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

    I'm always a fan of thematic redundancy (stat differences, variances, new designs) to get flavor and progression across. As long as it makes sense and isn't too much of a pain for the texturer/modeller, much less to code.

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

    Pipes: eh, maybe. Essentia needs a good way to be moved and transfusors are not always an option, although I love-love-LOVE the render they use. (Pipes with windows in them, perhaps. . essentia tubes always felt a little wimpy and small.)


    Vis: Maybe? As long as it has a 'presence'; the raw Magicstuff. It's more of an annoyance than anything to regenerate a specific type-- and the wand cores are only so useful with regeneration when most foci use more than one type of vis. Maybe they could come with some perk like inherent Focal buffs or Potency for specific wand foci? Plus, if you don't have to worry about types, maybe you could make a 'ley line' phenomena between pure-vis nodes.


    Essentia: Keep essentia intact, as it's what makes a lot of Thaumcraft into. . well, Thaumcraft. It's fuel, it's Conceptstuff, et cetera.


    Flux: AAAAAAAA I've complained about this already, recovery of an area should never be totally impossible without deliberate user failure. Currently it's very easy to cause an unrecoverable situation.


    Flavor: Vis types aren't a huge source of the flavor, though I like the fact they color nodes (maybe some closer tie-in with the Essentia mechanics, like some form of. . condensator, or a research-grabber-wotsit). I think a part of Thaumcraft's flavor is its design (see: my previous suggestions on infusion stabilizers), its 'feel' (bizarre mysticism), and just how magical it really is. Perhaps more abstract notifiers of vis quantity than numbers could be used, like ranks of how charged/dead an area is?


    TL;DR: Give more power to the player (don't necessarily nerf flux, at least not too much), narrow down Vis to just Vis (compound nodes are unnecessarily confusing, if pretty, and we no longer energize them anyway), don't touch Essentia, maybe slightly rework tubes but consider keeping them. Also add more sp00ky.

    Posted in: Minecraft Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks
    Quote from jawdylawdy»

    Oh hey. Since I just noticed this thread, I figured I might as well share something I've been working on: Furniture. Like, really detailed furniture. http://imgur.com/a/b4cai


    Blocks used are Greatwood Planks, Green Wool, Brass Blocks, and Ancient Rock. Not sure how much I like the Ancient Rock as a surface texture, but it does make great stairs (which I intentionally didn't screenshot, since they're not finished).


    Also, small bug, when I tried to "round out" the corners of the green wool, and fill in the holes I made with greatwood bits, the prop snapped back to square edges when I added something new. Not sure if I'm explaining that entirely well. I was using the Drawn Region setting, and did in fact try it using just my creative bit and the chisel in survival.


    Oh, nice! I love Thaumcraft-themed furniture-- you should keep a running album for your creations and add more to it, I love seeing the intricate designs people come up with.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Just a heads up. I want to rework the entire infusion instability system. The current "spam a million candles" system is terrible and I need to find a better solution. I still want to keep the flavour however. Suggestions are welcome.




    Belatedly, I want to say that 'higher tier' or more worthwhile things such as crystal skulls, odd mini-totems found sitting around Crimson Cult experiments, and floating lexicons of inscribed knowledge ripped free from the Outer Lands would be great for infusion stability-- they add injections of flavor and design, so that you can make something that looks tasteful and not-spammy at the cost of the higher difficulty in production/acquisition. Perhaps certain objects might benefit certain altars more?


    EDIT: (credit to MalkContent for the skulls idea/really, all of this)

    EDIT2: In addition, specially oriented infusion artifacts would:

    1. Evoke ye olden TC2 days of flavorful curios to collect
    2. Be awesome study/lair decorations
    Posted in: Minecraft Mods
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    posted a message on Better Rain v0.15 (bug fixes!)

    The "plip" noise (water on stone) is very. . rough, it sounds more like somebody snapping their fingers. And it plays to an obscene frequency during rainstorms, like the end of a beat poetry slam, snap snapsnapsnap snapsnap snap. It's making it a bit hard to enjoy the storms that are normally quite relaxing. Can it be disabled or reduced in frequency somehow?

    Posted in: Minecraft Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks
    Quote from AlgorithmX2»

    I thought I would share what I'm currently working on, http://imgur.com/a/fl7Q7 ... In the silliest manner I could come up with.



    If you couldn't guess from the pictures, its fluid bits.


    Finally, the cups I create can be filled with water. (and/or raw sewage)
    Posted in: Minecraft Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    How'd you create that micro terrain, exactly?

    Posted in: Minecraft Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    I decided, as a test of C&B's (and my computer's) functionality, to build some Menger sponges. (In short terms: recursive boxes with holes in them.) I actually got up to partway through the 4th iteration before my computer literally did not have the memory or processing power to tesselate?/render lighting updates ingame, causing it to slow to a crawl when I placed any sort of bit or block. Here comes math! For reference, the 3rd iteration (the last complete one) contains 8000 voxels. The fourth would have contained 1.6 x 105.



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

    I believe those totems are from Automagy.

    Posted in: Minecraft Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    Here's an idea: the Pattern Punch. When you put a pattern in, it converts it to some discrete string that represents the positioning of bits and whatnot, then saves that pattern to the player's personal library. Each entry in the list has a little icon rendering what the pattern creates, and with the touch of a button, it can be translated onto a blank pattern card (blue or red tinted for respective types). That way, you can transfer it from world-to-world as long as you have a Punch, and others can save to their libraries if you pass the pattern to them. Possibly a renaming system, as well.


    EDIT: Unlabelled patterns would go 'pattern 1', 'pattern 2', otherwise it'd be sorted alphabetically.

    EDIT2: For 'superusers', ideally there would be a way to access + copy the 'string' and then paste it to be interpreted, so people could share their designs in spoiler tags.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 5 Add-On: (now with screenshots!) CODERS NEEDED

    I feel as if the merciful nature of some things in the addon may be partially a response to the nigh brutality of some of the flux-producers in early/current TC5, like the Infernal Furnace, Tainted Nodes, and Arcane Levitators. I'd appreciate clean-but-expensive, hard-to-automate things since I don't play with automation mods much anyway.

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

    Hello Azanor,

    Flux is now a little problematic now. There is a lot of stuff, that players don´t use, because it produces flux. For example inferal furnace is better, than vanilla furnace, but not much better. In TC 4 it had no drawback, but now when it produces flux, players don´t use it.

    1) Maybe there should be some kind of device, that would consume flux instend of vis. It should be expensive and quite dangerous to use, but it would make flux less dangerous or even a bit useful (some tainted plants plantable by player or tainted wand, that could consume flux to recharge vis

    2) Flux could disappear naturaly after some time, but it could cause more problems, not only taint. For example, flux could corrupt player´s mind and sometimes give him small amount of temporary warp.

    3) Alchemy should produce less flux. Player needs to create a lot of alchemy stuff at the beginning, when they can´t or don´t know how to deal with taintso it´s quite easy to cause world corruption.

    4) Golems chould also produce small amount of flux to be more balanced. Now they´re very powerful, but also completely safe to use (and almost nothing in TC 5 is completely safe).


    1: I'm all for this. Seems good, though I wonder what the dangers would be.
    2: Perhaps, as long as it doesn't give a ton really quickly.
    3: Certainly.
    4: no

    We have enough sources of flux and it's already really easy to ruin yourself with it. We shouldn't be punished for using Golems-- what could they possibly do to create flux? An issue with the Press, which doesn't waste essentia? Operating costs?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    My Thaumcraft wishlist:

    • Essentia Reservoirs.
    • A better way to clean taint/flux, a la that TaiNT suggested earlier.
    • Crystal clusters for decoration again.

    That's basically it for actual 'things missing'. Of course, more Biothaumaturgy is always exciting to me.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Is it possible to use only the shader content and disable the rest of Optifine, to avoid its conflicts with mods such as Thaumcraft?

    Posted in: Minecraft Mods
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    posted a message on ArchitectureCraft

    :O!!


    Thaumcraft, Blood Magic, Chisel, Botania, ArchitectureCraft (yes, I consider it very much among the best!). . 1.8.9 is such a sudden renaissance in the modding community. I'm happy that so many made the hurdle. Others still like 10pak's mods are skipping right to 1.9 when available.


    Thanks for the quick reply, Greg_Ewing!

    Posted in: Minecraft Mods
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