I was thinking, vis shards are formed by nodes permeating stone, infusing it with crystallized magic. I think it would be awesome if some changes were made to these ores.
1) I think that the vis shards and nodes generation should be more closely related. Ore appearing randomly in the world makes less sense than magic ores and magic nodes being located close together. ( I know 0 coding so I don't know if this is possible)
2) If vis shards are naturally occurring crystallized Vis, then I think it is logical to assume that thaumage's over time would have found a way to recreate the process, in an accelerated controlled method.
3) I propose that the ore be replaced by naturally occurring Crystal Formations / Clusters.
4) Oh, since vis ore glows, could the clusters produce light of there given coler?
Hello i would like to make a content request. I think it would be cool if there was a Light crystal. That could be made in the alcemy section by adding a glow stone to a crusipel with crystal essentia. it would be a good astedic addition to replace torches for magic heavy gamers.
I have a personal request. If any one remembers the old OP, teck/magic cross over mod Dart Craft, my favorite bit of it was the ability to capu]ture mods in force flasks. I found it incredibly useful for transporting villagers, animals and the occasional hostile mobs. I figure that a wand cap that uses warded jars in our inventory could do the same job.
Hello, I have got to say this is the best magic integration mod out there. I love how you link together all the core magic mods though Thaumcraft and really want to see more. I have an idea that I would like to share that though it is not quite in line with your direction, is quite in line with what you have.
I propose that an alternative to the crappy spell staves that mithion made for Ars magica. And it makes sense, Ars magica is based around the creation and uses of spells while the Thaumurmage’s existence is based around the manipulation of magic to create items of power. Therefore one could argue that a Thaumurmage should be able to build a better spell staff. My proposal is that the Spell staff be built like a normal staff but with a focus on top and one wand cap on the bottom. This staff would not break when it runs out of power but will have to be filled with mana from the owner or a nexus. It also would not only work one spell, because like wand caps crystals would be fashioned to hold the spell, allowing the user to swap one out for another leaving more space in the inventory.
I must say I love the direction this mod is taking. I was waiting with baited breath for ars magica 2 but it has only gotten better the longer it has been out. I am however curious about some things that you talked about but never implemented. For example you said quit a while ago that you might add a vis discount to your Mage and battle mage armor for those who play thaumcraft so the player doesn’t have to switch armor as much.
I just so happens that I have developed several other ideas for inter mod compatibility concerning the power systems.
- I would like to see the following be used as fuel for neutral nexus: mana bursts from the botainia mod, Thaumic essentias piped in “Ignis, Potentia, Praecantatio” and the lava crystal from the Blood magic mod.
-I think it would also be great if blood from the blood mod could be piped directly into the ark nexus.
So dose any one know where i can find the extent of the thaumcraft integration? oh and something i have been wondering for a while, why dose all the mage armor require light blue wool, when it renders more like leather? honestly i wish they looked more like the old robes.
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1) I think that the vis shards and nodes generation should be more closely related. Ore appearing randomly in the world makes less sense than magic ores and magic nodes being located close together. ( I know 0 coding so I don't know if this is possible)
2) If vis shards are naturally occurring crystallized Vis, then I think it is logical to assume that thaumage's over time would have found a way to recreate the process, in an accelerated controlled method.
3) I propose that the ore be replaced by naturally occurring Crystal Formations / Clusters.
4) Oh, since vis ore glows, could the clusters produce light of there given coler?
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thanks
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I have a personal request. If any one remembers the old OP, teck/magic cross over mod Dart Craft, my favorite bit of it was the ability to capu]ture mods in force flasks. I found it incredibly useful for transporting villagers, animals and the occasional hostile mobs. I figure that a wand cap that uses warded jars in our inventory could do the same job.
thanks,
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great job otherwise azenor.
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I propose that an alternative to the crappy spell staves that mithion made for Ars magica. And it makes sense, Ars magica is based around the creation and uses of spells while the Thaumurmage’s existence is based around the manipulation of magic to create items of power. Therefore one could argue that a Thaumurmage should be able to build a better spell staff. My proposal is that the Spell staff be built like a normal staff but with a focus on top and one wand cap on the bottom. This staff would not break when it runs out of power but will have to be filled with mana from the owner or a nexus. It also would not only work one spell, because like wand caps crystals would be fashioned to hold the spell, allowing the user to swap one out for another leaving more space in the inventory.
So what do you think?
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I just so happens that I have developed several other ideas for inter mod compatibility concerning the power systems.
- I would like to see the following be used as fuel for neutral nexus: mana bursts from the botainia mod, Thaumic essentias piped in “Ignis, Potentia, Praecantatio” and the lava crystal from the Blood magic mod.
-I think it would also be great if blood from the blood mod could be piped directly into the ark nexus.
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any ways great job mithion!!!!