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    posted a message on Thaumcraft 3.1? (not 4)
    double post. second please.

    edit.: how do i delete this?
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Quote from TrinityGamer

    I don't like the idea of getting rid of THAT many Aspects, but i DO agree that several aspects are pointless (The snow one is basically just wind and water, so it's pointless, you have 3 different aspects for earth, and several different aspects for plants. that's too many), but i don't think dropping to 10 would be great. Also, the thing that i've found most annoying about the aspects isn't that there are two many aspects, it's that there isn't enough things to research.

    If you add more things, like 'thauma-window (a 1 way window that doesn't shatter when broken), or things like that, it would make the aspects issue go away, and it would make the game more robust. other thing that could be added are things like: Thaumanic helmet of waterbreathing, sky island's thaumanic-vest(has wings, let's you fly), thaumanic boat/Cart, thaumanic-live-stock (sheep that drop magic wool and stuff like that), Thaumanic-plants (like a flower that causes any animal/monster that touches it to catch on fire, or a flower that gives off light), or a biome-matizers (throw a forest biomatizer, and the biome slowly becomes a forest biome - it would help get rid of the stupid snow-biomes. T_T). The list goes on and on, but the point remains. there really isn't much for people to research at the moment.

    BUT if you DO want to drop it to a lower number or aspects that badly, at least choose a number that's considered important to magic ( 3, 7, 9, 12, 13, 24, 27, 30, and 31 are all very important to pagan beliefs, so 13 would probably be the best number for you, especially as it is considered the most important)

    Also, a way to cut down on the aspects without having to actually get rid of them would be to make people use a 'fusion aspect' with 2 basicaspects, in order to get an 'advanced aspect' like combining water, air, and fusion aspects to complete the 'golem' (ice) aspect, it would make the game need less aspects, but also make it more interesting.

    --------------------

    Anyway, if you are going to go with 10, then here's an idea for the aspects:
    1) Earth
    2) Air
    3) Fire
    4) Water
    5) Lightning -This would take care of the 'mechanical' and 'Electrical' aspects: Machina,
    6) Life
    7) Death
    8) Magic
    9) Yang Energy - This would take care of all the Phisical Aspects: Imperito, Motus, Potentia, Tutamen, Telum, Fabrico
    10) Yin - As yin stands for 'spiritual energy' and 'thought', it would get rid of Animus, Cognitio, Visum,

    If you are willing to do 13, here are 3 more:
    11) Fusion/Synthesis/palmerization/whatever - combining and joining things. (Duh), We kind of need this for the alchemical stuff.
    12) Mistisisum - for the Sonus, Tempus, and Vinculum
    13) Growth - No, i'm not talking about plants, i'm talking about in general. it would be cool if we could make animals instantly grow up too. this aspect could help make things like that.



    Hm.. I say instead of having Auro nodes, you could have Monoliths/statues set at randome places, the hold only so much 'vis', and the 'vis' recharges over time, but objects that need vis drain it when they come with in a certain distance.


    lightning could easily be expressed as a fire/air combination, so that aspect is already redundant imo.

    i agree with the classic 4 elements, that already symbolize the physical world (and even energy with fire involved). so making an extra aspect for that isnt really needed either.

    i do agree with a spiritual aspect. whisps would probably still be represented by the elemental aspects and animus. so would probably things like ghasts and mayble blazes.

    the skellettons and zombies by a death aspect. (maybe even death + life, since they are in the realm in between. or death + magic).

    plants and animals by a life aspect.

    everything related to other dimensions, like the end would be represented by alienis as in thaumcraft 3.

    a pure magical aspect would probably be a good idea too, i agree.

    that makes 9 total.


    important is, if there where more to be kept, they should at least be absolutely different from the rest. like you cant represent time with the aspects mentioned above. but you can represent chaos by time and fire. (entropy)


    just imagine the idea of having less than 10 aspects for a moment. and world generation in tc4 creates landmarks like the obelisks or barrows for you, to venture out and find. so you can use them as sources for the aspects.

    if there where too many aspects, it would be a pain to find them all, and work with them all, since you have to cross such large distances over multiple biomes, everytime you want to charge your wand to craft something. or they would have been cluttert tightly, that they arent rare and special anymore.

    imagine there are still 30 aspects, and you would want to charge your wand with the fire aspect. so you go out into the world to find a node. and you walk through 3 biomes and realize, that you have come across half of the other aspects and still havent found fire.

    or maybe youre unlucky with your world gen and that one aspect youre looking for, spawns in a biome you just cant seem to find, because you come across 3 jungle biomes already.

    with less aspects, you would have a general direction, pretty much everywhere where you know to look for it. you know fire is found near lava, so you dig into the earth and search for underground lava lakes. or you find a lot of it in the nether.

    you look for water and search for rivers and oceans. etc.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Quote from ROCKDUD

    If you were to read the thread, you'd be aware that Azanor is planning on a skimming of the aspects rather than nuking their number. More aspects are needed to do a greater variety of things. He's thinking around 24. Having only 6-8 would kinda kill a lot of things.
    A casting system is really all that Thaumcrafty. More an Ars Magica thing. If there were a casting system in thaumcraft, a wand's ability would probably be as varied as the hover-mode on a jetpack.

    But don't take my word for fact. I can't remember everything that's gone on in this thread.


    no, i think he should definitely nuke them down to around 8. there are just too many aspects without use in the current version. especially, if hes intending to change the nodes into finite sources of aspects.

    he would either have to overflow the world with these things, to have every aspect covered in a sufficient amount, or they would be so rare, that it would become a major nuisance to find the node for the aspect you require. for example, if nodes would be distributed the way they are now, even with 30 aspects it would take such a huge amount of time to find a specific one.

    i would rather have a few very clear aspect nodes, that are marked by world generation features, with the rarity of silverwood trees, obelisks, greatwood trees, dungeon hills etc., scattered across the landscape. not so rare, that you have too much trouble finding them, but not that the landscape is scattered with nodes either.

    for example, earth nodes found in the hills, generated in the mod or underground, life nodes found in silverwood and/or greatwood trees, water nodes on some landmark, you can find out on the ocean, fire nodes in deserts and near lava lakes, like he already mentioned, air nodes on top of monuments on the highest mountains, alien on the altars.

    basically cut it down do a handful of different aspects, connected to interesting landmarks for us to explore.


    the only thing i dont really like about the idea is making the sources for our magic finite. it might create the problem of having to go further and further out in the world to keep working with it. its hard to build and maintain a permanent base like that, which i personally like.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Zurxees

    I LIVE BY THOSE CREEPY FOUR-FACED OBELISKS! I TOLD MYSELF I WOULDN'T LOOK UP ANYTHING THAUMCRAFT TO KEEP THE MYSTERIOUS-NESS, BUT I LIVE BY FIVE! FIVE OF THOSE CREEPY OBELISKS ALWAYS STARING AT ME!!! PLEASE, TELL ME IF I NEED TO BE CONCERNED ABOUT LIVING OR THE WHOLE BALANCE OF THE WORLD FOR THAT MATTER WITH THESE THINGS AROUND!!!(Sorry for the caps, this was URGENT)


    i dont think it should be a problem. probably should try to find out, if any one of them have whisp spawners and remove them.

    i can imagine a bunch of aggressive whisps are quite dangerous.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    i really like your plans on reducing the amount of aspects, and stick with 6 to 8 or so. the idea of adding so many didnt seem like to be working out well, especially since some of them (the one with the tree symbol, forgot the name) where pretty much on everything, but only used in one or 2 recipes. i think there where even aspects, that wherent used at all. they just started to kind of staple up as essentia phials in my chest.

    fire, water, earth, air, life, death, alien (for the endermen/the end etc.) and maybe something for the nether like spirit, should suffice.

    and while i really liked building all these different wands and tools that where added to the game by you (theyre really great and a lot of fun), they where starting to clog up my inventory, without extra mods installed.

    i hope youre keeping most of the really fun stuff like the golems and the magic mirrors though. they where the best part of the mod imo. i loved the use of the hand mirror combined with a golem at home. same for the golems managing my farms and all that stuff.

    a lot of what made your mod fun and cool where the unique items you could craft. and while you want to do a casting system, i hope the better items will still stay.
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Ako_the_Builder

    Arcane Levitators placed above the drop make you fall slow and take no damage, you can see a stack of 3 levitators (that I've just dumped in mid air) above my down hole on the vid I linked


    nice, thaks for the info. i thought stacked levitators would just make you elevate faster and higher.

    does anyone know how enchantments stack? for example if i put thorns on multiple armor pieces, does the % stack additive? so it would be worthwile to enchant 2 of them with thorns 3, because it would get me up to 90% reflection chance. but it wouldnt be worth to put it on a third item, because i would get above 100%.

    or does every item have an individual proc chance, so an enemy could possible take 3 times the damage?

    the wiki states, it reflects damage on attacks, so i guess that includes projectile attacks?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Ako_the_Builder

    If you have twilight forest and can get hold of an uncrafting table enchanting thaumium armour(and weapons) is very straightforward. Enchant the armour, if it has repair on it good, if not put it in the uncrafting table and take a thaumium ingot back, then just put the ingot back in and recraft the armour. It is now unenchanted so you can try again. Rinse and repeat until you have repair. Will obviously cost you 30 levels to enchant the armour each time and a couple of levels to uncraft the fails so an xp grinder helps.


    sadly, i dont have twilight forest installed yet.

    but i just built an arcane elevator in my home and hooked it up to activate on a button signal. since i had to build a signal extender anyways (to get a longer signal), i used noteblocks for the filling blocks between my redstone repeaters. now my elevator plays a little 3 note jingle, everytime i use it XD

    i love that thing. only problem is coming down. is there a way in vanilla or thaumcraft, to negate falling damage, when dropping on the elevator? feather fall enchantment only seems to reduce it somewhat.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Ako_the_Builder

    you can get repair on books yeah, takes some luck though.


    thanks! so im not gonna gamble with the rest of my thaumium armor and just wait until i have the proper enchantments. then put them together.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Ako_the_Builder

    Thanks for the awesome mod Azanor, just finished my warded thaum tower:


    check the enchanting page on the vanilla minecraft wiki, you can't have more than one type of protection enchant on a piece of equipment.


    aw that sucks. and i finally got one with repair. oh well. can you still get the repair enchantment on books by the way? (other than dungeon loot)


    edit.: oh hell yes. i just enchanted another thaumium armor, because i had one extra. got repair 2 and protection 4 on it. pretty happy about that :)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    im trying to enchant my thaumium armor with protection on the anvil. it already has 2 enchantments, repair 2 and fire protection 3.

    adding the third enchanttment doesnt seem to work for some reason. i checked with other book enchantments and thorns 3 seems to work, while projectile protection 4 doesnt work.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Mexahoid

    Hey guys, I played with Thaumcraft 2 (nostalgy) and remembered hungry chest from there. It'll be cool, if in Thaumcraft 3 will be Wooden golem - baggage man, which will have inventory like a chest and walk up to you. And you can give him commands - Stop or Follow.

    There is already a Decanting tallow golem in new version. Maybe Baggage man will be craft like Decanting golem, but instead of Warded jar there will be Hungry chest and strength version of wooden golem instead of tallow golem.

    How do you like the idea?


    there is better. keep researching, until you reach the magic mirrors and the hand mirror. wood golems are currently dedicated for picking up loose items on the ground. and what is this new version you speak of? oO

    i thought if there was anything new released, it would be updated here.


    Quote from malfunctionMC

    they do talk to one another... both ShadwDrgn and Azanor play on the forgecraft server, and frequently bounce ideas back and forth.

    as for one mod incorporating the other... why? they work quite happily alongside one another, you can already make soulshard spawners for Thaumcraft mobs. and there are forms of magic already planned for soul shards.

    Single gargantuan mods need a whole heap of dedication (or a large team) as with too many features to stay on top of, many of the flaws can get overlooked as new toys are always prefered over hidden background changes that the end user never actually notices... Instead, it is far better for mods to focus on specific areas. when you get two or more mods that do similar things, the mod makers can draw inspiration, ideas etc from each other, then incorporate the flavours that suit their mod... this leads to all the mods becoming better overall.


    im not entirely shure about that. the soul shards mod is currently just a very small mod for once. it doesnt change a lot to the game, not as close as big as thaumcraft. they fit thematically well together, but one of the reasons i would like it to be integrated in tc3 is, that azanor is a lot better with graphics and particle effects. if he would do the graphics, if he would do the graphics and it would be included into the research system, i can see it having a lot more flavour.

    as for mods being developed individually. i know they try and keep the mods compatible, but it also seems to have its drawbacks. dont all the tech mods use different energy sources for example? blue energy, red energy, minecraft joules and all that stuff. why not combine it into one system instead of using so many different sources, while still focusing on their own area? pretty much all of them are using pipe systems and engines and stuff like that. they could decide to actually work on these mods as a whole and use a single pipe and energy system, while still making them able to stand on their own individually. separating thaumcraft and the soul shards mod seems just as uneccessary complicated.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Daemonflayer

    I find regular straw golems are still fairly useful as they allow me to, after setting up my fields, completely ignore them for a bit while I deal with other things. When I come back, I have an empty field and all of my harvest. While the smart straw golem is certainly more useful, it is also a bit further along the tech tree. I want to spend my time researching, not being a farmer all the time.

    The basic golems are still a big step away from Steve the Survivor and towards Steve the Thaumaturge.


    Edit: Incidentally, is anyone else looking forward to being able to use the hopper and dropper from 1.5 to automate the infernal furnace entirely?


    ive already done that with golems. i put a dispenser into the wall on top of my infernal furnace and hooked it up with a lever and a signal repeater. its acessable from the side. an advanced clay golem picks up all the ores from my ores and metals chest and puts them into the dispenser. i closed the top of the furnace off with nether bricks to make shure, the items that are ejected fall inside.

    on the bottom, the items fall into a hungry chest (of course you can use wood golems, but these chests are kind of cool). and a stone golem, placed next to the chest brings the products back into the ores and metals chest.

    of course, if you have a mod installed that adds a lot of ores, you can have a separate ore chest and have a regular clay golem put anything from it into the dispenser, and a regular stone golem to put any products from the hungry chests into your chest for your metals.

    of course this requires you to go there once in a while and flip the lever, until all your ores are processed. but youre going to be able to do a lot of other things in the meantime.

    i really hope with the redstone update, they will make it possible to put redstone on vertical walls in vanilla, without using tons of tech mods or having to use redstone torches to transport the signal in a weird way. what i also would want them to do is finally allow us to build micro circuits, so simple setups dont take up ridiculous amounts of space. technically you could fit an 8x8 redstone curcuit into a single block. there is already a mod out there, that allows us to do that. thinking about downloading it.


    edit.: i should learn to read the other posts first. so yea, what steelflame said.



    incidentally, since i was speaking about the hungry chest. what about bottomless chests? a chest, that eats up all the items, dropped on top of it and destroys them. you know, fancier than a lava garbage can for all that junk zombie flesh and other things you dont need.

    it would be really cool, if there was even some small benefit of destroying those items. like a small proc chance, that it ocationally spits out something more worthwhile in return. like one or the other iron nugget from a stack of junk. (just make it a very small chance for a nugget).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Steelflame

    Regular ones still work for the harvesting of sugar cane, melons, pumkins, and nothing stops you from using something like a RP2 seed bag to go back and replant every day or two.


    Although I will say that I wish I could go back and upgrade previous golems, that would be a useful feature. Then I wouldn't feel too bad about making my straw golem and then upgrading to a smart straw once I have gotten lucky enough to get the smart core research.



    nope, i tested it with the golem, i made. they rip out the shugar canes completely. its the same was with the wheat and other harvest.

    regular straw golems are pretty useless, considering you could do that yourself in a few seconds. the point to them is, that you dont constantly have to return and maintain your farm. if you have to replant your stuff anyways, you might aswell take a few seconds to rip it out first. they really dont serve much purpose. there is no reason to build any of them ever, until you can make them smart.

    its different with other golems, where regular ones are often enough for my purposes. and sometimes i make advanced versions for more complex tasks.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Mexahoid

    Is it possible to add Obsidian golem worker? I think, there are totem blocks (like other recipes), brain-in-a-jar instead of core and it requires 16 praecantatio, 16 cognitio, 8 animus and 8 victus aspects to craft. They can be helpers with crucible - click on it by staff (appre3ntice, adept or thaumaturge - what will you give him).
    I changed texture of wood golem - obsidian golem can be like this:


    i dont see a reason to switch to obsidian for lab golem workers. after all, the tallow golems are doing a nice job so far. and since there are no intelligent and advanced tallow golems yet, there is a lot of room for improvement, to have them perform more complex tasks.

    the texture looks good so far though, i like it. should be used for another kind of golem imo.

    i would also be interested in a flint golem worker (nice black and smooth texture), that can craft items (placed in his inventory slot) from the components in a chest, he is placed on, and put the product into another chest with a marker.

    maybe a wool or leather golem, to maintain animals? they would have the same interface as intelligent iron golems, for the different animals theyre supposed to maintain. they would feed the animals nearby once per day at sunrise from the item in a container they are placed on.

    smarter versions could maintain a specific numbers of the animals. for example, if you tell him to feed your cows and maintain a number of 6, he would first feed them and then start killing grown up cows, until their number dropped down to 5 again.


    also, we should get rid of regular straw golems. i cant see a scenario where they would be useful. accidentally made one and i have no idea what to do with him now, since all he can do is rip out your wheat without replanting it. maybe the regular straw golems should just be the current intelligent version.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from SgtHardPlace

    Apologies - I wasn't clear - I've tried constructing them both within the 24 block limit and outside of it, and the only arrangement that has functioned correctly (i.e. the wand lost 500 vis and the Core animation occurred even though there was no node near enough to pull) was one that was beyond the 24 block limit of the original moved node.

    Every other core-totem setup I've tried has not worked - no animation sequence, no vis loss in the wand.


    maybe youre moving a node you cant see. might there be one in the earth, below our construct?
    Posted in: Minecraft Mods
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