• 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from GreenZombie76»

    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..
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    So I have been toying around with a few ideas (because thinking about TC is about all I have time for most days).

    One of these has been a complete rewrite of TC from the ground up. I'm not just talking Thaumcraft 6.0 here. More accurately it would be Thaumcraft II.


    -snip-

    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?


    What is your opinion on all of this?


    First of all, a million thanks to you Azanor, for how you keep on developing Thaumcraft despite all the changes in Minecraft's code! My Minecraft experience would not be the same without it :)

    Until now it has made a lot of sense that essentia is produced by smelting/distilling everything in Minecraftia, but it has also presented quite a challenge to add a reasonable ammount of aspects to items from all the other mods I and other people like to use alongside TC. Because of that I totally understand why you feel like switching it around (especially if that would save you a coding nightmare). However, my main concern about essentia combining is that it could turn out to be too easy and unfun...

    The idea of gathering primal crystals to smelt for essentia is all good, but once a thaumaturge has a renewable source of all of them, will he then stay in his magical lair for the rest of the game?

    Theorizing about a hopefully balanced way of essentia combining that shouldn't remove the need for exploring from the game:

    The primal crystals could be smelted directly into essentia, but in order to synthesize compound aspects I suggest that you would need to gather certain "synthesizing agents" (I deliberately avoided the term "catalyst" because the agent should be consumed after a period of use depending on its purity) that would be inserted into an essentia combining machine.

    I'm thinking that every synthesizing agent has a chance of catalyzing the essentia equal to its purity %, if it fails to produce a unit of compound essentia it is destroyed in the machine and in stead produces 1 point of flux in the local aura.

    Using this system, the low tier essentias could have several synthesizing agents or ones that are easy to come by (and still have a decent purity), while the high tier essentias would have fewer and rarer synthesing agents (though some could still have a mediocre purity).

    To produce 1 unit of "aspect" one needs this in the essentia combining machine:

    • victus = 1 aqua and 1 terra essentia, and one of these synthesizing agents (an egg or any uncooked meat or fish).
    • herba = 1 aqua and 2 terra essentia, and one of these synthesizing agents (any vanilla seed, crop or tree leaf).
    • spiritus = 1 perditio, 1 terra and 2 aqua essentia, and one of these synthesizing agents (soul sand, a ghast tear).
    • cognitio = 1 ignis, 1 perditio, 1 terra and 2 aqua, and one of these synthesizing agents (a written book, zombie brain or a knowledge fragment).
    • lux = 1 ignis and 1 aer essentia, and one of these synthesizing agents (torch, cinderpearl, sea lantern or glowstone).
    • tenebrae = 1 ignis, 1 perditio and 2 aer essentia, and one of these synthesizing agents (ink sac, mushroom, obsidian).
    • alienis = 1 ignis, 2 perditio and 3 aer essentia and one of these synthesizing agents (ender pearl, ender eye or eldritch eye).
    • potentia = 1 ignis and 1 ordo, and one of these synthesizing agents (coal, charcoal, coal block, charcoal block)
    • auram = 1 ignis, 1 ordo and 1 aer essentia and one of these synthesizing agents (an ethereal essence, a shimmerleaf or a silverwood sapling).
    • vitium = 1 ignis, 1 ordo and 1 perditio essentia, and one of these synthesizing agents (taint tendril, taint goo or a taint crystal).

    The thaumometer could be used just as in TC5, but when a thaumaturge scans a synthesizing agent he will "gain practical knowledge of that aspect" and learn the exact purity % of that specific synthesizing agent (before that he only knows it in vague terms: poor - average - good - excellent).


    And of course, keep the biomes and worldgen structures like barrows, spider infested greatwood trees, obelisks and special aura nodes :)

    Though I would wish for a relatively quick update to 1.9.4 or 1.10.2, do what you think is best, Azanor! I can play TC5 or maybe even 4 while I wait :)

    Posted in: Minecraft Mods
  • 2

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    WOW! This mod makes the terrain absolutely gorgeous! :) Just too bad that the streams mod isn't available for 1.8.9 yet.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc»

    are any of the crimson cult items repairable? and with what?


    Yes, all the crimson armours and robes are repairable with iron ingots.

    EDIT: and I'm pretty sure they can receive the repair enchantments too.

    Posted in: Minecraft Mods
  • 3

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor>>

    It's really neat that you continue to involve us in your decision making Azanor :)

    I have come up with a possible (if a bit abstract) solution and would like opinions and suggestions.
    First change:
    No more guesswork as to what you are getting when you select a research. When you click on something in the thaumonomicon that you do not know yet you actually go to a page giving a description of what you want to get - for example nitor might say something about you trying to find a cheap, efficient energy/light source. The rest of the page will give the requirements for you to go about discovering something like that. (see change 3)

    This sounds logical, as real life scientists normally have a clearly defined goal that they're trying to achieve. Also it would be more helpful for newbie thaumaturges. Also, if it's anything like the TC3 research notes that we could actually read before completing the research I'm for it! :)

    Second change:
    All research is hidden - you have no idea what will open up if you go down a particular path, but there will be very little flailing around in the dark for the research you need - you may not know that nitor will eventually lead to essential smelting, but you will know exactly what you should do to unlock it. I will still keep the progress % that is show so you know your overall progress.
    I'm still 50/50 on this change.

    Maybe... If you mean that we will only see the researches that we know and those that are available for research, then it seems like it could be a bit too limiting/confusing for TC-newbies. However, being able to see one more step than that seems perfectly fine with me :)

    Third change:
    Completing research will require various resources and observations. For example nitor might require you to have Observations on Light (basically you needed to have scanned a light source).
    Resources required will vary from research to research and there will be several types. They are consumed to learn a research:
    • Field notes. These are gained as you scan things and will fall into a few broad categories (nature, constructs, monsters, etc.) So scanning a zombie for the first time might give you a Field Notes: The Undead. Unlike observations, field notes are small tidbits of knowledge on the subject so there is always more to learn about something.
    • Theorems (name still WIP). These are 'crafted' in the research table via a tweaked version of the existing mini-game. They represent abstract thaumaturgical knowledge and paths of reasoning that will help you discover something. They are not linked to a particular research - its just abstract knowledge basically. They do however come in different grades based on the standard mc rarity system (common, uncommon, rare, epic). The higher the rarity, the harder they are to craft. How efficiently the theorem is solved will also impact its quality. A particular research may require a 'common' theorem to learn, but you can choose to use a higher grade research than required for additional benefits - reduction in crafting costs is the obvious choice.

    Sounds awesome! :)

    Higher tier research might require Lost knowledge. Pretty much the same as it was in TC 2 - ancient tablets, scroll fragments, etc. These cannot be crafted or gained through scanning - these will always be looted from mobs or dungeons and such. You will also have varying types - probably organized by research category (thaumaturgy, alchemy, golemancy, etc.)

    Don't leave too much of research up to the whims of RNG chest/dungeon loot etc. Though I normally don't have much problem finding dungeons and mineshafts, in multiplayer they could already be looted by the time i find them as I don't have a whole lot of time to play. Speaking of which, what is the actual chance of gaining the Eldritch Revelation as a warp event? I've been playing for almost 20 hours with maxed out warp (over the last weeks) without any luck. Makes me want to cheat... I build, mine and trade with the pech and villagers I captured while constantly refreshing my warp by eating brains (good thing I found a zombie spawner).


    I imagine that meditating by an eldritch obelisk would help a little in getting the revelation.

    Epiphanies. The rarest of the resources. You will only ever get a handful of them under very specific circumstances or milestones. Yes, it will basically be a gating mechanic of sorts. Alternatively you might actually get fewer epiphanies than there are researches that require them. I am not 100% a fan of this, but under certain circumstances it could be an interesting way to force a player to go down one chosen path if it makes sense - maybe there are two branches of research that are mutually exclusive for obvious reasons.

    I don't want any of the content to be unavailable in singleplayer, so if anything, you could make it possible to gain all of the epiphanies when the player has been inside the Outer Lands.


    This also made me think about the magical affinities from Ars Magica 2 :) What if, after researching the primordial pearl the player could learn how to attune his own body to one of the primal elements? I imagine it to be something like this:


    You have to make some fancy multiblock stucture, and use it to undergo a rather expensive and warping procedure requiring lots of crystals and essentia of the element you want to master (and some other expensive/rare components like primordial pearls, diamond blocks, taint stuff and whatnot). When completed you would gain an inherent vis discount for that primal, a potency bonus with associated foci, and even the ability to channel vis of that type through your body like the crimson clerics do. This would make the player able to cast a unique spell tied to that element (I suggest it only costs hunger, and has a small chance of giving temporary warp to the player when cast), either way no wand is needed!


    It should be possible to change this affinity at a later point, requiring the player to undergo the same procedure again, but with a different elemental flavour. Once finished, the previous "ignis thaumaturge" would become an "ordo thaumaturge" - losing the unique ignis-spell and bonuses, but gaining the unique ordo-spell and bonuses. That way, even the most indesicive thaumaturge could find the element he likes the most :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    I have a pure cognitio and the Terra in that chunk hastn't noticably changed in weeks.

    That's weird. I found a cognitio node some 14 chunks away from my base, and it manages to recharge all the primals its composed of just fine (though quite slowly for a node of its size).

    What are the terra vis level in that chunk (and its surrounding chunks)? Are there any terra crystals underground in that chunk that keep the terra level from reaching the top of the scale? Also, you mentioned it's a pure node, they tend to be quite small.

    Could it be that nodes with compound aspects recharge the vis by cycling through their primals using a RNG? If so, then you've just been out of luck :/

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc»

    Experiments with nodes in 1.8.9


    * There doesn't seem to be a creative mode way to destroy nodes.

    * All nodes seem to be single aspect now. If two nodes combine, if the nodes are the same type, the result will be a larger node of that type. If the nodes aspects can combine to a compound aspect, then the resulting node will be the compound aspect. If the nodes aspects do not form a compound aspect, the smaller node will be destroyed and contribute very little to the growth.


    I presume that a node with a compound aspect is recharging the local vis with the primals that compose that compound, although being a single node the recharge rate per aspect would be half that from having two individual nodes for each aspect.


    I found a something like this command /kill @e[r=3,type=!Player] on this thread (probably 50-100 pages back, but I don't remember who posted it first). I haven't used it much, but can confirm that this one works and doesn't kill the player :)

    From experience, I've seen that nodes with compound aspects recharge all the primals that they are composed of, but I don't know whether they do so at a fixed rate (like the energized nodes in TC4, but lower) or if it's a RNG thing.

    Posted in: Minecraft Mods
  • 0

    posted a message on LifeGauge - The lightweight damage indicator [0.1.2]
    Quote from iLexiconn»

    Fixed all of these things too!

    Hi!

    After using WAILA for its health indicator for a bit, I've gotten quite tired of its additional features and thought I'd go back to check out if there was a new version of LifeGauge. Sadly the most recent version that I can get to by following your download link still have all the same issues... It's LifeGauge 0.1.3 for Minecraft 1.8.8 (uploaded to curse.com December 18th).

    Is the fixed version you speak of available for download from anywhere? :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Cosmetic Armor v1.0.5 - Because it's important to be stylish

    For those of you who are impatient about this mod updating, there is a fairly new mod available for 1.7.10 and 1.8.9 called Cosmetic Armor Reworked. Guess what it does ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from LazarWolfe»

    I have been flying around in creative and noticed some of my ruins seem to never spawn.

    ...

    Similarly I have noticed 23rFancyPool never spawns, no matter what changes I make to it. That one's not mine, but I would like to see it occasionally.


    What folder did you move the 23rFancyPool into? It has to be in the generic folder (or one of the biome folders) to spawn naturally, and in the templateparser folder to spawn using the /testruin command.

    I wanted the pool to be very rare, and set the uniqueMinDistance to 5120 (reducing it by a lot should probably help) :P besides it is quite big (45 by 45 and 14 blocks deep), so it could be that it just haven't found a suitable place to spawn through normal worldgen.

    Hope this helps :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Reliquary v1.3

    Thanks for the update! Downloading now :)

    Posted in: Minecraft Mods
  • 3

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    That's quite a pathetic strategy considering that

    1. They NEVER manage to complete it.
    2. They do attack you if you walk a bit closer.

    If the clerics by the obeslisks aren't trying to create crimson portals, then they are probably trying to commune with some otherworldly beings or entering/exploring a dimension similar to the Dreamlands in Lovecraftian fiction (probably something that would be on the other side of the Outer Lands). These two activities could appearantly last a very long time, and with a little imagination, they could be taking a break once in a while when the player is so far away that the chunk they're in unloads ;)

    Either way, the clerics would be in a state of meditative trance, hardly aware of their physical surroundings, and the knights are fanatical protectors believing that the completion (or continuation) of the ritual is more valuable than their own lives. The clerics only attack when we disturb them enough to wake them up.

    The way I see it, it makes perfect sense :) (does that make me crazy?)

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    It would be cool of Azanor made it so that the further you progress in the research tree, there will be less aspects to solve a research, while having an algorithm to make sure each research has at least 1 solution.

    Maybe the hardest researches should even be unsolvable by default and require extra research fragments for the additional aspects.

    I agree that certain researches should be so difficult that they often would be unsolvable without using a knowledge fragment (I'm mainly thinking about those in the eldritch tab, the focal manipulator and the other researches that lets us create really powerful stuff).

    Also, I think it would make sense if the infernal furnace research would be locked behind having scanned a blaze and/or netherbricks, and that the essentia transfusion research would require scanning a runic matrix and/or an infusion pillar. In addition, the transfusers could possibly require a morphic resonator to craft (as morphic resonators are vital components in the other machines that radically change the way essentia/flux slurry behaves).
    Posted in: Minecraft Mods
  • 0

    posted a message on Roguelike Dungeons

    I've never had a problem with Roguelike Dungeons not generating in BoP worlds, but then again I haven't tried using the "/roguelike dungeon here" command yet.


    In case you'd like to know, I use these mods:


    Bagginses-1.8.9-2.1.5b

    BetterFoliage-MC1.8.x-2.0.3

    BiomesOPlenty-1.8.9-3.0.0.1914-universal

    Chameleon-1.8.9-0.2.1

    CosmeticArmorReworked-1.8.9-v1b

    CyanosLootableBodies-1.4.0

    DynamicSurroundings-1.8.9-2.0.4.10

    EnderZoo-1.8.9-1.1.2

    FastLeafDecay-1.8-1.6

    Forge1.8.9-11.15.1.1722

    hopperducts-mc1.8.8-1.4.6

    InventoryCenterer-1.8.9-0.1.1

    jei_1.8.9-2.26.0.154

    JEIAddons_1.8.9-0.11.2.56

    journeymap-1.8.8-5.1.3-unlimited

    JustEnoughResources-1.8.9-0.3.3

    Login_Shield_MC1.8.9-1.2-16-gd25a704

    LunatriusCore-1.8.9-1.1.2.32-universal

    MrCrayfishFurnitureModv3.6.1(1.8.9)

    OceanFloor-1.8.8-1.0.0

    OptiFine_1.8.9_HD_U_H2

    redstonepaste-mc1.8.8-1.7.2

    Reliquary-1.3-beta.138

    RoguelikeDungeons-1.8.9-1.4.5

    Ruins-1.8.8

    Stackie-1.8.9-1.6.0.39-universal

    StorageDrawers-1.8.9-2.4.1

    Thaumcraft-1.8.9-5.1.6

    UpdateCheckerMod-1.8.8

    Waila-1.6.0-B3_1.8.8


    and the roguelike dungeons generated just fine with the previous versions of these mods too.

    Hope this helps :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    Then by that logic wouldn't a faceplate/mask slot be best if it occupied the helmet slot? A cape slot would add something new (kinda) when a faceplate/mask would just occupy the same space a helmet does.

    I was just waiting for someone to point that out :P

    What I tried to address is that the way the faceplates work in TC5 and TC4 is awkward and impractical. We have 3 faceplates (or 4 when including the goggles of revealing), 4 different amulets, 4 different belts (5 with the focus pouch) and 11 different rings. So a faceplate/goggle slot would be more sought after than a cape slot, especially since we want all our thaumium fortress helms with different faceplates to be enchanted. But I guess giving the thaumium fortress helm one internal inventory slot which is reserved for faceplates (and one for goggles) could also be a solution :)


    In my opinion, having 6 bauble slots seems a bit much, though as always, that's up to Azanor to decide.

    Posted in: Minecraft Mods
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