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

    I started thinking about alternatives to the special functios.
    IC2 for instance has completely redundant functions that are just a waste of space, such as power mode for tools, could have just shift-air-rclick.

    With Thaumcraft worn active tools and the wand are offenders, but both are pretty hard to fix.
    Jetpack syndrome.(No real way of interacting with worn equipment other than special hotkey) and the wand alread yutilizing everything from left-click to shift-rc-air.


    I don't understand why Thaumcraft needed to capture both 'F' and 'G' - as there is no tool / help item that responds to both.

    In fact, Forge should just add a central "Tool mode" keybind - that defaults to "F" and can be pressed (or held) to change the mode of the active tool. About 16 individual keybinds in most FTB packs would be rolled into a single, tool sensitive, keybind.


    If not forge, then @Azanor could use his status in the modding community to create another mod - like Baubles, that handles keybinds for slots.

    "F" - would toggle/cycle/select for the active held main hand item.

    "H" - would toggle any item worn in the chest slot. Etc.

    Posted in: Minecraft Mods
  • 3

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

    Well were all coming up with ideas on additions and changes to thaumcraft, it would be cool if thaumcraft were to have added to it in a future update some sort of a body augmentation system.


    This sounds a lot like the self infusion system from the sadly incomplete Thaumic Horizons Thaumcraft addon mod.
    Posted in: Minecraft Mods
  • 1

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

    The thing is, there is no possible middle ground for taint. It has to be a dangerous threat, or else it's ignored.


    Actually the opposite is true:
    There is already a wide scale perception in the general modded community that taint in TC4 and TC5 is a game ending disaster. The bulk of posts on server forums regarding it are of the form "OMG theres taint! Its going to break my server. How do I disable it?".

    In order for taint in TC6 to be "interesting" to the general community:

    * it needs to be perceived as being ... friendlier. Not friendly. But also not a game ending destroyer of bases of unprepared players. Remembering that a lot of players that might find themselves inadvertently close to taint might not be interested primarily in Thaumcraft, or even if they are, dealing with taint is too deep into the thaumcraft tech tree.
    * It needs to have less grief potential or server operators will turn it off. Now, I don't pretend to know the ratio of SMP to SSP players who play Thaumcraft, but I (for one) like SMP and I'd like to think that a sizable proportion of Thaumcraft players play online. And any mechanic that is going to be turned off by default by server owners is just never going to feature in those games.
    * There needs to be some tangible benefit to going there. Outside of some non critical tainted research there is no reason to ever visit a tainted biome, and they are damn hard to live in - I know - I've tried. And (see my first point) if you can't live in it, never need to visit it for any length of time whats the point of making it dangerous? Whats the point of wasting any time at all developing content for it if no one actually gets to see it?
    Posted in: Minecraft Mods
  • 1

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

    Regarding Champion mobs:

    Rather than having them spawn "rarely" for all players, there could be some different ways to make them more compelling:


    * Make mobs that spawn have a chance to become champions in response to a "curse" or enchantment on the players gear.


    OR


    * Make mobs have a chance to become champions if they spawn "near" a totem or some new kind of thaumcraft world-gen.


    OR


    * Make unique mobs that spawn if the player is at a certain point in their Thaumcraft research (And killing them completes the research). (i.e. "Rathgar the Annoying" - a skeleton, will drop an item required to progress in the bone bow research. Find him and kill him. Pair this with an item that points the way to where they might spawn.

    Posted in: Minecraft Mods
  • 1

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

    Anything that "saves progress" to the cloud - from a users PC - is GOING to be hacked.


    So, no server admins would ever allow a cloud based progress to be used.


    and, as it is already possible to "copy" progress in SSP from one save to another, a complicated saved-to-the-cloud feature is not necessary for single player.


    So a lot of effort on a feature that will be useful literally never.

    Posted in: Minecraft Mods
  • 1

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

    It is already possible to share your progress in SSP games by copying the *.thaum contents of the player data folder from one save to the next.


    And thaumcraft on a server won't be able to access the 'saved' data from a different server so really, the only way to allow this is to have an in game way of - not to put too fine a point on it - bypassing progression using player knowledge.

    Posted in: Minecraft Mods
  • 1

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

    I've been racking my brain trying to think of a solution for this. Suggestions are welcome :)


    I think the proposal for TC6 research is coming close, as a component of the research involves making the item.

    As such, I would propose simply allowing players to craft anything they can look up in a wiki, and crafting it would unlock its own research topic. BUT: give all thaumcraft devices a quality rating that effects their operation - in terms of flux generated or efficiency. And make devices crafted with more background research completed be produced with a higher quality metric.


    A different axis to this is that there is just too much hidden stuff that locks progress. Even having played through several times, the things I need to research to unlock brain-in-a-jar or infusion crafting (or whatever) are entirely unobvious.


    Again, what I understand of the TC6 system goes a long way to solving this but: if players can start at the "other end" of the research: I should be able to - having just started Thaumcraft - wave my mouse over "Infusion crafting" and see at least the names of the researches I need to complete to get it. I think at least the text of the research should be available at the beginning of the research. Do I want "advanced node tapping" or "research expertise"? I literally don't know until I complete it.


    tl;dr; tell players what the research is going to unlock before they do it - show players the research path to the things they want and it will be easier for newbies to discover the goodness in the mod and veterans to focus their research on the path they want.

    Posted in: Minecraft Mods
  • 5

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



    If they are linked as parents you can add the parents as hidden - that will hide the lines. Off the top of my head I don't think there is a way to hide 'sibling' lines.


    Once I get to fiddling with research for TC6 I will probably add a better way to control this.


    EDIT: Since we are on the subject of research...


    I am hoping (assuming there is time) to make research entries in TC6 a lot more dynamic. In the sense that you do not simply unlock a research and then go merrily on your way, but that some research entries have several stages or steps you need to complete. As a totally fictional example:

    One of the earliest entries might be something called: Energy and Light.

    • The first entry merely mentions that you are curious about the uses for energy and light. To progress your knowledge in this field you need to research (scan) objects with those aspects and spend 4 'field notes' to progress to the next step. I've briefly mentioned my concept for a new research resource system in the past. I'm still working on the basics though and it's not final enough for me to give a full description.
    • The next step is not a new research entry - it still continues in the first entry as not to clutter up the thaumonomicon. For this step you need to gather up glowstone and combine it with lux and potentia in a crucible. The result is, of course, Nitor. You automatically progress to the next stage after crafting it.
    • Apart from this stage opening up, a few branching researches have also opened up in the thaumonomicon. Even though you are technically not done with Energy and Light you have learned enough to research other side subjects like Alumentum. Further completing stages in this research however might lead to greater insights like creating, um, Super Nitor? I don't know. You get the idea though.

    Not all research will be like this. Some (probably most) will simply have a single stage.


    [I've heard your chants my disciples. Now go forth and scan stuff.]


    This looks interesting. Here is my list of improvements to it:
    * this space intentionally blank

    Seriously, i love that there is a crafting component to completing research. And a world exploration component.
    Actually, I do have one suggestion while on the topic of research: The ability to bookmark pages: I find myself continually wanting to jump to the aspect list page, and then back to the recipe I am collecting reagents for.

    PPS. What about special rendering for recipe scrolls when placed in item frames - similar to maps - so we could compose a thaumanomicon topic on a wall of our base?
    Posted in: Minecraft Mods
  • 2

    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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