I am currently talking with someone who has shown an interest in maintaining TC. We are still working out the details.
- Ranun
- Registered Member
-
Member for 11 years, 1 month, and 9 days
Last active Fri, Apr, 10 2020 03:16:47
- 0 Followers
- 71 Total Posts
- 1 Thank
-
23
Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods -
3
ShadowKoneko posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsThaumcraft is literally the only reason I have to play minecraft. <3
-
518
Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsI had been wrestling with the decision for a while now, and unfortunately I have decided to stop working on Thaumcraft and other mods.The simple truth is that between IRL commitments, work and studies I simply didn't have enough time to devote to modding. Something had to give and unfortunately the obvious choice was modding.
"Thaumaturgy... which giveth certain order to make strange works, of the sense to be perceived and of men greatly to be wondered at." - Mathematicall Praeface to Euclid's Elements (1570), John Dee
Thaumaturgy is the capability of a magician to work miracles. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle worker.
This is what this mod is all about - drawing magic from physical objects in the form of Essentia and reshaping it to perform miracles.
Thaumcraft 6+
Simply find some vis crystals in the world, mine them and follow the clues.
Earlier Versions
The first thing you will need to craft is a wand. The first one available to you is the Iron Capped Wooden Wand crafted as shown here (using a stick and iron nuggets):
You then place a bookshelf in the world and right click on it with the wand. This gives you the Thaumonomicon which explains almost everything else you will need to know about Thaumcraft.
Suggestions are welcomed here
Go check out some unofficial wikis here, here and here.
Please help support me via Patreon Also go check me out on Twitter @Azanor1 for announcements and such.
Direct Download Links6.1.BETA26 for Minecraft 1.12.2
Older versions6.0.BETA8 for Minecraft 1.10.25.2.4 for Minecraft 1.8.95.0.3 for Minecraft 1.84.2.3.5 for Minecraft 1.7.104.1.1.14 for Minecraft 1.7.24.1.0g for Minecraft 1.6.44.0.5b for Minecraft 1.6.44.0.4c for Minecraft 1.6.43.0.5i for Minecraft 1.5.23.0.4c for Minecraft 1.5.13.0.3 for Minecraft 1.4.73.0.1c for Minecraft 1.4.63.0.1b for Minecraft 1.4.52.1.6d for Minecraft 1.2.51.2.6 for Minecraft 1.1
For ModdersThaumcraft API for 6.1.BETA26Thaumcraft DEV Build for 6.1.BETA26Thaumcraft API for 6.0.BETA8Thaumcraft DEV Build for 6.0.BETA8Thaumcraft API for 5.2.4Thaumcraft DEV Build for 5.2.4Thaumcraft API for 5.0.3Thaumcraft DEV Build for 5.0.3Thaumcraft API for 4.2.3.5Thaumcraft DEV Build for 4.2.3.5If you want a slightly more cutting edge version of the api, go to my GitHub
Language Localization and bug reportsI have set up a Git repository so people can easily add localizations and create issues for bug reports - HERE
Thanks to the following folks for their help with translationsVexatos, jualme, crafteverywhere, Mexahoid, FrancescoDeSa, TheVikingWarrior, Hgmoa, VeryBigBro, avttrue, ferzrrn, RustyXXL, bgh251f2, Egor305, Zaltora, PlatonCraft, XuIIIHuK, Sternes, DancingPeral, GLaDTheresCake, BrunoLG, dmf444, aucunn, tyrope, m9731526
shadydeath created an IRC channel at irc.esper.net:#thaumcraft I check it regularly so pop in if you want to chat.
WARNINGThere is a very tiny chance that updates may break your save. Backup just in case.
Media
Change Log
Currently the Eldritch & Aurmancy tier of research are still heavily WIP. There is some things I need to sort out and balance before I can implement them properly.
6.1.BETA26 hotfix1
- fix altar particle related crash on servers
6.1.BETA26
- API: deprecated IStabilizable
- API: added IGogglesDisplay
- API: added oredict support in json research entries for required_item and required_craft.
- fix for crash related to the latest versions of forge (14.23.5.2768)
- infusion instability mechanics have been completely reworked. Check your thaumonomicon. TLDR version, stabilizers simply add a lot of stability to infusion now, but when paired with redstone inlay can do other fancy things. They no longer use RF.
- added advanced break seal
6.1.BETA25
- golem press will now properly consume crafting components
- more fixes to seal & logistics GUI's
- custom thaumcraft shaders should once again work
- buffer will no longer draw essentia from adjacent blocks if that side has been disconnected
- added Lamplighter infusion enchantment
- I now prevent most thaumcraft UI elements from overlapping
- when riding a minecart the arcane bore will not switch off if there are no tracks below (for whatever reason)
- tainted animals & critters will now do damage instead of just aggressive nudging
- changed the way itemstacks sync to clients which should get rid of a lot of odd behaviour in certain gui's
- greatwood trees now require 4 saplings to grow like large vanilla trees. They drop more saplings to account for this change.
- thaumatorium should now display all recipes (occasionally a recipe would be lost, like the spiritus vis crystal recipe)
- thaumatorium recipes are now sorted alphabetically
- cultist armor now have their own material types
- made many thaumcraft blocks rotateble with modded wrenches that allow it
- entity aspects can now be viewed through the thaumometer
- empty & provider seal should no longer cause golems to drop items on ground when picking up something new
- water jar can now fill vanilla cauldrons & glass bottles again
6.1.BETA24
- fixed several focal manipulator ui issues
- golem press now checks adjacent inventories for crafting materials as well
- golem appearance should now sync more consistently on servers
- provide and empty seals will no longer cause items to drop on the ground if the target inventory (as set by stock, fill, etc) is full
- stock seals will now check if the target inventory has room before creating a task
- greatly improved flying golem movement
- improved golem responsiveness
6.1.BETA23
- fixed banner server crash
- fixed crafting recipe for primal crusher
- added console command to revoke specific research from a player instead of resetting it all. Format: /thaumcraft research revoke . This will also remove any research that relies on the revoked research.
- tweaked infusion crafting instability so that instability added is on a sliding scale - the higher the instability, the less chance it has of becoming worse.
- the amount by which infusion crafting stability increases after instability occurs has been increased.
- added aspect names to display name of vis crystals and essentia phials
- fix soft-crash when you tried to craft a multiblock by clicking on the top or bottom face of a block with salis mundus
6.1.BETA22
- fixed a major bug that was causing you to only gain progress in the 'blue' theorycraft categories instead of all of them. Rounding is awesome!
- fixed void siphon crash on dedicated servers
- fixed stabilizer particles... again
- rebelanced some crafting recipes
- cloudstepper ring should now properly negate fall damage when double jumping and will not do silly things when you are underwater
- items with sounding effect will now only trigger it if sneak + right clicked instead of the other way around
- primal crusher recipe now accepts broken tools as ingredients
- rebalanced flux condenser essentia cost
6.1.BETA21
- API: fixed the AspectRegistryEvent to use a proxy object (register) that contains the actual registration methods. This was done to prevent some ASM related issues.
- fix for thaumotorium not syncing in MP
- fire bats once again cause mob damage
6.1.BETA20
- FORGE: Updated to Forge version 14.23.4.2705
- API: Certain mods that define their own item aspects have been accidentally doing so in the 'wrong' place. To prevent this I will now wipe all item aspects registration that occurs before TC defines the core item aspects.
- API: Additionally I have added an event mods can subscribe to that would be the correct place to define item aspects. The existing aspect definition methods will be deprecated and eventually will only be accessible through this event.
- API: Added events when a player gains knowledge or progresses research. See thaumcraft.api.research.ResearchEvent. The events can be cancelled.
- improved thaumatorium GUI
- harvesting golems will now try and right-click a crop first before trying to break it
- increased the knowledge gained from curios
- rebalanced some base item aspects and added a couple of alternate sources for hard to get aspects
- thaumium smelter is now 90% efficient instead of 85%
- improved arcane bore interaction with infusion enchantments like destructive
- fixed enchantment detection during research
6.1.BETA19
- fixed triple meat treat recipe
- improved foci radial menu animation and unlinked it from fps
- fixed certain foci in radial menu not showing up if they are too similar to other foci
- you can now only have one scatter modifier per focus
- prevent crash with focus pouch if you click on it while it's inventory is open
- arcane workbench should properly choose the correct crystals to use between similar recipes
- to make early game mistakes a bit more forgiving the crucible will only turn 25% of spilled essentia into flux instead of the current 50%-75%
- added a 'noSleep' config option so you can get the salis mundus recipe book without having to sleep first
- fixed eldritch crab rendering when 'mounted'
6.1.BETA18
- fixed the mod interaction bug with the hats mod
- fix out of bounds condenser crash
- increased condenser essentia suction
- flux generators now produce up to 20 rf/tick. The vis cost is still the same (1 vis = 1000 rf).
- flux stabiliser can now accept power from all sides except the front. This means 5 flux generators will be able to fully power a stabiliser as it can accept up to 100 rf/tick max.
- candles and other items are now slightly more effective during infusion and you can have up to 12 (up from 10) - a much more symmetrical number
- improved detection of enchanted books in research and recipes
- arcane ear now supports new instrument types
- scanning inventories with a thaumometer is now limited to the first 100 items to prevent lag spikes with massive inventories
- thaumcraft leaves will no longer decay if placed by a player
- entities ridden by a player can now pass through warding barriers
- fixed warded jar contents display in inventory
- warded jars crafted into void jars now retain their contents, labels, etc.
- arcane workbench now actually checks if you have the proper research
- added first bits of eldritch tier research. Much more to come
6.1.BETA17
- everful urns now act as water tanks that contain up to 1 bucket volume of water and can interact with piping systems.
- switched liquid death and purifying fluid to use the forge universal bucket. Existing buckets will no longer be valid
- fix for stabilizer server crash
- allow traveller boots and cloud ring falling damage reduction to stack with other falling reduction items and each other
- improved thaumometer performance
- fix for pedestals incorrectly allowing more than one item to be placed in them via automation
- fix datamanager declarations for some thaumcraft entities that was causing mod interaction issues
- vis crystal growth, shrinking, and spread no longer causes flux as a side-effect. Flux crystals now properly grow and shrink based on flux instead of vis.
- improved recipe recursion checking to better account for container items
- flux rifts once again close when they spawn taint seeds, but the larger they are, the more potent the spawned seed is
- added a way to manage flux & flux rifts. This is still WIP and will be expanded and balanced in future updates
6.1.BETA16
- fix for clientside particle crash
- fix for aura chunk related crash & cascading worldgen
- arcane workbench should now be able to craft vanilla recipes without the presence of crystals
6.1.BETA15
- fix for chunk loading errors on server start
- fix for seeking projectiles causing client crash
- possible fix for pedestal desync issues during infusion
- fixed moon phase descriptions
- alembic can once again be emptied on shift-right click with an empty hand
- creative flux sponge can now also remove flux rifts
- fixed armor dyes
- fixed arcane bore dupe bug and made its digger radius a bit more accurate when stationary
- vis batteries will now drop when harvested
- pattern crafter now removes the proper amount of items
- fixed possible dupe bug with certain mods combined with arcane bore, seals and breaker focus
6.1.BETA14
- new stuff: vis batteries, vis generator, stabilizer, stock seal
- fixed arcane pattern crafter
- relaxed nbt checking in crucible recipes, infusion recipes and research hand ins to account for other mods that add custom nbt tags
- fixed mod compatibility load order
- fixed an edge case bug where custom recipes from other mods could cause strange results in the arcane workbench
- tweaked amber block/brick recipes
- fixed seal filters to allow non-standard stack sizes. You might want to check all your seal filters to make sure they behave as they should
- API: seal filters now store stack sizes independently of the itemstacks themselves. New methods added to get and set those numbers.
- increased experimentation inspiration cost to 2, but also increased the amount of progress it gives
- fixed custom gui toggle buttons
- seeking focus projectiles are now 56% more seeky
- bouncing focus projectiles can now only bounce off solid blocks
- revamped infusion crafting stability mechanics
- infusion recipes now properly recognize damaged items and will transfer the damage to crafting results where appropriate
- toned down taint poison spawned by certain things
- loads of balance tweaks
FAQ
Q: What is this Baubles thing that I need? A: It is a required sub-mod that adds extra inventory slots to the player.
Q: How do I access the Baubles inventory? A: The default hotkey for baubles is 'b'. If your not running any inventory altering mods or spend a lot of time in creative it might be a good idea to swop your normal and bauble inventory bindings so you always open the baubles inventory by default.
Installation
(1) Install Forge (Modloader is NOT required - my mod uses the Forge modloader)
(2) Download this mod and place the jar into your Mods Directory.
(3) Config File Settings For the most parts it should be self explanatory with one exception: Adding TC 5 worldgen to existing worlds. See below for that.
Adding thaumcraft world gen to existing worlds
Yes, you heard that right. You can add all the ores, trees and other worldgen features to existing worlds by changing a few things in your config files. Remember: this could be risky so always backup your saves beforehand.
- If this is the first time loading Thaumcraft with that save, you can leave the regen_key setting as 'DEFAULT' otherwise set it to anything else.
- You need to choose what to regenerate. I strongly recommend you set aura_nodes to 'true' if this is the first time you are doing this. Without the aura you won't be able to do 99.9% of the things you could in Thaumcraft.
- Run the game. It will lag for a while and you should see some console spam about chunks being regenerated. This is fine - just wait it out. It shouldn't take too long. If the world had been explored a lot you might see the message reappear every now and again. This is also normal.
- If, for some reason, you wish to do this again or somehow your savefile got corrupted and your aura nodes have gone missing, all you need to do is set the regen_key value to something else. Any word would do.
Addon Mods
These are mods that use the API or other means to intergrate with or add content to Thaumcraft. More importantly they do so without breaking the balance of my mod (such as it is).
A friendly request to addon makers: I love all the addons that have been made recently, but I have a few requests. - Don't go too crazy when adding new aspects. If you do, drop me a PM. If it is something obvious or useful beyond your addon I might add it to vanilla TC. - Try not to add more than one research tab - Please try and keep your own researches on your own tab - Please don't move my researches around. You can make copies if you wish to show dependendies on your tab, but the research should remain in its original location. - Please don't alter any of my recipes. If you feel it is needed for the balance of your addon please drop me a PM. Partly to discuss if the change is required, but mostly since it might actually be a change that should be in vanilla TC.
Lastly, I've noticed some addons adding items from TC 3 or earlier. I don't have a problem with that, so go wild. However several of those items I have been planning to re-add myself. A lot of TC 2 stuff never made it into TC 3 simply due to time constraints. So don't come crying to me if and when I do that. Note - I obviously won't just copy-paste someones elses code for those items or blocks - I will implement my own versions.
If you want access to beta version of my mod to make version update go a bit smoother, send me a PM with your dropbox user info and a link to your mod (so I can check if you are actually an addon dev )
- Thaumic Tinkerer - Thaumcraft Mob Aspects - Electric Magic Tools
Texture Packs - Soartex - Faithful 32x Thaumcraft Addon
Mod Pack Policy
The code of “Thaumcraft for Minecraft” in source or binary form is the intellectual property of Azanor. See below for copyright, terms and conditions.
As a habit I ignore every PM in regards to mod-packs - both private and public. Everything you need to know about them is listed here.
You want Thaumcraft in your mod pack? All you need to meet are five simple conditions: 1. Your mod pack needs a link back to this forum post. 2. You cannot make any money off of the mod pack. 3. You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Azanor). 4. If I ever ask you to remove my mod from your pack, for whatever reason, you do so. 5. Handle any queries and bug reports internally first. This is one of the main reasons I had such a strict anti-modpack policy for such a long time - people using modpacks would come here posting errors that have nothing to do with my mod or that have been fixed ages ago, but still occurs in the modpack because it is using an older version.
If these five conditions are met, then you have my permission to use it in a mod pack.
Banner
Special thanks to...My Beta Testers, you know who you areAll the folks on the Forgecraft server for your help and support.
Dan Scott ( for all the help he gave me with some of the sprites.mr.Hazard(d95) for his awesome models Lorc, creator of the icons I use for enchanting and other things bonemouse, creator of the Isabella Texture Pack for letting me use his chest textures and skin as well as ScottKillen for making the Thaumium armor graphics based on the Isabella pack. chicken_bones for letting me base my lightning effect and deploader code from WRCBE CovertJaguar for his custom biome spawning code. Rorax for allowing me to use some of her models. J. W. Bjerk (eleazzaar)for the use of his icons for certain research categories. Find this and other open art at: http://opengameart.org BitterBusiness for the use of his Pech model.
© Azanor 2012+ This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://minecraft.net/terms are sole property of the Mod author (Azanor, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net by the Owner. They may only be mirrored or reposted with advance written permission of the Owner. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission. This mod isn't open source.
Long version:TERMS AND CONDITIONS 0. USED TERMS MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities. MOJANG - Mojang AB OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code. USER - End user of the mod, person installing the mod.
1. LIABILITY THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms. -
1
Naviete posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods
Well this is all speculation of us Thaumcraft users.
I have always thought of hungry nodes being caused by two possible things:
1. The node has lost its connection to the place where it draws vis from so it starts to drain vis from the environment surrounding it to sustain itself.
2. Nodes themselves are apparently holes from which vis leaks into the world. Hungry nodes could be when the hole is opened a bit too much and starts trying to suck things into the place where the vis is coming from, but since only vis can exist there, anything that it tries to send through is forcefully converted into vis.
Reminder: This is 100% speculation. -
1
user-13828927 posted a message on Paying $1 for a skin.Nice pic, 403 forbidden I'll make the skinPosted in: Skins -
4
joshnoodle posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft Mods
Because you don't really want to donate. You have to donate out of love for the button to work, not greed of a cape. -
4
kdx7214 posted a message on Thaumcraft 3.0.5i (Outdated)Azanor, one request for 3.1. Do not make a mouse wheel a requirement. At least allow a keyboard command or something to change settings. I'm disabled and unable to use a normal mouse and so have to use a modified trackball. ThanksPosted in: Minecraft Mods -
1
DesmondAltairEzio posted a message on Thaumcraft 3.0.5i (Outdated)Posted in: Minecraft Mods
are you using the 1.5.2 mod on 1.6.2 game..... -
2
Inglix posted a message on [1.2.5] Somnia [SSP|ML] (1.4.x WIP)The unofficial update by kingrunes is available for download now.Posted in: WIP Mods
http://www.minecraftforum.net/topic/1938500-162forgesmp-somnia/ -
8
Steelflame posted a message on Thaumcraft 3.1? (not 4)The current system is nice. Honestly, I quite enjoy the node system. It makes it feel like you want to settle down in certain areas, more than just "ok, this is a nice hill. It is now my new house". I would much prefer a bit more worldgen, and have some of it be a source of research. For example, instead of just randomly throwing blaze rods and Soul sand in the research bench, and suddenly you think you know how to trap a blaze in a Netherbrick and obsidian cage, perhaps have ruins with things like the remains of a dysfunctional Infernal Furnace that you can use to study, before refining the idea into a functioning forge.Posted in: Requests / Ideas For Mods
Also, if you heavily cut down the aspect count, then why not have an ore for each aspect? It obviously wouldn't be viable with our 47 or so aspects we currently have, but with about 10 of em it would be much more reasonable (flame, water, wind, earth, time, life, death, nature, magic and chaos?)
Or have these as primary aspects, which shape the majority of the important structures of the mod, while having many more minor aspects in the background that add finese. Perhaps every item could be bound to a primary aspect, while they can also bear many secondary aspects to further "describe" that item.
If you did want to replace the node system, then perhaps having each aspect be bound to a "node" of sorts, that can act as a source for everything using that aspect within reason. And making it so that having conflicting nodes close to eachother disrupt their abilities to be used (IE. Fire/water, earth/air, nature/time, magic/chaos, life/death). Note that stronger nodes would have a stronger disruptive effect on both rival nodes and neutral nodes (anything it doesn't directly conflict with). While neutral nodes would only have minor disruptions if near eachother, rival nodes would have disastrous effects on the nearby area. If you used this system, nodes would have to cover a much larger area than before, but it would also give a real use to the Thaumeter as well. To help you find these much farther scattered about nodes. Might also promote an interesting play of "node wars" as groups try and secure nodes for their own faction on servers any means necessary. You would probably see quite a few bases in multiplayer built around the fire/death nodes (they are perhaps the most common node types... although the most dangerous as well. Read below to read up on the temple idea list I had where you could find each type of node) You can also give each type of node a distinct effect on the area (water node inducing more storms if in a loaded chunk, death nodes making much more, stronger, hostile mobs spawn, nature node acting like bonemeal in the area... as well as placing saplings that proceed to get bonemealed, ect)
Spellcasting - Honestly not partial either way on this issue. Really would have to see it to truely decide on it. I have always thought of Thaumcraft as magi-punk technology (lol, been using this term a long time to talk about TC3), and spellcasting feels less like magi-punk and more like just plain old magic. And you would already have a massive rival in the Ars Magica mod on what a real good looking magic based mod would be for spellcasting... as in I doubt even you could make so perfect a system to rival it.
ima edit in more ideas in a moment, just posting what I have so far now.
On the subject of nodes and worldgen again, perhaps make each type of node have its own world gen "temple" of some kind that you can find it in. Note that I would want you able to move EACH node for this though, so that while you have to truely search them out, once you find them you can bring them back to your home base, or at least the surrounding hills of it anyway to make sure the nodes don't get too close to eachother.
I would also say each aspect/node should have its own branch in the Thaumonomicon. For example, almost all the fire aspect based things (Furnace, fire spells if you decide to do them, a new brewing system to expand on vanilla, ect) have their own page, and things like the life aspect (golems, perhap things that enhance farms to be more fertile, ect) on another.
I do agree with that one post above on it being nice to have those "boss" researches we had to do to move on, and perhaps a similar system would still fit. Perhaps have the first one require the basics in all researches, but each higher tier requires fewer aspects done for it. I might make a picture to demonstrate this idea better.
*Takes a big breath to start a long winded description*
Ok. From the beginning, you start out wanting to know about everything. You quickly start researching, trying to cover your bases in the basics of every aspect. Upon reaching a certain proficency with them, you realize that combining the ideas of them might help you further your goals. This is the Startup - first Theory of a little bit of everything. From there, you decide to focus on aspects in two major groups. The destructive (Fire, Time, Air, Death, and Chaos) and the productive (Water, Life, Earth, Nature, Magic). Both separate trees have their own Theory, The Theories of Creation and Destruction. This was part 2. Upon obtaining both of these, you realize that in truth, they are one and the same and proceed to unify these research trees. This leads up to T3, as you truely have a Theory for everything. From this, you decide that you want to master each aspect, and decide that the best way to control them is not to research just them, but also their rivals (as is listed a few paragraphs above). You see that they perfectly control one another (fire controls water, as water controls fire) and want to see if you yourself can obtain this true mastery over the elements though this. Perhaps you could add in a final stage where you have obtained true mastery over every element past this, finally reunifying the entire tree.
Ok, that's finished. Taking a breath now.
Ima head back to the ideas about the world gen temples of some sort or another, as talking about the above has sparked some ideas in my mind. Just going to list temple ideas for each node type.
1. Water Temple - A massive vortex in the ocean, that at the center has frozen ruin with a large water-spout bursting out. The node is in the center of this waterspout coming out of the ruins.
2. Air Temple - An ancient city flying high above the plains/extreme hills/tundra biomes. In the center rages a tornado which has the node within.
3. Death Temple - Deep in the Nether an ancient beast once fell, and its bones, as well as it's fossilized, burning heart guard a node of flame. As well as the hundreds of Wither skeletons. Don't forget the Wither Skeletons. *The bones might very well be made of 1.5 marble, as an idea*
4. Flame Temple - A runic castle floating on the surface of the lava lakes of the Nether, with a dangerous population of very infuriated blazes more than happy enough to toast a nearby raider.
5. Nature temple - A massive tree, much larger than average, with a hollowed core guarding the nature node. In jungles or forest.
6. Earth temple - A massive scar in the earth, much larger than a normal ravine(the top of it breaches the ground level, and it's bottom is brushing bedrock, and is about twice to three times as wide), that at it's deepest point has a shard of the lands might (the earth node). Any land based biome.
7. Life Temple - A ruin with a great many automatons and ancient devices. At it's core is a node that if disturbed would revive the entire temple... and not happily. Jungles.
8. Temporal Temple - In the shifting sands of the desert there rest the ruins of a massive hourglass, with shifting sands guarding it (pretty much the node is guarded by a liquid that is textured like sand, and looks like eternally flowing sands.. of time. Oh yea, these sands are also very dangerous, and just touching them affects you with the Wither debuff as you yourself turn to dust...). Obviously in deserts.
9. Magic Temple - A great many aged devises and traps in these hallowed halls, guarded with traps that have long sense ran out of arcane fuel... you hope. Found in Tundra biomes.
10. Chaos Temple - A chaotic structure found only in the End, where the forces that will destroy the world rampage around it, as the Ender Dragon roost above watching over its domain at the end of the world, waiting to bring it's plots to fruit. Well.... did you read this one? It's in the End.
*gasping for breath after talking for way to long strait*
ok, I think I am finally finished.... lolz. Spent much longer on this reply than I intended. Over an hour, to be specific. - To post a comment, please login.
1
1
I check this topic everyday
But this is only beacuse it's best game changing mod ever
1