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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hman745»

    No that's not what their thinking of. More like casting modes. Take the fire focus. Currently it sprays fire in a cone, but if you were to use a casting mode to use the focus on yourself you could gain a fire immunity buff or a lob mode where you throw a fireball that explodes on contact. Different casting modes produce different effects.

    This IS how the current upgrade system works. The basic fire focus is a short range cone, but it can become a fireball, or firebeam focus.
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from alex123456»

    is there a way to decrease the mobcount in those dungeons? half of the mobs are stuck in a wall and they lag the game like hell


    Edit, i realy like this mod, but i have more than 200 mobs spawn in walls suffocating and way to many spawners in one area.. its taking my fps down to 30 with a realy high end machine, it must be impossible to play with a medium-low end pc. The thing is, its just so many entities that you cant even see that take your fps down. Also, i dont understand why spawners are directly in a wall? where are the entities supposed to spawn? They can only spawn around the spawner that is in a wall..


    Mobs spawn in a 10x3x10 area centered on a spawner and line-of-sight is NOT a requirement.

    Spawners in walls is related to the difficulty progression of Roguelike - from level 3 or 4 the spawners will be in walls to make them difficult to find but mobs should still spawn in rooms normally (not in walls) and mob caps should still be enforced unless you are using some other mod to "control" mob spawns.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CaerMaster»

    ...
    With the proviso that charging and storage are not necessarily a function of the gauntlet (and IMO I agree they probably shouldn't be), I definitely agree that vis should not be instantly available. You can walk into a new area rich with vis, but you still have to gather some of it before you can use it.
    ...

    The core change of the new system would be that the gauntlet doesn't have any built in capacity at all. Instead it can, on demand, channel cv/t from the aura - either to power a constant demand focus like a Excavation focus - or to charge up a spell on a focus, such as a Fireball focus, with a fixed vis cost - which then naturally limits how quickly such spells can be re-cast.

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

    Well it would make sense that you won't be able to use magic in places that are devoid of it, is it not?

    Maybe the vis stone could become a vis battery again for situations like that.



    So much of this.

    I was a huge fan of the fact that in TC3 you could get areas devoid of magic. I would suggest, for the whiners, that you could have a configurable "ambient" vis (per dimension perhaps) - a zero level that that dimension always returns to, even in the absence of nodes / other vis sources.


    Quote from Azanor»

    I'd like a quick opinion from you guys regarding the use of wands/gauntlets. I was messing around with foci and it seems something annoying has been introduced in MC 1.10.2 - basically every time the vis in the wand changes while you are using something like the fire focus the item would reset to initial position instead of staying in a fixed position. In previous versions that was preventable, but not anymore.






    Is this also why "Repair II" on tools - in current version - keeps on interrupting their use? Super annoying trying to mine obsidian and a repair tick keeps on interrupting as you get to ~90% progress on mining the next block.


    Quote from Azanor»



    This does create some interesting possibilities and I do like the idea of the gauntlet actually being required to shape and manipulate vis into the form you need. It also fits with how arcane crafting works now. Hehe, even lore wise it could make sense. Storing vis in wands is the old-school way of doing things. Much better to shape it directly and look cool while doing it.


    As for upgrades/tiers it is a simple matter to allow higher tier gauntlets to draw from more chunks in effect increasing your vis pool. Once again this is how the arcane workbench works in TC6.


    Thoughts?



    One of the biggest drawbacks of TC3 was how this design decision effected the balance because a wands capacity effects its ability to tap "all the aura" in one go - there was no "over time" cost so a relatively empty aura could be used just as effectively as a big one which felt weird. Or something. I forget.

    I thought then, and think now - to balance this, you need to consider the gauntlet in terms of its ability to generate CV/t from the aura - and phrase all spells in terms of a vis requirement that the guantlet charges up over time rather than drawing instantly from the aura: So the aura would have a total capacity, and a given gauntlet would be able to access some fraction of that per tick - with an additional efficiency cost.

    So, a basic entry level gauntlet would, in the presence of an aura with a total of 100Vis, be able to "charge" a spell at a rate of 1cv/t (1/100 of a vis), at an efficiency of 50% (i.e. depleting the aura for 2Vis for every 1Vis charged).

    In this example, a spell would require 2Vis, so would take 1second to charge and fire (given that 1cv/t = 20cv/s and 10cv = 1vis).

    This approach would make gantlets have a far wider array of balance positions as they could be positioned both in terms of their rate and capacity (and efficiency), unlike wands/staves which are only differentiated by capacity (and efficiency for those who care).


    tl;dr I Really like the balance possibilities inherent to gauntlets. And while I love(d) my primal staff the inability to enchant it and use it as my melee weapon of choice means I'm not too sad to let it go - it was always rather odd having both the excellent Sword of the Zephyr, AND a primal staff competing for my main hand. This felt like a conflict a compenent Thaumaturge would have addressed.

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


    Looks impressive and has the brassy feel to it, but from the model, will the casts come from the back of the hand? That makes sense for shields, but... When people usually use magic from the hand it's the front? Not criticising, just commenting. It's amazing either way.

    What's with the chest sculpture, though? And I see the Thaumometer is back to looking good? :)


    I was starting at Alex for a good five minutes thinking what chest sculpture before I saw the sculpture of chests and hoppers in the background...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    Where did you get it this detailed?

    Now I understand why my Altar is awful. I sometimes place things in a triangle.


    http://ftb.gamepedia.com/Infusion_Altar_(Thaumcraft_5)

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

    Also can somebody explain Azanor's concept of symmetry to me?


    It is absolutely crucial for Arcane infusion, but even though my aesthetic concepts very much agree with the setup even "minor" instability infusions have items being destroyed, which is ridiculous.


    Consider the Arcane Matrix the center of the altar: Any item at x, y, z relative to the altar is balanced by an item at -x, y, -z. i.e. every item is symmetrically balanced if, on a line drawn through the central axis, there is another item an equal distance from the matrix an equivalent distance on the opposite side of the altar.

    Empty pedestals must be matched by empty pedestals. Filled pedestals by filled pedestals (where possible) and stability items by stability items. Stability items can be placed in a 21x16x21 area around the arcane matrix (the spinning cube), that extends 5 above, and 10 below the arcane matrix.

    Be sure that if you are using pedestals decoratively in your base that they are NOT inside this area.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    Except the Aura Node is an entity and not an item.

    'zanor? Something about this?

    Ok, I see that NBTEdit has been updated for many many MC versions.
    In an SSP game you should be able to add this, and directly edit the properties of a node you pull out of the creative inventory (they're still there right?).
    In an SMP game (where you can't add mods but do have access to OP commands), you should be able to construct a command block command using the data from using this in SSP.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    But nodes-in-a-bottle aren't a thing anymore?

    You can probably change that to Thaumcraft:auraNode or something.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»


    Wait, can I custom-build nodes with this? And yes, it is TC5, and what do you mean "at least"?


    Well, if you can create a command block, you can paste a script into it that will give you a node with any desired combination of aspects, type and modifier. Assuming the NBT data format remains the same between TC4 and TC5.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»



    I tried testing this myself, but natural aura pool, natural nodes and leftover nodes from earlier experiments kept interfering. I do not know any tools to custom-build a node, to destroy a node or to sponge out the aura pool(One has to try really hard to empty the aura with Foci, only the primal one has consumption comparable to that of things like Blightfall's anti-taint focus)


    I presume that you are testing at least TC5...
    If you have OP access you can use commands to destroy nodes or give preconfigured nodes to yourself.
    In TC 4 the following command could be used: give yourself a node
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hyxaru»

    I remember a long long time ago it was said that because of mending, repair will be removed in the the next version of thaumcraft, as there there would be a vanilla version and thus thus repair would be a redundant feature.

    I'd like to say that I think having to rely solely on mending would rather feel frustrating. Mending is great in vanilla vanilla because it at least gave an option to preserve durability. However it is a bit weak and heavily relies on zombie pigmen or enderman exp farms to repair everything back. While I've never played 1.9+, I do think I like a better way for repairing my heavily augmented pickaxe which I use for mining, that might not get nearly enough exp to repair itself from ore.

    I propose keeping repair, maybe with a different name, but making it work only up to a certain percentage of the maximum durability. That way you don't have to go hunting for exp just to allow yourself to use that one durability left pickaxe with mending on it again. It won't be repaired to the maximum, but it will most likely not break if you watch the durability bar carefully and give the item a break when it it gets low. Basically, just like how the elemental wands work.

    Lastly, if kept, make repair and haste infusion eenchantment, just just because.


    I am rather concerned by how lame the vanilla "mending" enchantment is, and how lame the "Elytra" is frankly. As, being vanilla, both these items provide a balance-cue to mods. And by that I mean that my feeling is that mods should try to supplement, not replace, vanilla features. So there should always be a logical progression where the player obtains the vanilla feature first, THEN upgrades to the modded improved version.

    So, my thoughts would be:
    1. "void metal" items would probably keep self-repair as a feature.
    2. Thaumium, being magical - should be particularly responsive to the Mending enchantment, so a tiny amount of XP, compared to vanilla items, should be required to keep thaumium items mended.
    3. The thaumostatic harness should require an Elytra in its construction or otherwise be gated after the Elytra.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Dayyer»

    So, any repairs or fixes for 1.7.10 are nonexistent, correct?

    I'm not 100% sure on what the aspect orb bug is, but it's discouraging me from launching a 1.7.10 modded server with TC4.




    The one I know is: Unstable Nodes will drop aspect orbs if they are chunk loaded. If the loaded chunks are, for one or another reason, far away from players the orbs will not despawn causing a buildup of 10's of thousands of entities over time. There are console commands that can clear them so this is something that is possible to manage.

    --

    This can get worse if players are running automated mob farms as the mobs drop aspect orbs. And again - many mob farms are set up in a way that prevents the orbs despawning unless a player is nearby.

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


    Ok, what are those aspect orbs? If they're Item entities then they should despawn just like any other item entity. Or are they tile entities, and this is infact what we're encountering?

    Come to think of it, the Triton dimension in Galaxy Space does have 5 chunks loaded, and is eating almost as much tick time as the overworld - despite nobody having even traveled to that dimension yet, nor to space at all. It's something I've been meaning to look at. But what are the chances that Thaumcraft is putting something in a Galaxy Space dimension? Hmm...


    They are regular entities. But even entities do not despawn in spawn chunks or when too close to the edge of the loaded world.
    Posted in: Minecraft Mods
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