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

    initial reaction of this versions research mechanic:


    i feel like it is balanced much batter than before in terms of research points. ive had a lot of notes where i ran out of a specific aspect, just barely completing it.


    on one of the notes i actually made a mistake, and it turned into a real head scratcher of how to solve it from there. i had to rethink a certain path without one of the primals. got it solved in the end, but i feel i generally have to be more careful than with the initial pool in 5.0 which is a good thing.


    as far as the gating mechanic goes in terms of unlocking by scanning things, it definitely feel like it could become a problem for people who are less experienced with the mod. like someone already mentioned, it might be a good idea if research fragments could be crafted into notes that grant small hints of where to search to progress further.


    like a small note and a scatch of a golem to give a hint for example.


    the experience gating feels pretty good overall. completing notes to collect experience, and spending it on other research to buy.


    thank you for the leather recipe by the way :D


    edit.: oh, another thing. the golem crafting is absolutely amazing. i feel like this has really potential to be expanded on with a lot of different materials, that grant the golems a variety of traits.


    this has the potential for almost tinkers construct level complexity for every imaginable material.

    Posted in: Minecraft Mods
  • 0

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

    yup, this was a good decision. amplified world + grapple focus = spiderman :D


    Quote from ariosos»

    Storage Drawers is updated for 1.8.9.



    Now,
    I'm just wondering how to deal with the hungry nodes (saw one in
    testing - not sure if it's the same effects) if it starts eating
    terrain, and I'm not that far into Thaumcraft, or only use Thaumcraft
    for a few items only and don't bother with the rest of the mod.

    ah, nice. thats gona help.
    Posted in: Minecraft Mods
  • 0

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

    so.... are we gonna be sticking with version 1.8.9 of minecraft for awhile or am i gonna have start build another modpack again in like a month. Pretty sure we should just stuck with 1.7.10 but i guess that was up to aznor. cause is anybody really gonna not get the new version of thaumcraft?



    you dont have to chose. its possible to keep playing thaumcraft on 1.7.10 and the new version on 1.8.9.

    Posted in: Minecraft Mods
  • 0

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


    But inventory tweaks is out for 1.8.9... http://minecraft.curseforge.com/projects/inventory-tweaks/files

    whut? i didnt see it listed on the curse forge site. must have missed it. thank you very much.
    Posted in: Minecraft Mods
  • 0

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

    the sudden realization that 1.8.9. doesnt have inventory tweaks.



    since were at it. iron chests didnt update yet aswell. anyone know of a good storage mod for that version? preferably with barrels.


    i just like certain utility mods to go along with thaumcraft. i know already im going to miss the dolly just to reorganize chests.

    Posted in: Minecraft Mods
  • 0

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

    YES!


    edit.: gonna make an amplified world just for the grappler :D

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


    Yep, he is on forgecraft, a server that is pretty much hosted for mod testing and mod showcasing for mod developers, pack developers, texture artists and so on... and also for them to have fun/stream/record LP on bleeding edge mods and platforms. The hook, if it's there, it's legit. it's been like that since... i have no idea but a long time. Since i've been in modding, and probably a long time before that.

    (Info regarding Forgecraft servers might not be 100% accurate :D)


    edit: It's on-invite only


    pretty much sums it up. its to note that a lot of modders play on forgecraft, and theyre often exchanging ideas, work together on some aspects of the mods and create cross mod compability and sometimes cross mod interaction.


    for example xcompwiz, the author of mystcraft made an api called looking glass, that might also be used in the portal gun mod in the future, and get picked up by other mods.


    azanor has been occationally on that server himself. most of the time if anything changes or gets added to a mod, it pops up on forgecraft first.


    the video already showed the thaumcraft grappling hook, large texture changes to blood magic (way of time also talked about an overhaul of some of the systems), extra utilities 2, and they mentioned bigger changes to tinkers construct.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hman745»

    I wasn't aware of any grappling hook. Where can I find it?

    it might not be implemented in the curent version yet. just seen it on a direwolf20 video. they opened up forgecraft 1 with 1.8. mods and it has thaumcraft.


    they showed off a new wand focus. it seemed to work really smooth aswell.


    from what ive seen, its insanely fun. they had these super large birch trees near spawn and said, its amazing to use the focus to swing around from tree to tree.


    i can also see this really useful to move around large caves.

    Posted in: Minecraft Mods
  • 0

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

    dear god, the thaumcraft grappling hook. im gonna build a treehouse in a natura redwood, just so i can constantly use this thing and swing myself around.

    Posted in: Minecraft Mods
  • 0

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


    To be honest IC2 without GregTech is kinda OP. But GregTech in a nutshell:

    "What 4cubic meters of Sand+5gunpowder is supposed to be TNT? nonononono you first need some sulfuric and nitric acid, toluene from charcoal, a microchip and some advanced wires, seriously gunpowder? What do you think Minecraft is? A kids game?"


    I don't think any recipe in TC should be nerfed, but maybe the research could... well Azanor is on it I think.




    ic2 without gregtech is already so grindy that its unbearable.

    the resource gating and the amount of crafting required for the simplest machines is ridiculous. ive tried the mod on its own once without other mods like applied energistics that add autocrafting or mods that add quarries to the game. just vanilla mc with ic2.

    never again.

    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    hmm. doesnt make much sense for a wizard to take increased damage from the element hes attuned to.


    shouldnt physical damage be the opposite of an arcane wizard? imo arcane seems to be the "general" affinity that benefits all spells due to the cost reduction and 0 mana cost proc.


    the same way physical damage is very prevalent in the minecraft world due to most mobs and players hitting you with arrows, swords or their fists.


    imo it would make more sense if the arcane wizard took increased physical damage instead of magic damage as a drawback to his affinity.


    plus, it makes sense for the general idea of most fantasy games, where wizards are devastating forces when they throw spells at you from a distance, but are weak to physical (especially melee) attacks.


    i also have a question about the buff power modifier: how does it interact with debuffs? will it increase the level of a debuff on an offensive spell, just as it increases the power of a buff on a defensive spell?

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    THAT 1.7 terrain generation though. good luck finding desert nova when minecraft absolutely refuses to generate anything but forests, plains and mountains.


    is there any way at all to generate that stuff? considering its being used for a lot of important stuff.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    ive just had a neat idea for the liquid essence.


    something similar to railcrafts firestone would be really cool. like a craftable crystal, that when thrown into an essence pool sucks it all up and saves it. you could then put the stone into an obelisk and it would burn through the stuff until the stone is empty again.

    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Mithion»

    It'll update whenever the community wants to update it - the mod's open source now. I'm just doing a few last things as far as updates go, and then stepping back and simply curating the github page.

    will you still consider making additions as far as spell effects go? because i had a couple of fun ideas.


    spell modifiers looting/fortune

    bound shears
    bound fishing rod
    bound armor (mage armor)

    polymorph (self/others depending on the shape) - phylactery part of the recipe. this one could be really fun. polymorphed mobs/players would gain the attributes of the creature they turn into. for example turning someone into a zombie would cause them to catch on fire during the day.

    for example, have someone who steps on a rune turn into a bunny. or turn yourself into an elemental.

    volatile (modifier) causes summoned creature to explode like a creeper. ever wanted to summon exploding sheep at your foes?

    summon mount - phylactery part of the recipe. this could potentially be very fun. any mob summoned by this spell could be mounted. this includes flying mobs.


    disintegrate (spell effect). combined with a target block. this effect destroys the targeted block type. for example if you want to make a mining spell something like aoe dig, combined with this effect you could add this multiple tmes to destroy stone, dirt, gravel etc. instead of mining it.

    maybe this could even work on damage spells to destroy mob drops. like if you dont want your inventory filled with bones and rotten flesh while youre fighting mobs.


    a spell modifier that causes items to be sucked up into your inventory like previously mentioned (either on mob kills or mining blocks) would definitely be great.

    Posted in: Minecraft Mods
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