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

    Hmmm, some good suggestions so far. I'm liking the idea of having nodes be relatively rare and linked to special locations like the nodes I add to pyramids, witches huts, etc. Mechanically the aura recharges itself and I don't run into the problems I am currently experiencing, but finding a node opens up the possibility of a big boost to local aura regen.


    My main issue is that nodes simply don't do a good job of recharging the aura, but having them as rare aura boosters sounds way better. And this way the lore stays intact.



    Please consider:
    * If nodes are destructable - consider allowing them to spontaneously reform: i.e. Thaumcraft should try to maintain some minimum ratio of nodes to players | loaded chunks.
    * Only spawn nodes in whitelisted dimensions and dimensions that mods explicitly use an api to add themselves to: Mods like mystcraft and RFTools would probably want to use symbols to add nodes (and aura) to created dimensions, and the presence of nodes in dimensions created for technical purpose by other mods causes needless performance issues.
    * While a full permissions system is out of scope and would conflict with server plugin based systems, do consider "locking" certain structures to the player that owns them. It is currently way too easy for a player with an iron capped wooden wand wandering about my base to permanently damage my nodes.

    Posted in: Minecraft Mods
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    posted a message on Make minecraft children friendly already!
    Quote from MuperSarioAU»

    That's not even a valid reason. If you want to "harvest crops, mine ores", then play in Survival. And don't give me that 'BUT I WANT 2 PLAY IN CREATIVE MODE FER INFINITE RESOURCESSSSS ARGGHHHH' excuse, as Creative Mode is exactly what it says on the tin: a mode for creating builds. If you want to play with Survival-like mechanics, then play Survival. If you don't want to take the risks that exist in Survival, that's your own problem, not ours. The game doesn't have to be altered because a single player had a bad experience.


    This game already caters around children enough, what with 7-9 year olds being allowed to act run around on servers spouting useless crap and slamming everyone who dare disagrees with their views. Non-multiplayer related is the lack of graphic violence and overall simpleness of the game. We don't need to dumb down the game anymore than it is now.


    If this is a problem for you, then please consider the choices:

    A. Stop randomly clicking the mouse near your builds.
    B. Hold a sword while not building, as you can't destroy blocks with swords in Creative.

    Honestly, it's not rocket science.


    As mentioned before, CREATIVE MODE AND SURVIVAL MODE ARE DESIGNED TO BE TWO DIFFERENT EXPERIENCES. Splurging them together renders the fact that they're two different gamemodes pointless. If you want to play Creative, play Creative. If you want to play Survival, play Survival.


    The problem here is that you're assuming every other player is having the exact same problem you have (Hint: They don't). 'Polling the players' in this way is something you should try to avoid while making a suggestion, as we all play the game differently (in other words, we don't repeatedly click the mouse everywhere).

    No Support, ever.


    1. This is a suggestions forum. This is literally where we advance ideas that would alter the game.
    2. I am not suggesting any changes that would impact any existing survival players. The entire point is to enable a new playstyle that caters to pre-teens (or a guided learning environment) better *without* altering the existing survival experience in any way.

    How exactly do you think that allowing pre-teens to play a 'survival lite' experience would damage your ability to enjoy minecraft?

    Posted in: Suggestions
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    posted a message on Make minecraft children friendly already!
    Quote from GDog_0»

    Well that's great, because that doesn't matter unless you like stripping games down to nothing[/b]
    what?

    Make a backup of it to be played. Also, HOW [/i]is creative mode "inappropriate" because they can't make perfect builds?[/b]
    Inappropriate because, in creative mode, you can't harvest crops, mine ores or do any interaction with the world that requires the left button as its going to destroy the block under the cursor.

    So you want to strip Minecraft of every point there is to it?[/b]
    No. I want a game mode that caters to children. In a game that is largely "lego on computer" that doesn't seem it should be too much of an ask.

    It's completely harmless. Let the kids have some fun.[/b]
    what?

    "Creative mode left click". Great. Now kids can't fix their builds. Also, it sounds ridiculous.[/b]
    On this we agree. "Creative mode left click" is already a thing. In creative mode, the left button does NOT honor the Controls keybindings. It simply smashes things. I want to be able to turn that off so that left button does what it is supposed to. Also, blocks are placed with the right mouse button. How exactly would disabling creative modes instant smash "feature" prevent kids from fixing their builds?

    This suggestion is completely ridiculous and sounds like an april fool's prank to me.[/b] Why would you suggest this? Because almost everything you want to be changed is the base of the game. The rest that you don't care about is the roof of the game. When you take the base away, then the entire game falls apart and the main point to it doesn't exist anymore.[/b]
    I have no idea what you are responding to. Its clearly not my suggestion.
    I am asking to be able to selectively disable parts of creative mode so that parents, teachers and builders can tune it to be more like survival mode. It enables more playstyles and does not, in any way, detract from the experience of full survival mode players. What is wrong with your comprehension skills?

    So you have teens, and you are suggesting for something to be done for 5 [/i]year olds. That doesn't even apply anymore! Please don't suggest these kinds of threads. In fact, I'm surprised it isn't in the "generally hated suggestion topics" section of the pinned thread "Please Read This Before Making A Suggestion".[/b]

    So, as soon as something is no longer personally my problem I should no longer attempt to redress it for the benefit of others?
    Posted in: Suggestions
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    posted a message on Make minecraft children friendly already!

    I really don't understand the hostility to the idea of catering to children below the age of 10, with a suggestion that changes absolutely no one elses game play preferences.


    I get that, once you are 10 or older, a survival game is about surviving against the odds. Thats great. If you are over 10.


    Why is it so hard to remember that, when you are 5, games are played and enjoyed for different reasons. Children in this developmental bracket do not play games to win, do not gain a sense of achievement from surviving. Being able "play house" with some cows and sheep and horses is all they need and want.


    And it seems quite mean to not give it to them, because of some crazy "survival mode is meant to be hard" mantra, which is akin to suggesting that there is "the right way" to play minecraft and other ways are wrong.

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

    Quick update:

    ...

    Most of this week has been spent on experimenting with auras and nodes. I've come to a bit of an unfortunate conclusion regarding nodes: Things will sort of work better without them. :unsure:

    ...

    I'll do a lot more theorycrafting, but i would also love to hear your opinion on the matter.



    I've played Thaumcraft since Thaumcraft 3, and while the mechanics of nodes and the aura have changed, their addition to the world has always added a reason to explore and they have always been a delight to find, and document.

    Maybe their relationship to the aura needs to change: If the aura self replenishes without them... keep nodes, but make them form in response to high aura levels.

    They would form convenient early game concentrators of vis - perhaps acting as infused Stones did in TC3 - high levels of vis would be absorbed, low levels would cause them to release vis back, eventually they would automatically dissapear. High levels of vis could cause them to spontaneously appear.


    In every version of Thaumcraft - despite their actual limited use - the ability to grow large nodes always seems to be the mark of a successful thumaturge. Despite the massive risks and lack of any mod supported reward people hunted for hungry nodes in TC4, to build obsidian cages around them to protect machines that would feed them crafting benches.

    Posted in: Minecraft Mods
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    posted a message on Make minecraft children friendly already!

    I thought I explained this:


    * Death is not an appropriate gameplay element for 5 year olds.

    * Creative mode does not cater to their desire to "play" rather than simply build. also left click is too destructive when you are still learning the difference between left and right clicks.

    Posted in: Suggestions
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    posted a message on Make minecraft children friendly already!

    Minecraft already has different game modes, difficulties, and game rules that cover a wide variety of play styles.


    There is however one demographic that is missing from the matrix: children under 10.


    The problem is that, for very young children:

    * creative mode is inappropriate as they are unable to click carefully, and consequently end up breaking their build. They also have watched their older siblings play, and *want* to partake in the "pretend" to live in the world

    * survival mode presents a number of challenges to staying alive - to feeding oneself, not falling into lava, drowning in water, and avoiding hostile monsters. While these are interesting challenges to teens and older, very young children are extremely averse to "death".

    * "peaceful" difficulty removes monsters from the game - but while young children are averse to risk, they are attracted to funny monsters. Interacting with zombies and spiders is a major play element for youngsters (in creative mode).


    It does seem redundant to create an entirely new gamemode; to avoid that I suggest that key features of creative mode get split out into game rules: "creative flight", "immunity to monster attention", "immunity to all damage", "access to the creative mode inventory", and "creative mode left click"


    With this collection of toggles, players could remix "gamemode 1" to suit their playstyle, making it more, or less, like the full survival mode experience.


    I write this suggestion, as a parent with kids that are almost teens. And I have been watching them for the last 5 years, tinker with creative mode, and *want* to actually play a more interactive role than survival offers, but shy away as soon as the various risks became more apparent.


    ---

    sub rant: a lot of this problem would go away if the "Attack - Left Click" option under controls actually did what it said and allowed the left click to actually bind to an in game action rather than have creative mode always override the binding with its "destroy instantly without drops" functionality :(

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

    So, why is my inventory flooding with glitched items every time I make vis crystal seeds?

    (I would probably put this on the bug tracker but idk if it's a TC prob specifically? Also no more patches for this version so why bother right)


    ps I can place them in the world


    Problems like this usually stem from:
    * Incompatible version of Forge.
    * a different mod in your pack that incorporates an incompatible version of the thaumcraft sdk.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Zsashas»

    But it doesn't. I'm currently experiencing a conflict with Thaumcraft and another mod, and I have no way of knowing what the IDs are. Even if they are dynamically set, the config option should still exist. Didn't it exist in 1.6.4, anyway?

    NEI can dump the potion ids.

    Of course, the dynamic allocation Thaumcraft offers is entirely driven by the order mods are loaded. So, at the time Thaumcraft loads, the potion id slots its wants are open. And then another mod comes along, assumes it can use the slots TC took, and stomps over them.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    While I like a bit of theorycrafting :P - this system seems on the surface to be dynamically unstable and particularly punishing on non expert players - and will lead to a bad experience on servers where players are perhaps encountering thaumcraft for the first time, but other players have already depleted or ripped open the existing nodes.


    As I like to play on servers - which typically limit exploration via world borders - I favor a system of nodes in which it is very difficult for players to damage nodes permanently.


    Alternatively, perhaps nodes could be ephemeral in nature - instead we invent the idea of a "rift" - a rift is a tear between realities, through which vis can seep. Vis seeping through a rift is manifested as nodes.


    The idea being that a rift is permanent, and cannot be changed. The nodes that spawn around it can be individually depleted, or destroyed, more nodes would then randomly spawn around the rift.


    (rifts would spawn hundreds of blocks apart, and nodes associated with each rift would spawn within hundreds of blocks of each rift).

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

    I am reminded of the Vis system in TC3, which I loved - for the very reason it was also widely criticized on forums - it was quite possible to screw up your world, especially if you were new to Thaumcraft and/or playing on a server:


    The issue was, in TC3, Aura nodes did not generate Vis: They simply moved it around - nodes would exchange vis with nearby nodes if their relative fullness was different, and if they were unable to find vis, they would search for nearby infused stone, and convert it to depleted infused stone to release some vis.


    The result would be, if you didn't plan ahead, ALL the infused stone in your area would be depleted, and your aura would permanently drop to zero leaving you unable to do any thumaturgy at all.

    The only way to generate new vis was player driven - you would create crystal clusters and place them near nodes and they would boost that nodes aura, allowing it to recharge nearby nodes - and excess vis would then, in theory, re-infuse depleted infused stones, and rumour had it, actually convert regular stone to infused, but I personally never managed to confirm this.


    You could also use deleted crystals to create vis batteries that would quickly store and release vis to balance the closest node, so a large vis battery room was necessary to allow you to perform vis hungry crafts without smashing the local aura to nothing (which caused flux).


    Personally I loved the mechanisim as it meant that the thaumcraft endgame was about regenerating the aura that your early crafting had all but destroyed, and it was loverly watching the vis flow between the nodes as they recharged each other.


    Converesly it meant that, on servers, you might build your base and when you got around to thaumcraft, find that the local aura is empty, and all the infused stone in your area was depleted.

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

    I haven't even started on TC 5 yet. :P Still stuck on MC 1.7.10. Huza!



    I am back on TC4 due to a fabulous little modpack called "Simply Magic" (found in FTB) and an awesome modded mc server network called Grumpycraft. Having to do TC4 style research is filling me with dread, but I've found a hungry node quite close to my base (it found me to be quite accurate), and am looking forward to building a CV network again.

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

    Weren't taint fibers acting weird graphically in Thaumcraft itself?

    I've never observed Thaumcraft rendering wierdly except with Optifine installed: The eldritch obelisks are not happy and the sky goes weird if there are thaumcraft objects in view.

    I have seen (without Optifine) a strange rendering glitch with vanilla chests and signs that suddenly start rendering at "fullbright" (without any apparent care for light levels), but I've never been able to figure out if it was a vanilla glitch or caused by a mod.

    All which is to say: If taint fibers were acting weirdly, I never saw it: It could have been related to ATi vs nVidia as, presumably, Azanor only dev tests his rendering code against the hardware he has, and the more fun OpenGL effects can, way too easily, be interpreted differently by different drivers.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    However 'zanor going around the normal APIs to play with LWJGL directly(as I think he does) has messed up things graphically for othe rmods quite a bit sometimes.

    I dunno why this is, but I guess it's hard to deny.



    Given the design of OpenGL (which is what LWJGL exposes) is very much built around the idea that sub renderers can save and restore their state, I think that a lot of the other mods that got graphically messed up were the mods at fault. And they only could have gotten messed up as a result of accessing LWJGL directly themselves.


    Although, I do wish Azanor would test against Optifine. So many of his renders fail under that environment. And I'd really like to use Shaders in my thaumcraft world.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Escman1999»

    awesome! are you going to be able to make the wands have animations this time?

    Must admit, if anything has showcased the quality of Azanor's work, it is the polish evident in the particle effects and animations that other mods just lack.
    Posted in: Minecraft Mods
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