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    posted a message on Roguelike Dungeons
    Quote from Raskles»

    Any way to edit mob spawn frequency? I'm playing on terrafirmapunk which is extremely unforgiving in combat and I get swarmed by massive amounts of enemies by the time I've managed to kill just one.


    Um, proceed more carefully through the dungeon? Each level down adds more spawners, with tougher mobs, and starts to hide them. The topmost level typically generates with a few spawners in the center of rooms so you can run in and light up the room to inhibit spawns. Further down will require more strategy.
    Or you can cheese it a bit by tunneling around the rooms to disable the spawners from inside the walls.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from MentalMouse42»

    ETA: You would not want to have coordinates be directly linked from the OW coordinates, because then people could potentially teleport or tunnel between rooms, or go sideways through other dimensions to invade another player's pockets. Better to allocate space per room, or perhaps per player.


    That said, I'm loving the idea of this mod coming back, maybe even to current versions!




    Assuming it can be kept within the vision of the mod you could:
    1. restrict the creation of additional pocket dimension doors if they would link to an existing pocket dimension "owned" by a different player. This stops players gaining egress into a different players pocket dimension. (OP permissions as always would trivially override this).
    2. Require players to "activate" a door created in a pocket dimension on the overworld side before it can be used to leave the pocket dimension. This prevents players using pocket dimensions to penetrate structures.


    The most important thing when trying to be server friendly is to make sure all changes to the world happen with an active player identity, so that if (for example) its being used on a craft bukkit server with a permissions system and a different player has claimed a chunk in the overworld, then a different player should be prevented from using a pocket dimension to spawn any blocks in those claimed chunks.

    --

    Trying to make features that enable PvP (dungeon raids) sounds nice in principle, but in practice it enables (and legitimizes griefing) and is against MOST servers "don't be a ****" policies.

    --


    My #1 request for this mod - when used on a server is a modpack - however is simply this:


    We need to be able to use these doors, to create portals between existing dimensions, using a config driven dimension whitelist, (which would includes distance dimension distance multipliers). I want a room with doors in my base. Doors that lead to the twilight forest, outerlands, nether and my base in the end.

    Access to the doors location in both dimensions for the link to be created would be a pre-requisite.

    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from codebracker0»

    So you mean that each coordinate would be multiplied by X, to get an X by X room? Or would two adjacent doors lead to the same room?
    And if you did the former, you'd run out of vertical space due to the chunk height limit.

    Maybe you could do it like Witchery does with magic mirrors?

    Two adjacent doors. would probably lead to the same room.
    If rooms are 30x30, and the multiplication factor is 8, then doors at level "2" would have to be 4 blocks apart to link to different rooms on level "3".
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4

    The problem with this mod on servers is its way to promiscuous with dimension creation.


    It needs to restrict itself to a limited set of extra dimensions in total

    * a pocket dimension that allows small rooms to be build, with a restriction of 1 room every 256x256 block area per.

    * a small set of dungeon dimensions, where each dimension corresponds to the "depth" of the dungeon.

    * Oblivion.


    Doors in each dimension would go to content at matching co-ordinates in a different dimension - but using distance compression (like the nether), so each deeper level multiplies the distance you travel.


    The world seed should drive all the the generation, so that system admins can "reset" the dimensions by deleting the folders and they should regenerate properly.

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

    What happened to the Arcane Doors and Blocks? I loved the things and they were great on multiplayer. I would love it if they were added back.


    They weren't actually that great on multiplayer. Great decorative blocks that add a bit of roleplay potential. And on that basis I think we should have them back.
    But the "key" system was too cumbersome to actually use as you needed a key per door and the keys became invalid if you moved the door. So you couldn't really share access with friends.
    And as an anti griefing tool: other players can easily place warded blocks in your base to deny you access to your own things.

    I hope that Azanor adds them back to 5.x as blast resistant blocks that are hard to remove without a wand - but he seems to have moved on to full design mode for TC II / TC 6 so I don''t think any updates other than urgent bug fixes are incoming for TC 5 :/
    Posted in: Minecraft Mods
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    posted a message on CraftGuide v1.7.1.1
    Quote from KO_Teknik»

    Will you fix the famous cheat for compass an clocks ? I know for minecraft standard it's not important but for Better Than Wolves it destroy gameplay !



    I keep on reading this. And wondering what the famous cheat for compass an clocks actually means. And why it might be fixed in Craft Guide. For Minecraft 1.5.2
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Wand Focus Builder


    So a wand focus builder could start with:

    Two types of focus: one acts against entities, the other against blocks.

    Two ranks of focus: light foci, and heavy foci. Heavy foci can be enhanced more, but can only be equipped on staves.


    The entity focus is typically used to damage (or heal) mobs, the block focus for making tools that build, destroy or replace.


    Most the elemental tool enchantments should be applicable to foci.


    So, an "axe" attunded focus, with Burrowing and Collector could be used to cut down trees from range, and collect the wood blocks.


    An entity focus with nothing but collector on it should be able to gather items from a distance without damaging anything, empowered it should be able to drag or pick up passive and aggressive mobs.


    A mining focus should be able to get burrowing, collector, and one of silk touch, fortune, auto-smelting or refining. (Refining should have ranks such that rank III/V gives 100% clusters).


    Auto-smelting on a block focus that does not destroy should allow blocks to be smelted in-place (Sand to glass etc) and an entropy focus should randomly crack bricks, shatter stone into cobble, cobble into gravel.


    An aqua focus would convert flowing water blocks into water source blocks, making a handy tool for world builders to fill large areas of water, and a negative version would allow water to be stripped like an efficient sponge.


    A focus that created pairs of portals the player can travel through would be nice too :P

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Zsashas»

    Oh, it's you again. I'm going to regret responding, but...

    What do you need to edit the Wiki for, that you can't simply post about here for the author to fix? It seems pretty up-to-date as it is.


    Its a wiki. Community contributions is usually how they work.

    Posted in: Minecraft Mods
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    posted a message on Storage Drawers - [1.7.10 - 1.12]

    Quite frankly I find all that "trim" and wood variants to be a distraction. If the mod settled on a distinct "own style" and dumped any pretense of matching vanilla or mod woods I would be quite content. More than content as I regard the style variants a waste of texture memory.

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

    ever thought of adding a more complex spellcrafting system?


    im talking about something very similar to psi, that would allow people to program the spells for their wand foci before actually crafting them, instead of pre determined spell effects.


    i could see something similar to the ars magica 2 spell crafting system work, where you first research spell components thaumcraft style, then custom craft the spell itself similar to psy before creating a wand focus from it.



    The Wand Focus Workbench already seems to fill this general design brief - while being more Thaumcraft than Ars Magica in flavor.

    That said - With Infusion enchanting, Runic Armor, and the Wand Focus upgrade system, Thaumcraft is becoming a lot more about enhancing and customizing items. And... I like it. I hope Thaumcraft 6 continues this trend.

    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from d95»

    well, whenever you remake Thaumcraft, you always improve it in some way or another, even though people complain about old features not being re-implemented. It's always fun to see what each version brings to the table.

    as the co-creator of IE, I understand the temptation to redo a mod, or improve upon old features.



    You ignore your own, not insignificant, contributions to Thaumcraft sir.


    ps. I do not know the terms of your last set of contributions but it is my hope to see more of your work in future Thaumcraft versions. The last server I ran featured IE for tech and TC for magic brought together because of their consistent visual style.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Zeno410»


    There is a choice. When Forbidden researches come up don't take them, and you stay pure. I do it sometimes because I don't want to wrestle with warp issues (unnatural hunger or Guardian attacks while on exploration expeditions are VERY inconvenient). I really like the "some magic has a price" mechanic and hope it stays that way.



    Its not really a choice. Some forbidden researches are pretty fundamental to progress though thaumcraft's research tree and to the novice it is not at all clear which ones can safely be avoided.

    The best way to avoid warp issues is, frankly, just do ALL the warp stuff. Get the epiphanies. Take a bath or two. And then forget about it. The warp mechanic naturally tapers off. Unless you are doing something odd such as continually making flesh golems or eating brains the warp effect tapers off to nothing. If you fight Sentinels of go to the outerlands you will have a relapse as mobs there will add to your temporary warp and restart the timer. But shortly after you stop, the effects will go away.

    Warp is so tame I really wonder why Azanor bothered with it :/ I think it speaks to an actual lack of play testing of his own mod which is a shame. Its brilliant for the most part: its just annoying as there are in Thaumcraft things that should be easy, but are hard, and things that should be hard, but are easy - that anyone who actually plays the mod notices rather quickly.

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

    I never said anything about not having a price for either path. You choose which price you are willing to pay ... or you decline to pay either, and must content yourself with only touching the fringes of either path.

    I always thought the idea of diamond armor was rather silly, but it's Minecraft canon. Canonical or not, though, I always saved my diamonds for things that really needed them. In particular, given the choice of diamond armor or Thaumium Fortress, I will wear the Thaumium Fortress every time. Not only because it's really fantastically good armor, without being ridiculously over the top (I've seen mods create weapons and armor with infinite durability, for example) but because it looks awesome.

    I love the Thaumium Fortress armor too. Which is part of my problem with it: I always wear it - until I unlock the Void Thaumaturge Robes.

    I think it would be acceptable to take longer getting to Thaumcrafts "final tier" armors, And the journey there should be filled with doing thaum-stuff to make, and improve other armors.

    Change the process of producing the Fortress Armor and Thaumaturge Robes: Thaumcraft armor crafting should always have the option of operating on an existing armor, and enhancing it. The void thumaturge robes could be the end process of magically re-forging a starting set of iron armor repeatedly as the players knowledge of magic grows. Adding thaumium, enchanted fabric and finally void metal.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Thaumcraft II: Item Customization


    Thaumcraft 3, 4 and 5 gave us (me) items like the Sword of the Zephyr, Void Thurmatage Robes etc. These were all fantastic items and have formed the basis of my equipment choices since I first discovered Thaumcraft. But, Thaumcraft 5 did something interesting: It broke the unique abilities of these items out into "Infusion Enchantments" that could be applies to anything. This, ironically, made me a little sad, as the Items themselves were available first, for a lower cost, and were typically better than anything than the enhancement might be applied to.


    So, my idea for Thaumcraft II is to continue that direction with Thaumcraft - Whether its about composing or decomposing aspects - I think the actual payoff for Thaumcraft II could be a mod that provides a system that lets players upgrade armor and tools. Thaumium - and void metal - would not be used to make their own tools and armor, but be combined with vanilla (and compatible tools/armor from other mods" armor as a trim to raise the level of, and make that armor enchantable using Thaumcraft infusion.


    So I would make Diamond Armor. Trim it with Thaumium, and then Infuse it with various other properties. Trimming it with Void Metal would confer self-repair.


    Assuming the Outerlands or some equivalent dungeon content remains, the actual elemental tools would get moved into there as treasure to find (perhaps as crafting recipes that must be found to be learn't)

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


    I am actually taking my time to properly think things trough this time and design a proper structure for the changes and consider all the possible ramifications. In the past I've just tended to start working on major changes only to discover unintended problems or balance issues - usually when it is too late to reverse the changes.

    As for those asking that I update first and then start working on something new: That is fine and well, but my limited time is forcing me to choose one or the other - I won't have time for both.

    Still, I have not yet committed to "Thaumcraft II". I am still seeing how it will work and how the balance will be. If I am not satisfied with the results and I will just do a port of TC 5.


    I still don't understand how "big" these changes are that you need to make a distinction between "Thaumcraft: Next" and "Thaumcraft 6.0". From Thaumcraft (that I never say) to Arcanacraft (that I have only seen in videos) to Thaumcraft 3, 4 and 5, the mechanics of each version have varied wildly but the geist of the mod has remained consistent.

    So, basically, a major change to the mechanics I think is quite fine: assuming that the new Thaumcraft will deliver a range of magical tools, armor and enhancements to aid with exploration combat and building - and require large multiblock devices to incorporate into builds in the process.

    All I ask is, in considering the balance of the new mechanic - it should encourage ongoing exploration.
    Posted in: Minecraft Mods
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