• 0

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

    Does this relate to the usual game modes, Peaceful, Easy, Hard etc., or is there a setting specifically for Thaumcraft that I have totally ovelooked? "It was added by Azanor" sounds like there are.


    I play minecraft on hard. But thaumcraft.cfg contains a research mode setting that can be set to -1, 0 or 1.

    "-1" is the supposed "easy mode" research.

    Posted in: Minecraft Mods
  • 0

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

    Exploration is already the second-best way to get research points, via scanning new nodes. (Scanning everything you learn how to craft is the first.) If you're finding yourself having to use the deconstruction table frequently (or at all), you're doing one or more of several things wrong:

    * Playing with research on "easy mode" (easy mode research uses up many more research points total; that's the cost for not having to deal with the puzzles)

    * Being really inefficient with your research-puzzling (e.g., using high-tier aspects instead of primals to make chains across the board)

    * Not scanning every new thing you've learned how to craft (including any intermediate-step objects)

    Having run through all the Thaumcraft research (on normal) from scratch multiple times, the only consistent spot where I run low on research points is the pile of Instrumentum needed for all the elemental wand cores/staff cores. It's rare that I even get low enough on primals to make use out of the "ghost points" you can get from having crystal clusters / bookshelves nearby.

    Then again, I might be spoiled because I don't run with Thaumcraft by itself--having any extra mods that also add items with Thaumcraft aspects adds a ton of potential research points (though Thaumcraft addons balance that out a bit by also adding more research for you to do). I do remember occasionally running low on primals when I played a world with Thaumcraft by itself, but that was also my very first Thaumcraft world, so I might not have been thoroughly scanning / using the puzzle efficiently.


    First, I am playing on "easy" mode. It was added by Azanor to answer his own frustration at having to play the mini game multiple times. So I think it is completely fair to comment on its balance relative to that.


    Next, Scanning everything you craft really doesn't seem to cut it. Crafted items ironically are great sources of the more complex aspects, but you quickly find that aspects as simple as Ordo are in VERY short supply.


    There are a bunch of reasons that scanning nodes to make up research point shortfalls is less than ideal as well:

    Low default RP caps means that I'll waste potential ignis / aer RPs if I am forced by a lack of ordo to go exploring. Alternatively running past nodes one doesn't need RPs for now means managing loads of waypoints and necessitates the repeated re-exploreation of areas. Also, exploring too far increases the size of the savegame, and slows things down - lots of servers have policies against that.


    So, the research points available from scanning items is actually rather limited in comparison to the total research requirements. Scanning nodes is a nice supplementary research point source, but is inappropriate when your research is blocked by a focused requirement such as (I need 8 ordo RP now). Which leaves the deconstruction table.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I am pretty sure I am suggesting something that has been suggested before, BUT,


    A neat way to make research more fun, and less prone to being an incentive to automate, would be to make it possible to dissassemble enchanted books into research fragments, that could then be consumed for research points.


    While admitting there are mods (and vanilla builds) that make the bulk generation of XP possible:

    1. Thaumcraft adds its own enchanting mechanic, which makes books rather redundant.

    2. Obtaining enchanted books encourages exploration. Either to find them in strongholds, OR to collect the XP required to make them.

    3. The deconstruction table is a very painful way to use clicks to turn crafting tables into research points. This mechanisim is distressingly uninteresting. Rather than growing wood and rate limiting research based on the players ability to deal with RSI, use XP as the principal rate limiter for research (once scannable things are exhausted - and scanning seems to run out quickly nowadays).

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    I have a rather small number of mods that mostly do not effect monster spawning.


    Ender IO, Thaumcraft and GoG being the only ones that (I believe) effect spawning on the overworld (of course, TF has its own mobs).


    Perhaps the density of GoG mobs in Twilight Forest is related to the current biome?

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    GoG mobs are appearing in the Twilight Forest on the surface. This makes the Twilight Forest ... quite different. Is there some way to blacklist TF dimensions from spawning things like those creeper blobs?

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    You know - I just want to register my dissatisfaction with what modpacks do to thaumcrafts aspect assignments.


    In the Direwolf20 1.0.4 pack - presumably quite popular, Oak logs have no aspect, neither does sand, or any block made from sand (Sandstone). Also blocks made with 2x2 or 3x3 combinations (redstone, ingot blocks, lapis etc) also present with "nothing to discover". Many many other blocks and items have close approximations to, but aspect combinations that are still different to, the aspects I know and expect from my own mod pack which being quite lite, doesn't seem to mess with the vanilla assignments at all.


    Perhaps Vanilla items need to be scanned (by @Azanor) and a hard coded list added for those.


    --

    I must admit too. In the DW20 pack I started from scratch again for the first time in a long time, and was faced with starting Thaumcraft research. On "easy" mode research, Ordo seems extremely rare, even the 6 required to get to the deconstruction table seemed quite a reach. It seems quite easy for novice players to essentially use up all the available Ordo RPs without realizing the importance of the deconstruction table, and essentially lock themselves out of progression entirely.


    Also, facing a furure of, essentially, unlocking every item via easy mode research using the deconstruction table fills me with horror. this really is, as people have been saying, a very poor game mechanic, in which wood (anvils) are traded for research points, with clicks. So. So. Extremely boring.

    Posted in: Minecraft Mods
  • 0

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

    Huh. Thing is, I was in or around my base the entire time; I've been grinding essentia for Runic Augmentation.


    I'll check underneath. Thanks for the informative reply!


    EDIT: Oh, and is there any way to tell where the chunk boundaries are short of f3?


    install NEI and use f7 instead? :P

    Posted in: Minecraft Mods
  • 0

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

    I watch dire, and I scream at him doing a moderate infusion and him saying after an explosion " maybe I should set up some stabilizers sometime"


    It seems doubly ironic given how much pre-preparation he normally goes to with any other mod. e.g. I've been following his season 7 lets play and my biggest difficulty is convincing myself to build some of the things he builds even though there is clearly no need: He automated a charcoal block feeder to help his botania flowers produce more mana. My mana pool, at that point, from some basic day flowers, was actually full and in no risk of being emptied from the crafting so far presented in the series.

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Silentine»

    Update:


    I released a new update. It adds the Slime Girl and a few other fixes and additions. From now on updates will be mostly focused on tweaking and bug fixes as it seems this is all I can do at this point.


    My motivation to mod has run dry. The reason behind this is that I cannot play Minecraft 1.7.10 due to lag. I tried using mods (Optifine, Fastcraft, FPSPlus) but it does not seem to make the cut. I can only assume it is due to the 1.7.x update and my system being old. My main motivation to make a mod for a game is due to the fact I feel something missing in it. If I myself cannot play the game it seems to defeat the purpose.


    Maybe I need to... take a break. Yeah, that seems to be it.


    :(


    Have you tried opis to see what could be causing the lag?

    Posted in: Minecraft Mods
  • 1

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

    well i like to leave you to your awesome but why is ice or gelum made if ignis and perdito, ignis seem to make up a lot of things for some reason like spiritus ignis is cognitio? if that the way you wanted it i'm fine i was thinking it could be a bug also hope things are going well in the modding world XD


    The problem is quite the inverse. If you look at all the high tier aspects, ignis is sorely underrepresented.


    This is, in part I think, as both Ignis and Perdito encompass the idea of entropy, and Azanor has favoured perdito as the entropy symbol.


    The ignis in Spiritus and Gelum is an effort to hack in more ignis, to make research points (and item decomposition) more balanced.

    Posted in: Minecraft Mods
  • 0

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

    Azanor, I've had a strange issue with it as well. Me and a friend were taking a boss on on our server, and the pearl simply did not spawn. Instead, it spawned a second rare treasure bag, which was sort of BS to us. And another thing (separate incident), I've seen the Eldritch Guardian boss have his "the floor is lava" attack destroy items that fall onto it, which has destroyed a rare loot bag in the past for me. The fact he was a Warding one, and literally took like 40+ hits to just break his ward with a smite V sword (which did 22 damage to undead, of which he should have been considering he was based on the Eldritch Guardians) was just icing on the cake of his BS, considering his raw damage output could take me out in like 5 seconds with mostly targeted attacks.


    Minor rant over. Like the system overall though, just those minor BS incidents can be a PITA. I do really wish we could make that locking mechanism ourselves though, in a way where it is resealable. Hell, a lot of your structure blocks would be nice to have decorative forms of (Matrix pillars, place-able horizontal and upside-down as well, Matrix block itself in it's animated form, pedestals in any direction.)



    Also, something I've been curious about for quite a while... why do we get the Infernal Furnace before Bellows, balance and progression wise? An upgrade to the vanilla furnace to have better efficiency and speed, before unlocking the faintly slower but free (with the same bellows from the previous setup) that also increases ore drops with the nuggets, makes a lot more sense progression wise for your gear. Hell, Infernal Furnace could be a post infusion thing after that, where it is dependent on something you have to make with the infusion alter to make the structure. I just wonder why anyone would ever use the triple bellow vanilla furnace when they could just use the infernal with the same bellows.


    I mean, this is a great time to consider swapping it up, all things considered.


    The minecraft combat mechanic is somewhat simple.


    The thaumcraft bosses Ive fought so far have been disappointing as they do seem to hard to beat in a straight up "fair" fight.


    Ive only beaten them by building a protective structure outside the room (Far enough to be outside the 'no build' zone) and then attract them over to slash at their feet.


    ps. dying in the boss room does make getting your stuff back rather challenging.

    pps. I really would like a core Thaumcraft feature that preserves inventory items on death somehow. I do think that keepInventoryOnDeath is just too damned easy. And gravestone mods seem, likewise, to be quite cheesy. But loosing my items because I couldn't make the 5 minute limit, or I fell off the world / near lava is just game-delete disheartening.

    Posted in: Minecraft Mods
  • 0

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

    just a suggestion:

    make the arcane doors break when sneaking so we can open doors without having to change the wand

    (i have to re-place the door like 10 times every time i play lol).


    also maybe a good (not void) tab for the thaumonomicon... like if I want to go crazy i go for the eldritch tab but if i want to stick to order and discipline this new tab (order tab? xD)



    its just an idea. your mod is the best :D thank you for doing this!


    I fully support the idea that the dissassemble feature of the wand should only work while sneaking.


    Also, it would be nice if essentia tubes were a lot tougher when hit with axes but broke instantly when crouch-right clicked with (say) a wand (or essentia fork?) Its very hard to do precision work with pipes as even a quick click with an axe can undo quite a lot of essentia piping.

    Posted in: Minecraft Mods
  • 1

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

    Worst update possible. Made the entire mod pack worthless. now maybe 1 in 10000 players on any server will actually even attempt it. Most times, people will completely ignore it, or mine the nodes to get stuff to throw into an AE2 Matter Condenser. I have played and run enough servers with this particular update in play, and no one will touch it with a 10 foot pole, let alone attempt to do anything with it.


    wot mate?

    Posted in: Minecraft Mods
  • 0

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

    You win this time Minecraft forums post editor

    But remember: This war is far from over. :angry:


    We will never know...

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from MohawkyMagoo»

    Ahhh, I cant take all the credit for those. About a year ago I started a project in conjunction with Shadowmage, the Ancient Warfare modder, to create structure content for AW. Along with a lot of my own stuff, I trawled through sites such as PlanetMinecraft, MCSchematics and a few others and wherever I found a suitable or cool looking structure, I asked the builder for permission to adapt it and use as a randomly spawning structure in AW. Not one single person ever said no, most were incredibly supportive and some opened banks of structures to me that had never been published. Most builders loved the idea of their builds appearing in the game itself. A few even redid their structures to fit in to the mod better. I think about sixty builders contributed stuff in total, and as you can see, the quality of the builds is awesome. I could never have done all that by myself.


    Of course, there is a huge amount of work that I've had to do, involved in adapting a structure for the mod - sometimes interiors have to be created from scratch, buildings made to work as actual buildings with a purpose, landscaping so that the structure spawns looking right in its environment, and then the long process of adding loot chests and mobs and inhabitants that are balanced so it doesn't become a freebie giveaway.


    Is there any chance that those structures are compatible with AtomicStrykers Ruins mod? That is my defacto "decorate my world" mod.

    Posted in: Minecraft Mods
  • To post a comment, please .