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    posted a message on Thaumcraft 3.1? (not 4)
    I think I might have an idea to replace Viss. How about you use Ars Magica compatible energy with your own multi-block power generator. I t could be placed through out the world or found randomly generated and brought back to base. This would bring back the "magic to make magic" and allow a greater cross compatibility to your best companion mod.

    A side not. Don't add spell casting Ars Magica has that area of magic taken care of. Keep up the tech. You are awesome at it and I can't wait to see what else your going to add.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    It is safe to say that every one who posted on this thread would be happy to have a magic mod comparable to the tech mods. I personally think we have this opportunity if both Ars Magica and Thumcraft to become more compatible, BUT remain separate.

    I would like to see the two mod makers talking and planning together to prevent a duplication of efforts, and increase mod interconnection. For example TC3 will be removing Vis in a future update because of problems with his rift system. He could adopt AM3 power to replace it. It makes sense magic would be needed in TC3 to create magical items while blending well into AM3 taking up the "Alchemy" aspect of the mod, that so many people have asked for. As long as TC3 creates its own generator,(like forestry did with build craft) would fix a problem in both mods and add to verity in the game.

    I do however believe that there should be changes made to the power system. First of all, the Nexuses and machines should not be capable of holding so much power. The power should be held in another block like a bat box. I would like to see you use the arcane battery as the first tire tech and maybe a pure vintium crystals for a larger amount of storage.

    The second thing that needs changed is the Essence Conduit and Crystal Pillar. I liked them but there is some flaws, like blowing up your base when you go adventuring. I feel that they should be kept they feel like a low tire tech, but there should be alternatives. Example: allow a pure vintium crystal to be used instead of the vintium dust in the Essence Conduit, cutting the deficit build up bye half or replace the diamond in the Crystal Pillar recipe making it more affordable, but cut its deficit removal. These changes would make the power system more easily used and provide a great deal of balance at the same time.

    The third major change should be the nexuses. I think there should only be two, the Light and Dark. Both generate power continuously but can be charged in separate ways. Light can be charged by throwing in items creating a spike in generation power dependent on essence value. The Dark Nexus on the other hand is more sinister, it is charged by consuming all mobs, golem and players that venture to close.

    Over all I want a magical responses to industrial mods. I think that this would be a good direction to move in. For Example, magical macerator, magic force fields, magic damaging fields (Tesla) or compressor. The reason that people favor the tech heavy mods is that they are just more useful plain and simple. if there were magic mods that played to these weaknesses within the genre, I believe that all would be happier for it.I would also like to add that I hope that the creators of AM3 and TC3 will be open to other modders creating mod cross overs like the Thurmatic bees or the Industrialcraft 2 Buildcraft crossover mod. If they are the possibilities are endless.
    Posted in: Requests / Ideas For Mods
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