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

    Magic Bees (needs Forestry, because beeeeeeeees) basically uses Thaumic mechanics to improve bee breeding, so it is more of a Forestry addon than a Thaumcraft addon.


    It does? It doesn't.
    It adds a variety of magic bees by detecting which 'magic' mods you have that do a variety of things. The Thaumcraft integrated bees will produce vis and knowledge shards. yay.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Is there...

    is that...


    is that some kind of gatling gun turret thing?

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

    How can I use that tool?

    Assuming you are familiar with NEI, you simply open your inventory to access it, go to options, tools, dump, and choose the things you want to dump to disk. The resulting file will end up in your .minecraft folder someplace.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AuronFFX»

    I have walking looking for mesa 20000 blocks and nothing. And near warm biomes (savannah and dessert) I ve seen some purple forests (corrupted) spawning and I think they might be replacing mesa...

    modpack? If you have NEI, there is a tool that will dump a variety of ids to disk, dump the biome id's and check the id's assigned to thaumcraft's biomes.

    Other than that - I myself have travelled over 24,000 blocks from spawn searching for podzol, and that doesn't even spawn in a -M biome and so should be more common. (Returning to my base with my loot I ironically I came across a forest with Podzol a mere 6km from spawn).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AuronFFX»

    Does this mod prevents mesa biomes to spawn?


    Not with its default configs. But any biome adding mod could in theory.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    I'm curious: If Thaumcraft were to be a game on its own - what kind of game would it be? Minecraft clone? Strategy? Something like Rimworld or Dwarf Fortress?


    I am having a hard time conceiving how a Thaumcraft standalone game would remain interesting, without being "just" a better minecraft.

    I play minecraft, and by implication Thaumcraft, because it is an open world sandbox game. I like the social aspect of playing with other players, so, as much as Thaumcraft is my typical go-to, I like that there are other tech tree's for other players who prefer tech to magic, or perhaps different magic.
    I feel that games that tell a story, are limited by the story arc. Once the official adventure is done, the game is boring. Minecraft's lack of story arc content is really, ironically, why it has such longevity - there is no end game to 'building stuff'.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Really, the simplest option would be that ever Outerlands Dungeon should contain more than one key room. Then if a player manages to loose a key, they can simply explore the same, or a different dungeon, to find a spare. This key would (by definition) be found by exploring an outerlands dungeon so no content is being bypassed.


    I mean, if an outerlands dungeon has two keys and a boss room, we could expect on average that 2/3 of a dungeon would be explored to find a final room and a key. So, the player can choose to search that same dungeon for the remaining key, or leave, and explore a different dungeon from scratch. Both ways, on average, the key represents 1/3 of an outerlands dungeon being explored, but in searching for the extra key a player is actually worse off, as they have more chances to find yet another redundant key before finding the final room.


    tl;dr - providing extra keys would not make clearing outlands dungeons any easier, but would mitigate accidental key loss scenarios without introducing new, complicated, mechanics.

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

    In TC5 the tablet now actually spawns in an outer lands version of the arcane pedestal, so it is safe inside an inventory instead of just being a free floating item entity. Even though I made it so that it cant despawn like normal item entities, it seems that some stuff like cauldron servers or certain mods had their own rules regarding items despawning that overwrote mine.

    It seems rather dangers from a gameplay perspective to have an item that can get lost or despawn if dropped (by a player that dies for example) be crucial to opening a door in a dungeon.

    Unless you feel that being unable to open the door is a desired outcome, surely there should be some way to trigger the generation of additional tablets - sufficiently hard of course that players don't just use tablets from one dungeon to open doors in others.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Does anyone know if the arcane bore harvests Forestry Beehives - the IC2 and BC quarries do, and i'm worried i will miss out on Rocky bees if I use the bore and it breaks the hives with no drops.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    I just got into the Outer Lands for the first time, and OW. Full robes, something like 40 points of shielding, and the third spawn of guardians killed me. I didn't even get to a corner. And even after the Wither status wore off, I could swear something was hitting me with sparks, despite no obvious source.


    Do you have Protection IV. It mitigates Withering a lot, which otherwise slices through armor like butter.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Leviathan143»

    How good is the vis stone? I died while wearing one and it seems I didn't pick it up. It's in an unloaded chunk, so should I go retrieve it?

    Personally, ive never used my primal staff such that the regen it gets below 25 is insufficient to keep it going. I far prefer to have runic protection in the neck slot anyway. If I need a charged primal staff for some crafting related reason I use a traditional wand recharging pedestal.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    Aint that like 25vis?


    Theres an uncraftable rare treasure amulet called the "Vis Stone" which holds 25 vis. But the crafted Amulet of Vis Storage stores 250 in each.

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

    ...Is there REALLY no way to recharge a staff using CV?


    Wear the Amulet of Vis.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Even if the TC5 nodes eat terrain - i hope that the node manipulator machinery that TC5 implements would be hardened to be immune to its effects. I would, I am sure, like to be able to move mods without resorting to cross-mod exploits.

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

    I know that right now Hungry nodes are already a source of "infinite" Vis but with the changes to the Aura system coming in tc5 i think that having hungry nodes "generate" aura would only end up with a bunch of vanilla cobble gens right outside the eating range creating cobble for the node to devour.

    It would be better as a "aura cleaner", eating both Vis and flux... "Nature's" answer to the creeping infection.

    I see hungry nodes as a channel in the wrong direction. They should just make a big hole in the terrain and perhaps deplete the local aura.

    --

    Regarding an earlier comment about magic dead zones: Sure, it was annoying in TC3 if you inadvertently settled in an area that had no nodes sufficiently close to provide any aura and THEN tried to start with TC. But I rather liked seeking out nearby strong nodes - which would then house my thaumcraft things slightly away from the rest of my base, and constructing a "green belt" to house a chain of silverwood trees to carry aura to the center of a dead zone to there build a TC base added (imo) a lot to the gameplay potential of the mod.

    tl;dr I rather hope that TC5 is going to have natural deadzones that we can fill with aura through engineering.
    Posted in: Minecraft Mods
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