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

    If we had wisp helpers I'd like them to be short lived helpers that we launch using Wand Focii - either directly or using Autocasters.

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

    Perhaps a compromise, With golems as they are, being used for more complex tasks and Wisps being used for things like moving objects around and such?

    Golems perform functions, like sowing/harvesting, etc. while wisps acts more like a sorting system, carrying items around, in and out of chest, where you need them, etc.

    Could be neat, Yes?



    Say no to wisps!
    Wisps, as previously mentioned - would be appropriate helpers for a druidic interpretation of Thaumcraft. Golems on the other hand seem far more inline with the mad science approach of the Thumaturge. (While classified as a magic mod, Thumaturges are scientists - thaumcrafts "magic" is the rigorous application of the empirical method)

    ---

    This thought does make me ponder if there could feasibly be a druidic sister mod to thaumcraft that is built on the same core of essentia and vis, but interprets it all through the lens of harmony and natural magic.

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

    That is one of the reasons I changed TC5 to use the vanilla yellow heart system. Too many mods or plugins could cause the older system to fail or behave unpredictably.

    I don't know if this is intentional or not, but switching to the yellow heart system has made Runic protection much more valuable - If I understand things correctly with the the previous system, the runic protection acted on the non-mitigated full damage. But the yellow heart system end up taking the armor level and protection enchantments into account.


    Well, that is my guess as to what is happening - I might just be confused by the different presentation: at any rate TC5 runic armor seems to offer way more protection than TC4 runic armor.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Progress update -


    Good news: Been doing a lot of modding lately

    Bad news: Most of it was related to Baubles :P


    I felt the need to switch Baubles to the new forge capabilities system and then Vazkii gently suggested / bullied me into adding more slots, then bugs needed fixing, then etc, etc. To make a long story short the past couple of weeks have been mostly Baubles focused, though I have made some progress in TC. I'm mostly done reworking arcane crafting and have begun changing the research system to also use forge capabilities.


    If this means that we can finally expect modpacks to have a single extra character sheet that allows rings, belts and so on to be equipped I fully support this diversion.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Now here is an unfortunate mod / "server" interaction.


    Thaumcraft 4's runic armor - on a CraftBukkit server - running Simply Magic - does not appear to work.


    At the very least, all damage happens to *both* the health bar AND the runic armor overlay - in the worst case it feels that the damage being done while even a +1 runic armor ring is equipped bypasses the Protection enchant or armor level. Difficult to prove without a combat log mod logging the damage and mitigation done (do such things exist?).


    The benefit I guess is that I can now try the other baubles, that I normally just discard out-of-hand. (Perhaps i've just played too many games where min-maxing for combat is important, but for me, effective damage mitigation > pretty much anything else.)

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

    You know what is the best place to find lots of nodes, to maybe get a more rare variant?
    The end-void.
    You know what is the most frightening place to find lots of nodes,to maybe get a more rare variant?
    The end-void.


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


    Once you stop gaining new warp, the effects will tame down.
    In the meantime, enjoy your free fun (delivery incl.).


    I have already observed this. For some reason I thought the warp effects toning down on a timer was a TC5 feature.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I did a silly thing


    So, I am playing on a Simply Magic (3rd party modpack hosted in the FTB launcher) server (hub.grumpycraft.com), and there are a number of Thaumcraft addons in the pack. Not enough to push the tabs off the screen thankfully.


    But they all have research tabs and they all add research. And a lot of the research adds permanent warp.


    So I scanned all the things, and set about being a good thurmaturge and researched everything:


    Pro tip - if you are playing TC 4 on "normal" research difficulty, Ordo is the research point type you will need the most. And you can get a bonus of 64 ordo if the first Essentia Jar you scan contains 64 points of Ordo. So do yourself a favor and do that.


    By the time I was done with my binge research, permanent warp was nudging the bottom of the top gold band on the warp meter and I had both Eldritch Ephiphany AND Eldritch Revelations just from warp events while standing at the research table.


    Warp events are frequent - I don't frankly think the game is going to be playable even with soap...

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

    My understanding of the elemental planes was, from the POV of the inhabitants of each plane, *they* are the "real" plane made of complex stuff, and the other planes are the weird elemental ones.


    So, when we look at the elemental plane of fire, all we see is fire as we are blind to its complexity. But, a group of fire efreets on their equivalent web forums, would discuss how varied the different 'flames' were that made up their plane, and they would look at us and see just 'matter'. Our trees, and rocks, and creatures, are all just made of the same 'matter stuff' from their point of view.

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

    That'd just strengthen the node.

    I too, have always been compelled by the idea that using fire attacks, on elemental fire beings should strengthen them. In the same way that using material attacks, such as throwing rocks or firing bullets, only strengthens material plane beings such as ourselves.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from 9314265068»

    Yes they are, if not from the silverwood trees themselves then from the pech foragers that spawn in magical areas. They can sometimes give you silverwood saplings when gambling with them.

    Hmmm. Well right now I am tearing down magical forests for saplings. Which I suspect is vaguely anti social on a server. But I do want to secure a good supply of saplings to create magical forest around my base. I guess I might have to trade with Foragers. Forget which kind do saplings ... the magic ones I think.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Question: Are silverwoods renewable in TC4? Because Ive been getting a 30% return rate so far on a server I'm on...

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

    ...wow this has legit been an issue forever and no one noticed.So... I found a texture issue either its the textures itself and one of the pauldrons is flipped or....Its due to the UV map? can we possibly get a fix for this? not sure if its an issue in 1.10 but it is in 1.7.10


    Edit: the only reason I noticed is because I was working on editing some textures lol


    Legitimate bug reports should be posted on the Thuamcraft bug tracking & localization issue tracker on Github linked in the OP
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from amerem»

    ...wow this has legit been an issue forever and no one noticed.So... I found a texture issue either its the textures itself and one of the pauldrons is flipped or....Its due to the UV map? can we possibly get a fix for this? not sure if its an issue in 1.10 but it is in 1.7.10


    Edit: the only reason I noticed is because I was working on editing some textures lol


    Legitimate bug reports should be posted on the Thuamcraft bug tracking & localization issue tracker on Github linked in the OP
    Posted in: Minecraft Mods
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    posted a message on Make minecraft children friendly already!
    Quote from coolcat430»

    You seem to be ignoring the fact that pre-teens already play the game perfectly fine. Tons of 5-year-olds and 7-year-olds play the game, survival or creative, and don't mix up left and right click or accidently destroy their entire builds by using the left click function. Kids know the difference between Creative and Survival, and will play Creative for building, or just going around killing mobs for fun, and use Survival for testing out things and trying to survive, like anyone else.

    I am happy that all the pre-teens you know are so alpha. And will probably grow up to be CS:Go or BF4 or something similar players.

    Minecraft, unlike those games, has the potential to appeal to a far wider audience.
    Posted in: Suggestions
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