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    posted a message on Thaumcraft 3.1? (not 4)
    The feature I'd *most* like in some magic mod, any magic mod, is something akin to "Enchanting Plus" but more balanced.

    i.e. The utility of Thaumcraft items swings rather wildly on the ability to get the Repair enchant to spawn on them. I feel that it would not be out of line for Thaumcraft to implement an extended enchanting table that, allows thaumatages to enchant, using a combination of vis, essentia and the usual xp cost, in a targetted way. The essentia cost should scale with the level of the enchant in some way to help balance the ability to choose an enchant against the relative 'ease' of generating xp.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Well then, as an 'idea' for Thaumcraft 3.1 - some *other* team need to step up and create an 'official' Thaumcraft content mod. Oh wait - its called 'Twilight Forest'. Or it should be - I think Twilight Forest is exactly what I'd think a Thaumcraft 'extra dimension' mod should be.

    So, what I'd look for then as extensions to Thaumcraft are - extensions to my labaroatory: Minecraft is about mining and gathering Ores, and lots of addons are about processing ores - IC2, BC, Redpower etc are all on the tecnical side of where I think Thaumcraft is sitting:

    I would appreciate the ability to cast off my usual tech lab 'must-haves' - Thaum powered variants of the more usual ore-doubling process - The pickaxe of the core giving the occasional Native Node is all very well and good - but we (I) am addicted to my macerator/pulverizer for producing 2x ore 'dusts' from each ore ground down...


    Then - as a lot of tech mods have their very own specific production 'tables': A Viz->MJ/EU/Volts/Bluetricity device. Running a Buildcraft Quarry off of Viz is perhaps a little indefensible - Allthough the corresponding flux levels should be catastrophically fun to deal with - but being able to power my Forestry devices seems more appropriate: Should I not be able to centrifuge and squeeze my thaumic bee products with Viz?

    --
    I am imagining a process that either captures, or destroys an aura node - replacing it with some kind of sinister obelisk. It would have a potential "energy" output scaled by the size of the node destroyed, would inhibit the normal use of viz in its immediate area (or just be in a dead zone as a consequence of the source nodes destruction) and, when actually providing MJ / EU current, would 'draw' energy from nearby aura nodes as though the captured node was still present, but trying to recharge.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Any plans to:

    1. Make TE go multiblock? Actually I love TEs current visual style - so much better than the 'washed out' look certain other mods have.
    2. Give TE its own set of rechargable armor? MPS is all well and good, but I just want a simple rechargable jetpack without IC2.
    3. Give TE its own energy generation, including 'renewable' sources? e.g. solar panels?

    Actually, one thing I would like - given the number of Forestry devices that just use MJ when not doing anything - is to have a "redstone conduit switch" - which would be a redstone conduit junction that would only allow power to flow through when activated by a redstone signal. (Actually - what about some kind of switch/feedback block - it could display a visible meter of MJ power flowing through it, but have the usual redstone control interface, allowing us to turn off or on the power flow out of configurable faces). Perhaps it could also display the power level of any adjacent (or upstream?) redstone battery, so I can also see what the available power level is without having to rightclick the redstone batteries I use to 'buffer' the output from my biogas generators I currently use.
    Posted in: Minecraft Mods
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    posted a message on Mystcraft
    Quote from Keybounce

    How much clearer do I have to try to make this?


    You can try, but you can't. Because its a stupid mechanic. If I wanted a hardcore mode, I'd play Minecraft on Hardcore. I don't.Death, in minecraft is meant to be a way out. Sans an explicit config setting that server operators might use to create "real" worlds, the default behaviour in Mystcraft should be, death returns you to the overworld. Which already takes you out of the "Myst" cannon as, in Myst, when characters died, they died.

    Mystcraft is an otherwise fantastic mod, and is the real reason I switched from Vanilla to a now heavilly modded minecraft. But this descision, that turns on an implict hardcore mode with no option to disable it, that orces users to backup their level.dat, or keep nbtexplorer handy, to recover from the possibility that, no matter how hard you *try*, you might just link through to a crappy world and have a creeper sneak up on you at your linkingbook stand...

    Its a stupid mechanic. No one understands it. Stop defending it.
    Posted in: Minecraft Mods
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