution includes counter-code that now makes the wearer literally immune to dying. This is beyond ridiculous. I'm not going to even bother. It would just be us going back and forth with counter-code until one of us makes the game crash and then gets our own FTB Unhinged pack.
Unable to die entirely, or just to the Sword? Like, if the armor prevents any form of death including counters and instakills, that seems a bit. . . wowee zowee.
Did you run out of LP?
Thanks for catching that. I'll try and get it fixed soon for 1.7. FM won't be updating to TC5.
Forbidden Magic v0.574 uploaded to CurseForge and should be approved soon. Mainly just bugfixes.
- Bugfix: Sword of the Dragonslayer removed.
- Bugfix: Botania flowers now follow the standard tooltip scheme
- Bugfix: Extra padding added to Educational enchant so that it plays nicer with other mods
- Bugfix: Cosmetic overrides can be removed from the Collar of Pain and Ring of Nutrition now