• 6

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

    First off, I like the new research system, in essence. But, it's currently far from perfect. To save space here, I will simply quote a section from Shaadaris's rather thorough review from the previous page



    Can I just briefly thank you for mentioning my post? I was beginning to worry a bit that both my overall review and my rather meticulously-crafted wisp/golem integration post had been completely glossed over. It's nice to see that someone read it through!
    I still really hope Azanor sees all that. Not that I expect him to seriously consider 80% of my random suggestions and ideas and balance thoughts or use my wisp integration ideas, but it's nice to be acknowledged.

    And there's a major point I agree with in your post: That gauntlets are not great as they are currently.
    I mentioned them a few times in my aforementioned review post, and yeah, I agree they need work.
    Even when first discovering them, it states that iron is used because it's all you have at the moment.. Yet currently, there exists no progression for gauntlets, unlike wands. I sincerely hope this isn't overlooked and forgotten about, as it feels it is at the moment. And the possibilites are there. The Vis Resonator used in constructing it could make a wonderful method of upgrading, as with the types of metal used. Perhaps even the quality of leather could affect it, allowing you to make your first gauntlet with Leather, or perhaps even dried and cured rotten flesh if you're particularily unlucky with your spawn.
    HOWEVER. I would like to add that, instead of how wands worked, due to not storing vis and therefore not having the vis-loss issue wands had- it would be nice to be able to dismantle and reassemble a gauntlet, rather than needing to make many, especially with the far steeper crafting requirements compared to wands/scepters/staffs. It would also fit the mechanical tinkering aspect of the glove better, tinkering with this magitech gauntlet over and over. I also suggest staff-like versions of Gauntlets designed for combat, like, for example, with claws or brass knuckles added, at a cost to effectiveness of foci or something, and maybe requiring strong materials such as iron to make (reducing effectiveness compared to higher tier metals)

    I'm thinking of tiers, and it would likely go as such:
    Tier 1 (old Wood/Iron) - Vis Resonator, Rotten Flesh (maybe cured or dried using alchemy, ordo and ignis crystals or something), Iron
    Tier 2 (old Greatwood/Gold) - Advanced Resonator, Leather/Rabbit Leather (interchangeable), Alchemical Brass
    Tier 3 (old Silverwood/Thaumium) - Thaumic Resonator, Enchanted Cloth (or whatever it was called, the stuff you make robes out of), Thaumium
    Tier 4 (old Primal/Void Metal) - Primordial Resonator, Ancient Silk or something?, Void Metal
    with perhaps Gold being a sidegrade to Alchemical Brass/Thaumium, maybe a resonator that uses emeralds and diamonds to make or something (because crystal resonance is a thing) that could be a sidegrade too. More options, basically.
    But without gating it, so you don't need each tier to make the next tier like with most wands, so if you find leather and enough gold at the start, sure, you can make a tier 1/2/1.5 gauntlet.


    Edit!!: Oh, and I nearly forgot a random thought I had while writing that up. How cool would it be to have ancient wands/staffs show up as dungeon loot occasionally? Just as a nod to the old times, and to everyone who misses them. Even if they don't function with your gauntlet-designed foci, and aren't as effective as gauntlets. It'd still be fun to see.

    Posted in: Minecraft Mods
  • 8

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

    Sits up, a 3 inch layer of dust falling off and bones creaking.

    WHAT YEAR IS IT? What's going on? What has awakened me from my slumb- By the gods. Thaumcraft 6?!


    Cough cough- but, ah, yes. Hello. Been a while. I finally took the plunge with all that Twitch merge nonsense specifically to say:

    PLEASE for the love of all that is eldritch and unknowable, Azanor, PLEASE don't throw out all the work you've done on Golems!

    I love the wisp idea, I really do, but I wholeheartedly believe they would be better suited for seperate tasks.

    Take the third option and have them both!! Each with different strengths. Golems, you can customize deeply with the in-place systems, you can take with you on journeys as guards, etc, and can be repurposed and perform multiple tasks, while maybe wisps have to be specialized, and are always bound to a specific area.

    And, well, let's face it. Most of us love the little guys, as derpy as they can be.


    However, this also gave me a thought... Currently, it's not really explained why the Infusion Altar and the like can just pull essentia through the air, before even the Thaumaturge that built it has learned how to do so. This could potentially be remedied with wisps. What I mean is, require a wisp to o the transportation of essentia through the air. It would help balance infusion, making it take a bit more to get set up than the low costs of the arcane stone, and would help keep the other remote essentia transport options, such as the essentia mirror and the remote essentia... thingies... erh... i forget what they're called... but- ah, it would keep those more balanced too. And I believe it makes lore sense too, since the Wisps seem to contain raw vis and essentia. Using Wisps like this, as basic essentia transport, could even be what later brings up the idea of using them for more complex tasks. Something like:


    Wisp Studies

    Step 1: "As the Infusion Matrix is rather animated, piping essentia into it would take a feat of engineering that I simply can't afford the time and resources to achieve, and even then, the liquid would simply flow over it and evaporate back into the aura. I need something that can take the liquid Essentia and convert it into a form that the Matrix can absorb more readily. I have seen Wisps: Semi-corporeal, seemingly intelligent masses of vis, and I believe I could potentially capture and tame them into transporting essentia to the Matrix."

    Complete: "Eureka! I have managed to create a Wisp Lantern, a device that contains and stabilizes a Wisp into a more incorporeal realm. This renders it invisible without a Thaumometer or Goggles of Revealing, and unable to be harmed, but also unable to harm. The wisp seems to naturally gravitate to disturbances in balance like a moth to the light. I can use this, as the Infusion Matrix attempts to draw in essentia, the wisp will naturally look for high sources of the missing, pure essentia, such as my warded jars, and bring it to fill the gap in the Matrix. The wisp seems content to do this, and otherwise simply lounges around the lantern. They are fascinating creatures... Assuming they can be classified as creatures."


    Wisp Expansion

    Step 1: "Since my delve into Golemancy, I have found the ancient art to be complex, and sometimes unreliable. The more I increase the intellect of the Golems, the more they think for themselves, which is counterproductive to the mundane tasks I assign them to complete. In addition, their sense of direction needs work. That said, in a moment of brilliance (just one of many I seem to be experiencing lately), I have figured out a solution! I have already tamed wisps in an incorporeal plane, and they have already shown some form of intellect. I believe I may be able to modify a Control Seal so that it may be placed on a Wisp Lantern, and instruct the Wisp's rudimentary intellect to do my bidding far more efficiently and reliably than Golems, with the additional benefit of not tripping over the little things every time I walk through a door, and not needing to worry at the weird way the more intelligent ones stare at me when they think I'm not looking."

    Complete: "I have done it! With this upgrade to a control seal, I can now instruct Wisps rather than Golems. How the Thaumaturges of the past never thought of this, I will never understand. I mean, honestly... Wands, Golems, I am beyond such things! In addition to being able to perform many, but not all of the same tasks as Golems, I have found that using these seals, I can also manipulate the Wisp's insinctual attraction to essentia inbalance to make them into a effective transport system for essentia without the need for pipes!

    I have dubbed this new area of study "Wispomancy", however the name is subject to change and open to suggestion. It certainly doesn't roll off the tongue as well as Golemancy... Perhaps I should look into constructing a better tongue for myself..."


    (also I would like to bring your attention to my less-specific, more general thoughs and ideas a few posts below this)

    Posted in: Minecraft Mods
  • 3

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

    Apologies for two very large posts in one page, but I've been holding out on posting this for quite a while. These are thoughts, suggestions, and ideas I had while playing through Beta3 to Beta6.

    (also I would like to bring your attention once again to my wisp integration idea a few posts above)



    SPOILERED FOR EXCESSIVE LENGTH. BE WARNED YE WHO ENTER.


    Thaumcraft 6 Thoughts (as of BETA 3 4 5 6):

    -Theorycrafting needs a bit of a rework. As it stands, earlygame theorycrafting is difficult due to the large number of varied areas, but also the types of items that are requested. At one point, an Artiface card asked for an entire Anvil. That's 31 iron. Another (Alchemy?) asked from a Chorous Fruit, a Post-Enderdragon material, claiming it was a basic material. Golemancy has far too few cards, or at least it seems so. Suggestions: Rework resources that can be requested, perhaps based on how many researches are unlocked in the given category. Early Alchemy theorywork will ask for primal crystals, for example, or common secondary crystals, or semi-simple materials, etc. Also add in a button to, perhaps at the cost of 1 inspiration (or just restarting entirely), redraw cards instead of needing to break the table if you hit a dead end. Okay that’s been added now. Nice! Now we just need a trashcan block that fills up with crumpled papers as you throw out theories, which you can kick over in frustration.

    -Vanilla aspect distribution could still use some work. Permutatio, Praecantatio, Instrumentatum, Mortuus (or was it Eximus?) all seem a bit too rare.

    -Needing glowstone to begin is crummy, since it requires visiting the Nether or getting very lucky with Witches like I did. Needing Redstone and a pretty large number of all 6 types of primal crystal is a bit nuts. I understand you only need 3 to start, technically, but you need enough for 4 thaumometers (4 of each, plus 9 more for 3 salis mundus for the table, crucible, and thaumonomicon) for your basic tools: Thaumometer, Caster Gauntlet, and Goggles of Revealing. It took me probably a good 4-5 hours of searching just to find all 6 crystal types, and not in a very good quantity. Getting started with the mod is now extremely slow, and even once started, it can take hours until you can even begin to craft anything more useful than Nitor, depending on your luck with the RNG theorycrafting and resources, whereas before all you needed was a couple iron, a couple gold, and some sticks.

    -The Diotropa or whatever it's called is kind of confusing. It says it uses a 13 chunk radius (so a 26 chunk by 26 chunk area), yet has a 12x12 grid... which would make each grid segment cound as like... 2.17 chunks. Unless the grid points are actually the chunks, which is unintuitive since Chunks are typically represented as a grid, but that's still strange.

    -I assume there will be Caster Gauntlet Upgrades? It says in the entry that Iron is all there is to work with yet, but yet after discovering Brass and Thaumium, or having Gold, there's no addendums about making it stronger (preferably without needing to re-craft it completely)

    -Suggestions: Perhaps it already exists, but if it does, I missed it. The ability to give a created Focus a unqiue name upon construction would be cool. As would Golem construction. I understand an Anvil and Name Tags could likely be used respectively, but still.

    -I understand this will probably be dealt with in a later Beta, since finishing touches and all, but there are a lot of grammatical and spelling errors in the Thaumonomicon. Also, every message in the mod seems to switch between first (I) and second (You) person constantly, which is annoying. Sometimes in the same sentence. Also, some pages (Basic Golemancy) have no description or name, some blocks (Everfull Urn) have no name, and some pages have duplicate descriptions from completely different items (Warded Jars, pre-research, has the same description as the Essentia Smelter, I think?)

    -Things I am hoping make a return soon (unless they're already there and i just haven't found them yet):
    Thaumostatic Harness (perhaps as a bauble rather than as a chestpiece), Some equivalent to Void Seals (say, a Mirror that has been stabilized somehow, possibily utilizing Eldritch Tech, since how cool would it be to have a starry-void in your mirror that you could use to teleport long distances? It's been a long time since we had a Thaumic method of proper teleporation.)

    -The amount of warp gained from the very few (current) forbidden researches seems negligable. I didn't even get the warp-gain message when I researched the Brain in a Jar. It is also said that Warp affects the body. I hope we get to see some more of those effects in the future, perhaps even weird phsyical mutations that come and go as your mind and body become more attuned to the void.

    -Suggestion: A page to track what items have what aspects would be useful. (I am using the Thaumic JEI addon currently, thank goodness for that or else I would have gone insane, and not in the fun Eldritch knowledge way) Also maybe a way to auto-scan unscanned items that you pick up/look at, as a mid-late game alternative to pulling out your Thaumometer all the time.

    -Foci may still need a bit of balancing. Not sure as of the latest Betas.

    -If the Rift Focus cannot create a rift that attaches to somewhere, it should just not create, period. As it stands, a misclick can have you at the bottom of a pit which seals and suffocates you... Granted, this DOES make it the single best offensive focus currently in the game (as you can trap any non-flying, non-stationary enemy and have them suffocate, and their drops convieniently bump up to the surface) but I do not believe that is the intention.

    -Suggestion: Perhaps make Taint “clean up” poorly after enough flux has drained? Similar how it turned to dust in TC5, becoming useless and barren. Like how there's porous stone, tainted soil, tainted wood, etc. would become like...barren soil that cannot be planted on or get grass, and petrified wood which is just useless. The swollen growths would turn to decayed husks, formerly tainted crystals would become dead, vis-free crystals, and absolutely no mobs would spawn on any of this. Keep it a scar on the world after it's dealt with. Also if it's not too difficult, introduce stair and slab versions of tainted/porous rock so that structures made with those convert properly.

    -Suggestion: Remove Helmet of Revealing, perhaps. Goggles are Baubles now, and don't conflict with the helmet slot so it's kind of pointless. Instead perhaps make a helmet that scans unscanned objects automatically and shows the aura meter like the Thaumometer does.

    -Suggestion: Make the Gauntlet function correctly in offhand. It seems this functionality is partially there, in that you can use it and bring up the focus menu in offhand, however the vis meter and focus display do not show up, and you cannot actually select foci from the menu as your cursor does not become free.

    -Suggestion: Also, make the UI element positions configurable. As it stands, the Gauntlet UI conflicts with the default (and for me, preferred) placement of enemy healthbar mods and damage indicators. Being able to at least choose the side/top/bottom it shows in would be helpful.

    -Suggestion: Combat gauntlets. I was going to make this a mod one day, however my Java skills are not well developed so I didn't. This is the perfect opportunity, however. They could be an alternative to staffs: Melee-combat capable casting devices. Perhaps even implement a way so that on one right click, offhand (shield) is used, and on a fast double-rightclick, the focus is used. Just affix claws to the gauntlet! Or knuckles. This goes well hand-in-hand with my thought above about upgradeable gauntlet materials. (And come on, admit it, you want to be able to punch things to death with your magic fist of doom.)

    -Another Gauntlet Suggestion: Touch up the model to be a bit more... gauntlet-ey. Just make the metal knuckle parts protrude a bit, even, to give it some more definition other than strange brownish-grey rectangle. I mean, I knoooowwwww our hands are just strange, various-colored rectangles but... This is Thaumcraft! Thaumcraft has non-rectangeles and fancy models and... um... Gauntlet!!

    -Another suggestion to do with cosmetics: Do a pass over the spritework to try to make everything a bit more consistent. For example, the sanity checker sprite looks almost like the pre-3d placeholder Thaumometer sprite, in that it has a thick outline and looks kind of undetailed. The hand mirror, for another example, has a thick, very black outline on the bottom, and no outline on the top, making it look like two sprites cobbled together. The cloudstepper ring has a fancy high-quality particle effect when vanilla smoke would be just as effective, although I understand high-res fancy particles are part of the Thaumcraft experience.

    -Larger Golems. Again, come on, everyone(*) wants huge guardian statues at the front door of their lab. Or a big one walking behind with a pech-sized backpack to carry your loot as you go dungeoning. Go a step further! Put YOUR brain in a golem! BECOME THE GOLEM. Ehehehehe- e-er... I think I may need to make some more sanity soap.

    -GRAPPLE FOCUS. Come on. This was a brilliant idea. Please bring it back! Spiderthaumaturge, Spiderthaumaturge, does whatever a Spider... actually Minecraft spiders don't swing from webs so... ANALOGY! REFERENCE! RELEVANCE!

    -I'm not saying you should bring back wands and staffs... but it would be a cool option! Even if they're less effective than the gauntlet(s). Just as an option mid-game or something, to reconnect with your roots. (Also I just like hitting things on the head with a staff. Hehehe.)

    -More forbidden research! Not that I particularily... Okay yes I want more. More. More knowledge. More. More. More. I must know ALL. SURPASS EVEN THE ELDRITCH OF ANCIENT LORE!
    cough-cough- er...

    BETA4:
    -Making taint seeds take damage when there's no flux is cool and all... But ineffective. Giant Taint Seeds regen health just as fast as they lose it, and since the seeds constantly produce flux, the only way to actually keep them taking damage is to spam a Creative Mode Flux Sponge constantly since the moment there's even 1 flux, they stop dying and just recover their health.

    -Bug: The rendering of bolt foci seems to be broken, as they now make a large colored blob of a bolt that stays in place for a few seconds before just popping out of existence.
    May be fixed in BETA5?

    -Bug: Shifting over items now displays aspects above the tooltip, and where aspects should be displayed, instead displays glitched out text.
    May be fixed in BETA5?

    -Bug: Infusion Enchantment Research cannot be started, as it does not detect a Sharpness I enchanted book, even if you have one in your inventory.
    Fixed in BETA5.

    BETA5:
    i didn’t even get to try this one before it was replaced. These notes are getting more and more outdated as time goes on. Aaaaaa. I need to actually post them eventually.
    BETA6:
    TBD

    Posted in: Minecraft Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from TombRaider27»

    That Norse god of everything good ever was blessed so he could not be killed by almost anything and Loki killed him with mistletoe when there was celebration in his honor. While some gods are an exception to this, the word god is in fact a synonym of an immortal they are one and the same. I'm not sure why some of them die, some even die then come back so.... its a difficult subject.


    If they're synonyms it's just one more reason English is a phenomenally stupid language.
    All-powerful infalliable gods didn't really pop up until monotheist religions did. Most ancient polytheist (and probably some modern ones) have gods with less power who are often killable by those of equal or greater power. Fiction often sees gods slain by mortals. It's perfectly reasonable that gods in this mod could be killable, and then resurrect (because this is Minecraft, there is rarely anything not repeatable)
    Posted in: WIP Mods
  • 2

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

    Just a heads up: I'm still hammering away at the 1.9 update. I really got hit hard with this one - almost every single hack or workaround I had put in to get stuff working in 1.8 before forge was fully updated has been plugged. I am now forced to redo some of the 1.8 update from scratch as well.
    So sad.


    From what I've heard about updating mods to 1.9, I kind of wish the modding community would finally just say "that's it" and stick with 1.8.9 forever. Yes, we'd be missing out on vanilla content, but honestly vanilla updates seem to often have very little substance and a lot of unnessessary reworks both on the surface and in the code.

    Alas, that is unlikely to happen. But it would be nice... So much could be done if modders didn't have to spend half their time rewriting for code changes...
    Posted in: Minecraft Mods
  • 6

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

    That is pretty simple. They are pro- Windows 10, so they sabotage all versions that run on anything else than Windows 10, while making the pocket version more attractive.

    Quote from Azanor»


    I last coded in C++ oh, 20 years ago? I will definitely not bother trying to relearn it if they decide to switch over. That would be my signal to move on the other things.


    Edit: And yes, it does feel like Mojang is just messing with us modders these days. Some of the internal changes made in 1.9 is just baffling.


    Quote from gurujive»


    I know whatcher sayin' (like the built in sounds) .... :|
    Don't even get me started.


    Alternatively, if Microsoft did jump the shark by all but discontinuing the Java version, it could be a blessing in disguise - hold the pitchforks and wands, hear me out.

    For a long time, many people have been wanting MC to stop throwing out (to be perfectly honest, often underwhelming on the surface and overwhelming at the roots) updates for a while now. So what then if they keep adding greater and greater roadblocks for modders... And the modding community at large has enough of it?

    Imagine if the majority of high-profile modders stuck with whichever version was the last one with the most modding capabilities. Imagine the possibilities, when modders don't spend half or more of their time modding updating to the newest version with tons of unnessessary code changes. Instead, Forge could just keep adding new features for modders to make use of. Modders could just keep updating and changing their mods instead of reworking them constantly and trying to salvage as much as they can. It would be the golden age of Minecraft mods.

    Perhaps even new tools could be made like what exists in the Bethesda game communities - ones to generate compatability patches between mods, change the load-order, and stuff like that. The amount of mods that could work well together could increase drastically. The amount of high-quality mods would keep growing, and even if an author stopped updating their mod, people could keep using them with their other updated favorites because it would all still be on he same version of the base game.

    Of course, it would be a lot simpler if Minecraft just stopped updating. I mean, the base game has only added a fraction of the content of any mod in the last 5 major updates, and much of it has already been done better, while constantly reworking the inner workings of the game for little apparent reason.

    Of course, this is coming from someone who hasn't been interested in the base game since 1.1 when they first played it, so take it as you will.
    Posted in: Minecraft Mods
  • 2

    posted a message on Intangible (0.0.25 Alpha)

    I didn't ask for damned Undertale references. If I wanted them, I would go to almost any Forum Game thread. I want explanations. And I don't think that asking Botania for example will give me results. So Emoniph, EXPLAIN


    And this, folks, is an example of a non-sequitur... Like, seriously, what are you replying to and how is this relevant? What does Botania have to do with this?!

    Are you referring to your previous post from days ago or something?:


    Soooo
    I was messing around with the mod file, I opened it with Winrar. I gone
    into Sounds>Random and found a sound file I never heard in game. I
    opened it and it said in a quiet, creepy female voice "Your soul is mine
    forever".

    EXPLAIN.

    Something for future updates? Or can you access it in game right now? Huh?


    If so, just because something references souls does not automatically make it an Undertale reference.


    Also, I don't know if it was your intention or not, but the way you repeatedly capitalize "EXPLAIN" really makes you sound demanding and unappreciative (and somewhat like a Dalek). If I was Emoniph I would ignore you this second time. If Emoniph wanted to explain, you probably wouldn't have gotten " :) " as the response last time.

    This nitpicky post brought to you by 6 AM impulse control issues.
    Posted in: WIP Mods
  • 4

    posted a message on Intangible (0.0.25 Alpha)
    Quote from Nnystyxx»

    So the impression that I'm getting from the teasers is that you'll eventually be able to create gods and, as an extension, your own sort of personal Pantheon, all with different voices, appearances, blessings, curses, and so on, then use their favor to direct magnificent abilities to augment yourself and destroy your enemies.


    Sick.


    In Soviet Minecraftia, you don't play god to make life, you make god to play life!
    Reminds me of an idea from a webcomic whereas gods always existed, but were only created when people started believing in them, forming some bizzare stable time loop where they existed before their creation, and created things that existed before they existed.
    Posted in: WIP Mods
  • 1

    posted a message on Intangible (0.0.25 Alpha)
    Quote from felinoel»

    Likely the issues of Minecraft v1.8


    I feel as though "1.8 Issues" should be an included emote for the forums. It's a big image macro of a well-known modder's character flipping a table with just "1.8" written below.


    Edit: Whoops, I forgot double-posts don't automatically merge into one on this forum. My bad. Dunno how to delete this and edit the previous one so I guess the double-post is staying.

    Posted in: WIP Mods
  • 2

    posted a message on Intangible (0.0.25 Alpha)
    Quote from codebracker0»

    Because of reasons (something about the code, i don't know), your body is two solid blocks and practically indestructible.
    If it's somehow destroyed or just bricked in by another player you're stuck as a spirit for practically forever.
    You can't be hurt as a spirit, but you can trevel trough walls up to 4 blocks thick (so someone could trap you in a hole).
    There is a machine to create a new body around your spirit, but if you don't have one yet your stuck (there is a command though).

    Well it's possible you could borrow a friend's machine... maybe? (Once again going off the assumption they aren't biometric/soulmetric or something and can actually be used by anyone)
    Or just haunt the heck out of them until they give in and make you a shiny new golem to inhabit or something :P (which would be interesting, being stuck without your original body and needing to instead have golem bodies made for you by your minionsfriends.)
    Either way, I kind of like the idea that you don't insta-respawn when your body is destroyed, even if it is exorbitantly difficult to do so. Adds risk.
    Though I have a feeling that will end up being patched out as an anti-griefing and anti-frustration measure... Or just have console commands to respawn a player stuck without a body. *shrug*
    Posted in: WIP Mods
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