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    posted a message on [1.7.10] Voxel Player Models Beta - A continuation of BinaryWolf's Custom Player Models for 1.5
    Here's a question. is there any possible way to make this work alongside other model-changing mods, like More Player Models (For changing into mobs and stuff, for example, or toggling between voxel and default), or Mine Little Pony, for using voxel models as the default human? Unfortunately, i think both of those problems, especially with MineLP, is more problematic on their side than yours, but i was just wondering if there was some way to make a compatability patch. a lot of my friends are curious, and the 'solution' was somehow make it so that bodyshop and the mod could use different body types and scales (So, larger or smaller humans, ponies, whatever). You have made a massive leap in player models like those two mods did in their time, and most likely a bigger either of the beforementioned mods combined. I hope this stays around until the end of time, but i wish that everything could come together to make it better for, well, everyone!
    Posted in: Minecraft Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    We need the Trunk back, we also need to make a Mobile Crafting Bench, and the Following Furnace!
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    So. i was thinking of a little 'interactivity' fix/feature with the research. Make it so that after each research, a short animation plays that shows the elements moving over to thier new locations, and make it so there is a research 'cooldown' that activates during the animation that, when you re-research while the animation is going on, but have it take 10% less time each time you do it, up to 50%. and making it so you have to wait 3 seconds, refreshing and stacking, each time you do it, up to 15%, and the animation moves faster and might have different animations.This would also have a slightly greater chance to consume materials. This way, there is a much larger "Resource" demand for those that want things faster, thus making material quantity also affect speed in a way. Or, it could entirely be possible that you have to research things in this "Maximized" setting in order to get rare elements that pertain to strength or speed.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Azanor

    -Squidalien's Sexy teaster-




    -snip + sexy image-


    @theonlyuntakenalias: You just brought my idea to life, while making it SIMPLE... Someone get this man a dump-truck of diamonds! No, really though. Great idea there. I think if i HAD to stick to two of my 20+ ideas that i blarg'd out. it would be the Golems and the Asendants.

    @Azanor: Researching looks like it will actually be a mini-game rather than the cobblestone incinerator of TC2.
    Posted in: WIP Mods
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    So. Been a big fan of the mod for a while. just recently remembered it, and my heart came when i saw it was functioning on 1.3.2. Sort of wanted to toss out a few ideas to you two and see what you think of them. Some of them may have been suggested, I'm the person that wont look through 380+ pages to root them out.

    Idea 1: Another 'mount' (Shocking i know), the only difference, is that its a cart! Make a cart using 5 wood in a reverse C and two sticks on the top and bottom right, and a wood pressure plate in the middle left, you can make a cart. Put a cart in the middle of the grid and your two favorite horse types in the top and bottom right slots to attach those horses to your cart! The cart can be driven by one soldier, and has enough room in the back to hold four more. These soldiers will jump out when they near enemy troops, and the driver will wheel the cart to a safe distance. If the cart breaks, the cart itself will drop as an item ,and your two horses will spawn as regular, mountable horses! The idea is that it can set up more scenarios, and you can set up a few battle wagons to catagorize your units when they ride into the fray.

    Idea 2: New blocks and weapon type: The Armory, Medic Tent, Banner and Smoke Bomb. You can set the armory up similar to the Nexus in how it supplies items to its units, but it won't spawn units, and will instead gear up normal soldiers that go near it, similar to how chests distribute items, and will call back units who have emptied thier ranged arsenal or broken thier tools to go back and get another of the same kind, from the same armory. The Medic tent will call back nearby wounded soliders, storing up to four wounded units inside at a time as they heal thier health back, full healing a soldier from almost-dead to full in about 10 seconds. The Banner is both a placeable object and an item that can be attached to the mount of your choice. When placed on the location of an Armory, Medic Tent, or Chest, it will only call the colored soldier the same color as the banner, and bannered mounts will allow four other soldiers, mounted or not, to follow it, similar to how soldiers follow the king. King soldiers' following behavior will automatically overwrite the bannered following behavior. The Smoke Bomb, given to units that pass by a fully grown cocoa pod, will allow the unit to create a smoke screen of gray dust (Similar to a cloud of particles as if you were breaking light-gray wool) when he enters combat, causing all units outside of it to be inable to target units inside, as if they didn't exist, and will do the same for units inside, preventing them from seeing outside, but forcing them to fight. The use of smoke bombs would basically create miniature duels within the warzone, and when used by soldiers with Shear blades and the scent mask, will allow them to assassinate targets for even more damage, and return out of range of detection to strike again!

    Idea 3: More weapons and tools! Using flint on units with Shear blades will sharpen them, causing them to deal a small bit more damage. Giving soldiers an Emerald will upgrade thier goggles, giving them the ability to see through above-mentioned Smoke Bombs (Infra-Green goggles, baby!). Throwing a fishing rod on the ground will let two soldiers pick it up and carry it around, able to place it up and down 1-block high cliffs, allowing units to traverse up and down the terrain. For usability reasons, these two count as one unit, so they can follow bannered mounts and kings easier. Giving a bottle o' enchanting to your army will provide them with a small boost to damage, health, speed, and sight range. This bonus only lasts for one minute though, unless given by an Armory (As mentioned above).

    Idea 4: Some Assembely Required: Craftable one-per-soldier items to give an army even more specialization and customization:

    Rocket Boots- Made using a gold nugget, gunpowder, and Redstone in a shapeless recipe, Rocket boots will provide its owner the ability to charge an enemy soldier it can see, with a four-block charge distance. Rocket boots will stun the target hit for one second, but will remove any sneaky, assassination bonus Shear soldiers will gain, even using Smoke bombs.

    Crossbow- Made using a stick and a string vertically, the crossbow, when given to a unit, will provide more damage, but a longer reload, than gravel. Crossbow units that come across a stick will devour it and gain ten shots for thier crossbow, able to hold up to 20 max.

    And finally, the Tower shield: Made using an iron ingot with two sticks horizontally beside it, the tower shield will slow down its weilder, but provide almost impenetrable defence from the front. The unit with the tower shield will not be able to pick up a normal shield, and units with normal shields will be unable to pick up the tower shield. The down side to the shield is that you can not have a sharpened stick with it, only a normal one, and a King is unable to weild it, as that would just be downright overpowered.

    I'd have more, but i just got time crunched, expect a post from me in the future! I'll check back here constantly to wait for some replies and critisism (Its always accepted!). Have a good -Insert Time here-
    Posted in: Minecraft Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Personally, i'd like to see that, where you have to invest time into it. Maybe make a sort of mini-game out of researching, Would be interesting. and multiple people can work on the same 'mini-game' to make it go faster, that way, co-operative efforts are not as much of a hamper as one would think. Co-operative thaumaturgy could be its own thing entirely, unlocking so much more with multiplayer gameplay.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from allaryin

    -snip-
    Forbidden mashed potatoes
    -snip


    My day has just been made good sir. anyway. got back from life, so now i can lurk again! I looked through and saw how 3-d Auras work, and i'm impressed. I want to bring back my old topic of the "Ascendants" or "Archons" into play:

    For recap, the Ascendant shrine is made by using special pillars that draw power from the local aura and feed it to the actual shrine in the middle. Using this shrine, you can power yourself up with energy, and tilt your scales to be more pure or more tainted based on the type of Vis you pump into it. Higher POWER ascendants gain new stuff, such as faster movement, but you control it as if you were on ice, temporary creative-like flying, Punches cause ranged attacks, wisps attack your target if they are nearby, So forth.

    With the addition of the 3d aura clouds, what i suggest is that instead of simply drawing power out of it, it absorbs it as such a pace that it causes "Inverted Flux", that is, Flux that is caused by the source, but draws the direction of the flux from all loaded auras with a direction tword the source, Would allow for some interesting things as you create a flux vacuum, and end up hammering yourself with all of this flux that you cant tap into with the shrine.

    The amount of power you erase from the world is put into you, giving you your ascendant status. But to become a full-blown ascendant, you will have to remove a large amount of auras from the world, and since there will be 'Rare' auras such as taint and probably a supercharged aura, you will be able to suck these in to give you a heavy boost to your ascendant power, or cause yourself to delve deeper into the darkness as a Taint ascendant by absorbing any Taint auras you find. Eventually, at a high enough power, you will be able to absorb auras without the shrine, and you as a being will have your own aura that is a small fraction of the auras you have absorbed, (Say, 2% of them all. When you have to absorb 20+ auras to hit full, thats 40% of the average sized aura that you have absorbed. not bad) and that can be tapped into for power. The drain it has on you is very minimal, as you have such a large pool of power that can feed back into the aura.

    Tell me what you think, guys.. i really want to see this ascendant form go through, it would add a very large metagamic experience to the players who don't have to do it if they don't want to, there will probably be so much more you could do in the new Thaumaturgy.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    So i looked at the whole Flux thing. and i got so many NEW freaking ideas for the Evil and Good players alike:

    Thaumic Dampener: When Placed, any Flux ripples that are emitted from the chunk the Dampener is in will slow down in the speed it travels, as well as the power. Will absorb Elemental flux based on the type of crystal powering it (Each crystal shard will dissipate so much, becoming charged into "Supercharged Vis Crystals" of the chosen element. Supercharged Vis Crystals could be used for other things, but they remain in the Dampener, and only have a fifth of the absorption. if you fully charge an already charged Supercharged crystal, it will burst and release a heavy explosion of elemental flux into the Aura. Micromanagement required!

    Shockwave Generator: The opposite to the Dampener, when powered with a crystal, it will put out weak pulses of elemental flux based on the crystal every four seconds. Supercharged Vis Crystals can be used, and will put out bigger bursts at the same rate.
    --Angular Shockwave Generator: Applies four times the flux in a 90 degree angle of chunks.

    Flux Mirror: An expensive block that will actually deny and redirect a 5% of Flux in the opposite direction. Yes, having 20 of these in a chunk will completely reflect all Flux that hits the chunk. A grid of 160 of these in a 8-chunk ring will trap all flux inside the chunk in the middle. This could be good or bad, depending on the flux. you could create contained Thaumic Dampeners to slowly absorb this flux and completely nullify it. or cause it to become so volatile that something catastrophic happens that can only happen using a Flux Mirror Ring.

    Resonator. A nifty little device that will ring at different pitches and volumes based on the type and strength of the flux that hits it, and will move based on the direction of the flux wave. handy for detecting how your own flux is, or any natural flux waves that happen to go by. Upon learning how to craft a Resonator, you will also learn how to craft the core of it, the Resonator Pin, which is crafted with different vis crystals so it will detect specific types of Flux, or a generic one made using iron that will detect all flux, but at a lower quality.

    Equalizer: When activated, not when placed, it will cause the chunk's aura's 'stable' zone to what it currently is. This will cause the 8 surrounding chunks to be 66.6% closer to the new stable. and the 16 chunks around that to be 33.3% closer to the new stable.
    Posted in: WIP Mods
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    posted a message on Crafting Azeroth
    Ok. PLEASE release at least Eastern Kingdoms because it doesn't require some obscene height limit (K maybe Blackrock Mountain..) Come on, we are all dyiing. and teasing us with pictures and google maps is not helping. Totally want to go stomp around ironforge.
    Posted in: Screenshots
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from ThePC8110

    How long do you think the conversion will take then?

    As long as he damn well pleases. But if he puts in a few hours a day, probably 2-3 days.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Take your time, Azanor! Hell, aspiring coder here (Scratching the surface of engines and C++) and i can only assume how much of a PITA it is to have that happen. At least give us a screenshot of the future! something me and the rest of us Thaumaturgists can hammer away at with speculation after speculation so we stay out of your hair!

    Also.. I can't help but imagine some heavy techno go on when i see your avatar... some dancing squid with a blaster.

    Edit:
    Quote from TXMount

    I don't even want to KNOW what happens if you play the crystals Country. Or Experimental Jazz.

    Country would be earth. Jazz would be fire. Orchestra would be Ice. Metal is Taint, Rap/Pop is Vis. MUSICAL CRYSTALS KGO.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Another idea popped into my head that i honestly think is brilliant.

    So. Let is all say we have the three sources of energy. The Physical in the form of crystals. Magical in the form of the Aura, and Scientific in the form of Liquid Vis. See where i'm going? Each one has its own branch of teirs of stuff. Scientific being mostly what we know as Thaumcraft 2. Whereas Physical and Magical can be built upon as two new paths.

    Physical Branch

    So. Physical will require much less in terms of materials in order to complete due to the fact that crystals are more difficult to obtain than Liquid Vis and tapping into the Aura,and it is also a much more late-game tree to tech into.

    To start off, you will have to craft the Physical-Tree's starting block: The Core Prism. The Core Prism takes any crystal, four obsidian in a + and four diamonds in an X. The Core Prism, When added to your inventory, will create two different blocks, a 'Top' and 'Bottom' that must be placed with a 3 block space in between them, and Most 'Prism' blocks do this with varying space in between. The Core Prism will appear when that has been met,and when you right click the block or the twinkling, clear, light-blue crystal in the middle, The Core Prism's UI will appear. The Core Prism allows you to spend crystals as a resource to create and return various core requirements for the Physical Tree. off the bat, you are going to want a Crafting Prism, which will let you spend crystals and mundane items to create an array of objects, and even functions as a stylish crafting bench. Crafting Prisms(The top, bottom, or the one space in between) can create a few things, such as a Crystal Morpher, which will allow you to combine three of one crystal into one of another crystal. In the Warp Prism, you will have to create a Crystal Rig. Crystal Rigs are the 'housing' blocks for most blocks, and can be placed as decoration. Combining a crystal rig, Fire and Water crystals at your Core Prism will allow you to make the Warp Prism (One-block of air in between). Warp Prisms are your gateways to your army. Warp Prisms will allow you to make Warp Pads, which can be attached to the Warp Prism by Crystal Conduits made at the Crafting Prism. Once a Warp Pad has been hooked to a prism, you will see the pad gain one of several randomized runes. In the Warp Prism's interface, you will see a row of 10 buttons. each one can be attached to a different Warp Pad. Spending combinations of crystals and materials will allow you to spawn NPC mobs at the location of your chosen warp pad. These mobs take time, and you can queue up to 5 mobs to be created in a row, provided you have the crystals upon queuing. Other things involve Phase Prisms, which will temporarily stealth any players or mobs that walk through it from all mob and player sight for a few seconds, as well as granting a speed boost, Crystal turrets, which will fire elemental projectiles based on the crystals that made it (Fire has a Dot, Ice slows, Earth has a heavy knockback, Vis attacks faster the more it attacks, Taint has a 25% crit. so forth). and the mysterious Chronoprism, which could very well alter how you play the game, as time itself becomes irrelevant.
    Magical Branch

    Magic draws from the Aura, and requires Aura Runes on all thier machines to function. Aura Runes are special blocks that can be placed on Magic-branch machines and Vis tanks to transfer vis through the aura, as they cannot accept the connection of a pipe. It starts with the Mana Burner, which will take an input of Vis, through Aura Rune or Conduit, and spit part of it back into the air, while consuming the rest. This, combined with the Mana Generator and Aura Siphon, allow you to slowly,but infinitely charge the aura with Vis and use it.. The mana generator takes up vis and will spit 110% it into the Aura, while also spitting out taint equal to 5% of the vis that went in (Not including the 10% that was generated). This taint will slowly build up, so creating Aura Purifiers works against it by consuming 1 vis for every 5 taint consumed by it. The vis consumed by the purifier does not need to be pulled from an Aura Rune, it can be pulled directly from the aura. Eventually, you will be able to make writable spellbooks, Delve into ancient libraries found around the world and research books you come across inside. As well as even tap deeper into Eldritch knowledge than any of the other trees. and gain the power to make things within those other trees.

    Just my two cents while we wait for the promised video :|
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Abculatter_2

    -Magical Snip-


    As fun as that seems. i don't think boss monsters will make an appearance. And another world having as much content as normal minecraft with almost 0 similarities.. you might as well just code your own game at that point. Neither of which this mod is about.

    Think of it like the nether, but your forced to make multiple trips. Go in. grab stuff. come out. get thing that collects better stuff. go in. get better stuff. come out. make thing that gets best stuff. go in. grab best stuff. come out. profit
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Sage Harpuia

    It looks like Mojang started to playing around with magic structure of awesome.


    Mph. How naive.
    Show 'em who's boss, Azanor ;P

    Anyway that beacon effect looks very good...hint, hint!


    Tch. Lets not let Mojang show us what to do! LET IS MAKE OUR OWN BEACON BLOCK!
    Kidding. obviously. but an idea that did hit me in the face is a side-system.. a more in-depth version of my prior golem creation system.

    Through some To-be-determined research, you obtain the power to create the Golem Core, Construct Core, and Titan Core. Each core can be used for different things, and coexist next to each other, rather than being tier based.

    To start: Cores, when right clicked on the ground in front of you, will open up a GUI with a picture of a limb-outstretched silhouette of the player model. (>-|o) In each of the six areas (Arms, Legs, Torso, Head) and two upper areas (Ability Augments) not attached to the body there will be an item slot. each item slot can obviously have something placed in it. these somethings are body parts that can be researched, crafted, enchanted, so forth.

    Now on to each one individually. Golems are elementals of natural things. Dirt, Stone, Cobblestone, Redstone, Sand, Clay, so forth. And they will behave in more magic ways compared to the other two. Constructs are magical machinations of metal and mana. (Say that five times fast!) and are more built for utility of the player. Titans are much more expensive beings that are built using more kinetic mechanics instead of powered or so on. They are also generally massive, and should only be used outside unless you know what you are doing.

    Augments are researched by learning a Specialization. A Core can only have one type of specialization for its augments. Golems can not have an Air and Land augment, for example. but can have two Land or two Air.

    I'd go into so much more detail. but i'm tired, i broke my back picking apples, and none of you really care, you get the point. you can make a construct with a flamethrower, Titans with earthquakes. Sh*t like that.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I'm being bombarded by ideas from my own head, but i don't want to spill anything until the spoiler vid comes out, that way i have a little bit more to base my crap-spout off of.

    Edit:
    Quote from pigtailsboy

    new bizarre creatures. creatures not found anywhere in the world or neather and end dimensions could be summoned using certain rituals which require certain variables but have an increased chance of achieving expected results if more variables are added......... sound familiar? creatures could have certain advanced uses beyond what dogs, cats and animated chests have.

    exp: something that can bring you to your home, tp it self to your home and perform a task there, take you to the nearest specified biom requested, collect certain mod drops or spirits, perform acts of murder, provide information, grant wishes, improve your standing and world domination. Sound familiar?


    Sounds vaguely familiar, my brain said shinigami and i know that's probably not correct (Same gloom though!). On the other hand, almost everything you just said would be impossible without editing class files, i can guarantee it.
    Posted in: WIP Mods
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