• 2

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from WitchRolina»

    So then where the heck are the all the 1.8 mods? Like I pointed out, this is one of the first major ones that I've seen that updated to the 1.8 series. Most big mods haven't update, and the rumor I hear going around all the time is that they were all just waiting for 1.9.

    Any mods that were unwilling to update to 1.8 "because they were waiting for 1.9" are going to be even more unwilling to update to 1.9 - its even more work, and by not updating to 1.8.x, they've taken a large and hairy but bite sized problem and turned it into a larger, hairier, far harder to bite and chew problem. The cardinal rule of keeping change manageable in software development is to break up a problem into tiny bits and attack as small a chunk at a time as possible. The longer an update "waits" the more stuff has to be simultaneously fixed to get the project to even compile on the new platform.

    tl;dr - all those mods that were skipping 1.8.x and waiting for 1.9? Don't expect them ever.
    Posted in: Minecraft Mods
  • 1

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

    Does anyone know how to get the repair enchant in a reasonable manner? I've burned through multiple stacks of enchanted fabric trying to figure out what the level is, but didn't get a single one.


    TC5 on MC1.8.9?
    I prepared a chest, and crafted EVERY item I would want Repair on. Amor and weapons. Also made a stack of books. This, and a level 30 enchanting station, was built near a mob grinder so I could get more xp as required.
    At any rate, each time I hit level 30, I would grab a bunch of items from the chest, try them in the enchanting table. If one showed "Repair" I enchanted it, otherwise I enchanted a book with something useful that I'd want in addition to repair.
    I didn't use any enchanted fabric, and using books meant that I had all the Efficiency, Protection etc enchants ready on books to supplement the Repair enchant if the item didn't get them randomly along with Repair.
    Posted in: Minecraft Mods
  • 1

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from PurpleXVI»

    Yeah, the changes to combat in 1.9 really make combat a lot more enjoyable in general, at least to me. It's no longer just an annoying, buggy chore, but actually feels like a part of the game. So 1.9 feels like a natural place for any combat mods to want to be.

    I have to admit I don't understand, though, why upgrade to 1.8.9 and then keep updating for 1.8.9? 1.8 and 1.8.x always felt very incremental in terms of gameplay, mostly they just added a few new blocks and little else. I'd have imagined that most mod creators would possibly just skip it over entirely, focus on the upgrade to 1.9.

    It's genuinely not criticism, I just really don't understand it. At the moment there hardly seems to be a reason for 1.8.x to exist, or for anyone to use it, most of the mods are still only 1.7.x, and 1.8 on its own adds very little. Maybe I'm missing something.

    Combat is still "wrong" as it still requires a click per swing. The best keyboard-and-mouse melee combat systems have, since the release of Diablo I, been click-and-hold-to-attack. They are visceral in their feedback, work even with variable latency, and help your mouse last that much longer.
    Posted in: Minecraft Mods
  • 3

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Jandar123»

    Honestly, for me there in no need to update over 1.8.9 version. Mods already are providing surprising more content comparing to vaila if Mojang want to make updates for 20 % of community then so be it. I will enjoys playing on mods in "stable" environment. Also remember (Microsoft) don't hope for moders friendly future. WIthout mods Minecraft will die in one/two years well I sure want to see how Microsoft make profit form tombstone

    This argument was made when 1.4 was released to replace 1.2.5, 1.5 replaced 1.4.7, 1.6 replaced 1.5.2, 1.7 replaced 1.6.2. Each time was "the time, the best time, for modders to stop udating and just work on the perfect mod ecosystem for a fixed version of minecraft".

    And the, eventually, Azanor would get tired of maintence work on the current version, and get around to the big rewrite for the next version, and release the new Thaumcraft. And I'd upgrade along with Thaumcraft.
    Posted in: Minecraft Mods
  • 1

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

    But not every minecraft modder knows C++ though and I doubt many would be willing to learn just for a hobby (although it would be useful if they're programming for a job, but oh well.)

    If Minecraft itself gets rewritten in c++, then all the reflection, easy decompile of base classes, and ability to 'trivially' insert classes and patch bytecode go away. So the mod "api" would not be done in c++. There would have to be a bridge between the c++ code and the mods - which would probably be implemented in a scripting language such as java or lua.
    Posted in: Minecraft Mods
  • 1

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



    So what is your point in posting this?


    To have some fun, and to mention that, if you are having trouble using sponges to clear water from a large area, the builders focus can place a lot of sponges at once, which, with some diligence, can remove water source blocks that would otherwise keep on regenerating.
    Posted in: Minecraft Mods
  • 2

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

    Dearest Victoria,


    It has been one month now since I set sail for the mysterious Ocean Monument, and I finally have success to report. The rumors we had learn't of from Testificates in the eastern Villages have born fruit; There are indeed sponges to be found here!


    Of course, the complex is guarded by strange bulbous creatures covered in spikes and a giant eye that radiats some kind of infernal energy. Just to have them gaze upon you for a moment and one developes an awful itching burning sensation that quickly becomes intolerable. And it was in the bellies of three most grotesque of these abominations that I found the first three sponges. Using these I set about draining the water from several of the smaller rooms, and chanced upon not one, but two rooms containing an additional 30 sponges each! Joy! When I return we will be rich beyond belief with these most rare of items!


    Before I can leave however, I need to exterminate this infestation of Guardians - there seem to be an endless number of them - I have murdered countless of the vile beasts. The only way to deal with them seems to be to drain all the water from inside and around the monument, what would seem to be a mammoth task what with the water can keep flowing back.


    However, in a moment of inspiration I used the Builder Wand Focus I had been working on this last winter to place rows of sponges and its ability to place so many sponges so quickly can overwhelm the waters flowing nature and allow me to carve out dry areas quite quickly. Pure Bliss I say.


    Once I am done I plan to build a small tank to hold a few remaining specimens for later study :- I have amassed quite a collection of Prismarine Crystals gathered from the corpses of slain Guardian abominations which can be crafted into a fragile, but attractive light source - far superior to Glowstone lamps!


    I am certain that the Crystals, along with the Sponges, will allow me to amass a dowry sufficient to petition your father for your hand in marriage upon my return,


    With affection,

    ~~~~

    Posted in: Minecraft Mods
  • 1

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

    Ok. Assistance please. Pretend for a moment I don't know how to thaumcraft, and I've installed 5.2.1 -


    Because its become pretty unplayable...


    I mean, "playing thaumcraft" means using the infernal furnace, and other thaumcraft things, in preference for other devices. Just say no the the vanilla furnace. No!


    But, consequently, flux in my area has risen pretty high, and I don't know how to deal with it.


    * Silverwood trees are NOT an infinite resource. I get back less than 1 sapling per tree.

    * Aura nodes are therefore not an infinite resource.

    * The new aura node merging mechanic is just broken as it is hugely lossy even if the nodes are the same, or can combine, and if they cannot combine the smaller node just seems to get lost. Plus there is zero control over the node type that spawns.


    So, given this, my way of thinking is that I need to find a way to live without using pure nodes. So, deep underground, in a perhaps obsidian enclosed bunker.

    But now the paradox - To Thaum I need vis, and to get vis I need nodes "nearby". And as fun as the node magnet stuff is, it doesn't seem suited for dragging nodes long distances. The vis totems also could draw vis from further away, but make the flux problem worse, so they are out of the picture in the long term too.

    If the nodes are nearby, and the flux has caused tainted biome to spawn on the surface... then the tainted lands biome is going to reach the nodes and corrupt them.


    So there just seems absolutely no way to build a long term base with these mechanics. Every tool we have makes the flux problem worse, and/or is non renewable.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    I think the costs for making wand/staff/scepters needs to be relooked at. I find myself having to make a gold capped silverwood scepter just so I can make a thaumium capped silverwood scepter. I never remember needing to waste vis and materials just to craft a new wand/staff/scepter like this in 4. I don't like making these garbage wands as a stepping stone just so I'm able to craft what I really want.



    I don''t know how to respond to this. On the one hand I too don't see why it is necessary to have a set of one-shot wands/scepters that are used to make the one that is actually wanted.

    On the other hand, that just speaks to the idea that the wands are meant to be a progression, and actually used for a while. It shouldn't be possible to just leapfrog the middle content in the mod and go straight to the end-game stuff. But, how to stretch the middle area out? The simplest thing would be to route research through some gates, because it is principally the fact that, in TC5, with a supply of ink sacks, you can research ALL the wands, staves and scepters, except the staff core of the primal, in one sitting. So why NOT make the best?
    Perhaps the new research system Azanor is proposing will stretch this out.
    Posted in: Minecraft Mods
  • 1

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


    As I've mentioned in the past I've been thinking of ways to change research into less of a chore, without removing the achievement factor. That is a lot harder than it seems. I've mentioned that I am considering changing it into working sort of like the Hardcore Questing mod that many packs use, but that is not ideal for the TC 'feel'.


    I have come up with a possible (if a bit abstract) solution and would like opinions and suggestions.
    First change:

    No more guesswork as to what you are getting when you select a research. When you click on something in the thaumonomicon that you do not know yet you actually go to a page giving a description of what you want to get - for example nitor might say something about you trying to find a cheap, efficient energy/light source. The rest of the page will give the requirements for you to go about discovering something like that. (see change 3)


    Second change:

    All research is hidden - you have no idea what will open up if you go down a particular path, but there will be very little flailing around in the dark for the research you need - you may not know that nitor will eventually lead to essential smelting, but you will know exactly what you should do to unlock it. I will still keep the progress % that is show so you know your overall progress.

    I'm still 50/50 on this change.


    Third change:

    Completing research will require various resources and observations. For example nitor might require you to have Observations on Light (basically you needed to have scanned a light source).

    Resources required will vary from research to research and there will be several types. They are consumed to learn a research:

    • Field notes. These are gained as you scan things and will fall into a few broad categories (nature, constructs, monsters, etc.) So scanning a zombie for the first time might give you a Field Notes: The Undead. Unlike observations, field notes are small tidbits of knowledge on the subject so there is always more to learn about something.
    • Theorems (name still WIP). These are 'crafted' in the research table via a tweaked version of the existing mini-game. They represent abstract thaumaturgical knowledge and paths of reasoning that will help you discover something. They are not linked to a particular research - its just abstract knowledge basically. They do however come in different grades based on the standard mc rarity system (common, uncommon, rare, epic). The higher the rarity, the harder they are to craft. How efficiently the theorem is solved will also impact its quality. A particular research may require a 'common' theorem to learn, but you can choose to use a higher grade research than required for additional benefits - reduction in crafting costs is the obvious choice.
    • Higher tier research might require Lost knowledge. Pretty much the same as it was in TC 2 - ancient tablets, scroll fragments, etc. These cannot be crafted or gained through scanning - these will always be looted from mobs or dungeons and such. You will also have varying types - probably organized by research category (thaumaturgy, alchemy, golemancy, etc.)
    • Epiphanies. The rarest of the resources. You will only ever get a handful of them under very specific circumstances or milestones. Yes, it will basically be a gating mechanic of sorts. Alternatively you might actually get fewer epiphanies than there are researches that require them. I am not 100% a fan of this, but under certain circumstances it could be an interesting way to force a player to go down one chosen path if it makes sense - maybe there are two branches of research that are mutually exclusive for obvious reasons.

    These resources may, or may not be tangible items that you can actually give to other people, or just a counter that is kept on your character. Or both (via config setting).


    Thoughts?




    1. I like the first change. A thaumaturgist performing research is, surely, going to have a goal they are working towards.

    2. Not a fan of #2. Because everyone will just read the wiki anyway.

    3. I love the observations idea. Especially the field notes. In TC5 scanning is really odd as there are a few things gated behind scanning, but no incentive to scan generally. Because you are essentially punished for scanning items ("there is nothing to learn here") it is easy to stop scanning, and if you do see a tab at less than 100% absolutely no clue at all what you might need to scan. I liked the hinting system in TC4.2 where it gave a somewhat obscure clue about what you needed to scan to proceed.

    4. Lost knowledge is, at the moment, super rare. Barrow dens are not that common, on servers other players have looted everything. Until you get to the outer lands. But who needs knowledge fragments by the time you reach the outer lands?
    5. Less epiphanies than researches that need them? not a fan at all. In other games that do that, you can typically create lots of characters, so players get to explore different paths by creating additional toons. In minecraft there is no such option. Perhaps a defaulted to off config setting. It also dilutes your effort: if a player chooses path A, and you do a big update for Path B, they don't get that.

    Posted in: Minecraft Mods
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