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

    I support golems and seals.

    Golem can be steady, dependable and more varied in the tasks they can accomplish.

    They could be more adaptable, cheaper but upgradeable.

    Seals require power, and if they don't have it they don't work.

    Seals are kind of one shot things. they interactwiht each other and one can build a system

    using them, but their rules of interaction are deliberately left clunky.

    One can tend a farm over a wide area, and another might harvest, but a golem would be better at gathering the crops than a wall of wind seals.

    Am I making sense?

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

    Drawback though: what if a node had both arbor and ignis? Continuous forest fire, and nodes like that often show up in jungles.



    What if there was a simple priority system? Each node does one thing, and the thing is determined by the biggest or most complex aspect.
    So arbor would win out in your example but a node without compound aspects would deal the effect of it's largest primal.
    It might still burn the forest down, but lava does that too.
    More ideas for node effects.
    Entropy breaks things downs, stone to gravel to sand,grass to dirt to coarse dirt to gravel to sand.
    Aqua should suck nearby water up. so an aqua over a pool gradually builds up a fountain to encase it.
    Order should affect the terrain, flattening it and making the ground uniform.
    Aer could suck items to it, and hey, this way nodes and their effect could be used for even weirder contraptions.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I like aspects as they are, but I think that they and the energized node beam need to make their peace with one another.The taint management coming back would be absolutely lovely, and I am unsure whether I value the aspects over the challenge of thaumic engineering.
    I loved the fact that magic could mess up the enviroment just as well as science, and have friend who ribs me about my "dangerous habit" whenever we play.
    The new research idea also sound cool, but maybe it should be how you actually get the note, then things proceed as normal.
    "I need an endless source of light and heat" fiddle around at your desk for a day and come up with the raw idea.
    Then figure out how the magic would fit together, and not just blow up in your face. Finally it's the moment of truth as you -actually what would the verb for crucible crating be?
    Anyway, my two cents to vast pile of change.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shiar»
    Updating to 1.8? Hmmm. that's going to be a bit of a rocky road for awhile Azanor... I can only hope that it allows you to continue expanding your horizons without sacrifices or hindrances from the changes.

    As to the polls, I am very happy with the systems in place currently. All of them make sense, aren't too frustrating, and can be understood fairly easily. The people that are decrying the research usually consist of people who are either lazy, or do not want to spend the time needed. Not saying this is the immutable truth, nor completely right, but it is what I have seen and experienced. I think the base mechanics and system are doing quite well.

    I do have to ask though (as people are giving suggestions for the rewrite)... are we going to get any expansion off of taint? Research for/with? Items related to? More side effects? Consequences? This is one aspect of the mod I love, but haven't seen much for it arise in TC4. Imagine if there were two hidden research trees, both originating from differing trains of thought~ Elderitch vs. Taint would be amazing!

    I always want more to do with taint. I think some stuff that would make if feel extraordinarily alive is if it did stuff like grow spined ridges, or form pools of sludge which breed horrors. Maybe add some boss mob taint creatures. Plus tools to exploit it are always cool.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Hello all, running into some unholy lag when attempting to do anything inside an AE2 network.
    When I open a terminal I get up to two minutes of freeze, and then it's laggy while manipulating things inside.
    Also Watching videos it seems my network is slow to update and the channels to rearrange.
    This happen in both SP and MP, though not consistently in MP. (Some terminals lagged me more than others.)
    I am running DW20 ver 1.7.10 with lots of ram and no additional mods.
    EDIT:
    Full system restart or the virus scan seems to have worked, it's stopped now.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from dylsonic»
    guess what I found azanor the eldritch altar I found through creative that you can place the eldritch eye on all four sides of it yet no idea what to do next guess next update right

    Good observation. report back when you find more?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Megaprr»
    This thread has been really quiet lately.....

    Anyone care to share their mental images of what the eldritch dimension will look like?

    I want to see several 'biomes'
    One is a lake of a thing hazardous substance, with stepping stone placed randomly. Above are floating rocky columns, intricately carved with Thing roosting in the crevice for those who dare fly upwards. Also fall of the same hazardous ichor starting and stopping randomly.

    Another one is a mesh over the void, fibrous strands crackling with energy, like walking along synapses. These areas are relatively safe, unless one strikes the fibers. In which case swarms of horrid jelly fish Things descend.

    The final one which I think would be the hardest to code, is something where the gravity is different. Say a giant crater where one has to avoid being sucked up into the maw screaming in the sky. Or a a massive wall with a engraved maze. Step too close and you find your self falling sideways into the maze, and have to block jump out. If the gravity is weak enough to let you jump.

    Overall there should be swarms of passive flying immaterial things. they cluster moth-like around light sources and they can put out torches that way.
    Pools of fluid that aggressively flow towards players, trying to engulf them. (Seek higher ground.)
    Actually I really like the slimes idea. I don't think I have seen anything like that in other mods.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc»

    Then. Then I can stop.

    ---

    I would like some discussion on the cost of moving nodes. They have a 75% chance of degrading quality each time they are bottled, and while capturing them from the wild this is "ok" (allthough it does reduce the excitement of finding a bright node), well, I already have a problem in Minecraft where my builds end up looking shoddy and unfinished because I run out of space and need to move stuff around. And that node room I made when I was building with dirt is now a fixed place structure as I cannot move any of the nodes.

    I really would like a way to move nodes short distances without damaging them.

    May i bring up my node sledge idea.
    Essentially you make the multiblook around the node you want moved. and hit one side with a wand.
    the multiblock moves one block in the direction you punched, assuming there is space.
    No problem with taking the structure down, it just is somewhat expensive to build, you have to clear a 3x3 path and each moevment costs some ordo.
    Posted in: Minecraft Mods
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    posted a message on {V6} Steamy - Exploration Steampunk (Minor update!)
    Been feeling tremendously inspired by flicking through this thread. Might post some stuff of mine here if you don't mind. after all this one squid-chappie seems to have a monopoly on the images around here.
    Posted in: Resource Packs
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    posted a message on ThaumicNEI - An NEI Plugin for Thaumcraft 4! v0.1.2
    aspect search is going to be great.
    Posted in: Minecraft Mods
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    posted a message on ThaumicNEI - An NEI Plugin for Thaumcraft 4! v0.1.2
    consider adding a thing that tells you whether you can craft that yet.

    (whether it's researched.)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»


    Is the second from right an un-aspected banner?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Oh God... I just got a look at some awesome thanks to Vazkii's Twitter/FTB Forums account involving some future things for Thaumcraft.

    I really wonder if I should spoil it..







    for those who want to look ahead into the misty future currents...
    I must say I am pumped though.
    Posted in: Minecraft Mods
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    posted a message on Balanced skin transparency.
    I have edit ThequoreeZ's suggestion into the OP, it seems one of the best so far.
    (Bummed I didn't think of it.:))
    Posted in: Suggestions
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