so you'd like to have foci crafting/programming system similar to current golemancy (you choose different components that would give foci different abilities/properties) and then craft it?
That sounds nice. Like a foci press.
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In short: Instead of breaking complex aspects down into simple ones it will work the other way around. You will start out with primals and combine them till you get the aspects you want. Burning items for aspects might not even survive this change - raw primal essentia will probably be gathered for worldgen crystals initially and later using some aura related mechanic. See what I mean with big changes?
Thaumcraft II sounds interesting, especially this bit. May I suggest that toying with the aura mechanics be more dangerous, more prone to flux production, and more likely to give warp? I know the general idea of Thaumcraft in previous versions has involved finding ways to be more efficient and less harmful to the environment, but I feel there should be huge risks and gains to messing with the life force of a world. Perhaps you could consider making aura manipulation possible at all times, but only viable (read: less likely to kill instantly) in the later stages of research.
...Though I suppose that might effectively turn one's character into a megalomaniac thaumaturge who gets consumed by their lust for power and goes mad...
its interesting that most people focus on my comment about ars magica 2.
Eh, given how... vague (?)... Ars Magica 2's spellcrafting system is, it's a bit difficult to suggest any kind of spellcrafting without it being received as an AM2 rip. It didn't really help that you mentioned it by name.
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Praise be Ro-naza, greatest among the thaumaturges!
Two types of focus: one acts against entities, the other against blocks.
Two ranks of focus: light foci, and heavy foci. Heavy foci can be enhanced more, but can only be equipped on staves.
The entity focus is typically used to damage (or heal) mobs, the block focus for making tools that build, destroy or replace.
Most the elemental tool enchantments should be applicable to foci.
So, an "axe" attunded focus, with Burrowing and Collector could be used to cut down trees from range, and collect the wood blocks.
An entity focus with nothing but collector on it should be able to gather items from a distance without damaging anything, empowered it should be able to drag or pick up passive and aggressive mobs.
A mining focus should be able to get burrowing, collector, and one of silk touch, fortune, auto-smelting or refining. (Refining should have ranks such that rank III/V gives 100% clusters).
Auto-smelting on a block focus that does not destroy should allow blocks to be smelted in-place (Sand to glass etc) and an entropy focus should randomly crack bricks, shatter stone into cobble, cobble into gravel.
An aqua focus would convert flowing water blocks into water source blocks, making a handy tool for world builders to fill large areas of water, and a negative version would allow water to be stripped like an efficient sponge.
A focus that created pairs of portals the player can travel through would be nice too
Two types of focus: one acts against entities, the other against blocks.
Two ranks of focus: light foci, and heavy foci. Heavy foci can be enhanced more, but can only be equipped on staves.
The entity focus is typically used to damage (or heal) mobs, the block focus for making tools that build, destroy or replace.
Most the elemental tool enchantments should be applicable to foci.
So, an "axe" attunded focus, with Burrowing and Collector could be used to cut down trees from range, and collect the wood blocks.
An entity focus with nothing but collector on it should be able to gather items from a distance without damaging anything, empowered it should be able to drag or pick up passive and aggressive mobs.
A mining focus should be able to get burrowing, collector, and one of silk touch, fortune, auto-smelting or refining. (Refining should have ranks such that rank III/V gives 100% clusters).
Auto-smelting on a block focus that does not destroy should allow blocks to be smelted in-place (Sand to glass etc) and an entropy focus should randomly crack bricks, shatter stone into cobble, cobble into gravel.
An aqua focus would convert flowing water blocks into water source blocks, making a handy tool for world builders to fill large areas of water, and a negative version would allow water to be stripped like an efficient sponge.
A focus that created pairs of portals the player can travel through would be nice too
This sounds well thought out. Support.
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What happened to the Arcane Doors and Blocks? I loved the things and they were great on multiplayer. I would love it if they were added back.
They weren't actually that great on multiplayer. Great decorative blocks that add a bit of roleplay potential. And on that basis I think we should have them back.
But the "key" system was too cumbersome to actually use as you needed a key per door and the keys became invalid if you moved the door. So you couldn't really share access with friends.
And as an anti griefing tool: other players can easily place warded blocks in your base to deny you access to your own things.
I hope that Azanor adds them back to 5.x as blast resistant blocks that are hard to remove without a wand - but he seems to have moved on to full design mode for TC II / TC 6 so I don''t think any updates other than urgent bug fixes are incoming for TC 5 :/
Maybe instead of warding individual blocks, you ward a small area. More akin to a golem's seal, where you define the edges of seal, only with warding you could then 'fill' it with your wand like you do for the Eyes to open up the Eldritch portal?
That way, you ward a surface area and define a volume internally that CAN'T be warded or teleported to.
They weren't actually that great on multiplayer. Great decorative blocks that add a bit of roleplay potential. And on that basis I think we should have them back.
But the "key" system was too cumbersome to actually use as you needed a key per door and the keys became invalid if you moved the door. So you couldn't really share access with friends.
And as an anti griefing tool: other players can easily place warded blocks in your base to deny you access to your own things.
I hope that Azanor adds them back to 5.x as blast resistant blocks that are hard to remove without a wand - but he seems to have moved on to full design mode for TC II / TC 6 so I don''t think any updates other than urgent bug fixes are incoming for TC 5 :/
I agree.
The warded doors and blocks could be just as blast proof and hard to break as obsidian, except no tool is effective against them (maybe only a special wand focus). They should also be immune to the equal trade focus, the excavation focus, arcane bores, portable holes and be impossible to move with pistons. Maybe the block could be camouflaged as any solid block too? Place a couple of autocasters, automated crossbows or guard golems nearby (or liquid death traps inside the wall) and maybe other players won't be so eager to try breaking through.
For anti-griefing there already exists a few mods and plugins that prevent players from placing/breaking blocks in certain areas, Territorial Dealings is the first that comes to mind. Though it has to be said that not even they are 100% grief proof, as it's still possible to make a huge obsidian casing around someone's base even if it's several chunks in size - it's just a matter of how much time and effort one would need to pull it off..
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
At the least, Warded Arcana would need to respect various multiplayer territorial restrictions (factions and base mods). That said, they were one of the few ways to control entry to a Mystcraft Age (linkbooks notwithstanding, but XCW will probably be working on that).
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
There's the auto caster things. If that ground shock focus could be upgraded to not hurt the owner, you'd have a fantastic base defense thing against everything but flying mobs. One with vis shard covers that.
Honestly I can't wait for new thaumcraft. Hopefully the golem logic transfers easily, I know Azanor put a lot of effort into them and it shows
Hi everyone, how many features am I losing playing 4th version instead of 5th? I mean not in quantities like 16 elements instead of 8 etc, but some new functionality and different ways of world interactions. I'm playing custom modpack for 7.10 that the reason why I havent tried 5th version yet. And are there interesting addons for it which brings depth, not quantities?
Hi everyone, how many features am I losing playing 4th version instead of 5th? I mean not in quantities like 16 elements instead of 8 etc, but some new functionality and different ways of world interactions. I'm playing custom modpack for 7.10 that the reason why I havent tried 5th version yet. And are there interesting addons for it which brings depth, not quantities?
Thaumcraft 4 has much more content, and is more stable in general, than Thaumcraft 5. Also, most addons are only for TC4. TC5 has new stuff like the new Golem system, and the grapple and vis shard focus, but that's about it.
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Thaumcraft 4 has much more content, and is more stable in general, than Thaumcraft 5. Also, most addons are only for TC4. TC5 has new stuff like the new Golem system, and the grapple and vis shard focus, but that's about it.
Good to hear, thanks. And can you recommend some particular addons?
That sounds nice. Like a foci press.
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Thaumcraft II sounds interesting, especially this bit. May I suggest that toying with the aura mechanics be more dangerous, more prone to flux production, and more likely to give warp? I know the general idea of Thaumcraft in previous versions has involved finding ways to be more efficient and less harmful to the environment, but I feel there should be huge risks and gains to messing with the life force of a world. Perhaps you could consider making aura manipulation possible at all times, but only viable (read: less likely to kill instantly) in the later stages of research.
...Though I suppose that might effectively turn one's character into a megalomaniac thaumaturge who gets consumed by their lust for power and goes mad...
Eh, given how... vague (?)... Ars Magica 2's spellcrafting system is, it's a bit difficult to suggest any kind of spellcrafting without it being received as an AM2 rip. It didn't really help that you mentioned it by name.
Praise be Ro-naza, greatest among the thaumaturges!
Wand Focus Builder
So a wand focus builder could start with:
Two types of focus: one acts against entities, the other against blocks.
Two ranks of focus: light foci, and heavy foci. Heavy foci can be enhanced more, but can only be equipped on staves.
The entity focus is typically used to damage (or heal) mobs, the block focus for making tools that build, destroy or replace.
Most the elemental tool enchantments should be applicable to foci.
So, an "axe" attunded focus, with Burrowing and Collector could be used to cut down trees from range, and collect the wood blocks.
An entity focus with nothing but collector on it should be able to gather items from a distance without damaging anything, empowered it should be able to drag or pick up passive and aggressive mobs.
A mining focus should be able to get burrowing, collector, and one of silk touch, fortune, auto-smelting or refining. (Refining should have ranks such that rank III/V gives 100% clusters).
Auto-smelting on a block focus that does not destroy should allow blocks to be smelted in-place (Sand to glass etc) and an entropy focus should randomly crack bricks, shatter stone into cobble, cobble into gravel.
An aqua focus would convert flowing water blocks into water source blocks, making a handy tool for world builders to fill large areas of water, and a negative version would allow water to be stripped like an efficient sponge.
A focus that created pairs of portals the player can travel through would be nice too
This sounds well thought out. Support.
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...
What happened to the Arcane Doors and Blocks? I loved the things and they were great on multiplayer. I would love it if they were added back.
They weren't actually that great on multiplayer. Great decorative blocks that add a bit of roleplay potential. And on that basis I think we should have them back.
But the "key" system was too cumbersome to actually use as you needed a key per door and the keys became invalid if you moved the door. So you couldn't really share access with friends.
And as an anti griefing tool: other players can easily place warded blocks in your base to deny you access to your own things.
I hope that Azanor adds them back to 5.x as blast resistant blocks that are hard to remove without a wand - but he seems to have moved on to full design mode for TC II / TC 6 so I don''t think any updates other than urgent bug fixes are incoming for TC 5 :/
Maybe instead of warding individual blocks, you ward a small area. More akin to a golem's seal, where you define the edges of seal, only with warding you could then 'fill' it with your wand like you do for the Eyes to open up the Eldritch portal?
That way, you ward a surface area and define a volume internally that CAN'T be warded or teleported to.
Thoughts?
That was how the warding focus worked.
That was also how the warding focus single-handedly destroyed servers.
I think Thaumcraft definitely needs some kind of actively defensive things, though.
A force field focus, wouldn't that be awesome?
I made a D flip-flop!
I agree. Support!
I agree.
The warded doors and blocks could be just as blast proof and hard to break as obsidian, except no tool is effective against them (maybe only a special wand focus). They should also be immune to the equal trade focus, the excavation focus, arcane bores, portable holes and be impossible to move with pistons. Maybe the block could be camouflaged as any solid block too? Place a couple of autocasters, automated crossbows or guard golems nearby (or liquid death traps inside the wall) and maybe other players won't be so eager to try breaking through.
For anti-griefing there already exists a few mods and plugins that prevent players from placing/breaking blocks in certain areas, Territorial Dealings is the first that comes to mind. Though it has to be said that not even they are 100% grief proof, as it's still possible to make a huge obsidian casing around someone's base even if it's several chunks in size - it's just a matter of how much time and effort one would need to pull it off..
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
At the least, Warded Arcana would need to respect various multiplayer territorial restrictions (factions and base mods). That said, they were one of the few ways to control entry to a Mystcraft Age (linkbooks notwithstanding, but XCW will probably be working on that).
Hey when will this be updated to 1.10? Because that seems soon right?
Read this.
Azanor has already made several posts regarding this question.
"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."
There's the auto caster things. If that ground shock focus could be upgraded to not hurt the owner, you'd have a fantastic base defense thing against everything but flying mobs. One with vis shard covers that.
Honestly I can't wait for new thaumcraft. Hopefully the golem logic transfers easily, I know Azanor put a lot of effort into them and it shows
Hi everyone, how many features am I losing playing 4th version instead of 5th? I mean not in quantities like 16 elements instead of 8 etc, but some new functionality and different ways of world interactions. I'm playing custom modpack for 7.10 that the reason why I havent tried 5th version yet. And are there interesting addons for it which brings depth, not quantities?
Thaumcraft 4 has much more content, and is more stable in general, than Thaumcraft 5. Also, most addons are only for TC4. TC5 has new stuff like the new Golem system, and the grapple and vis shard focus, but that's about it.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Good to hear, thanks. And can you recommend some particular addons?
Witching gadgets and thaumic horizons, personally.