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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from KingEdward9830»

    You know Nocturnum, even if I do want nasty taint in the mod for a challenge... You could have presented evidence as to why he's wrong without attacking him at every sentence. This is a prime example of why the Internet is so toxic in the present day and age. (If we're smart enough as a race to create the Internet in the first place, WHY do we still tolerate people verbally abusing each other like this? It makes no sense!)


    The people who built the internet are probably dead, only their idiot children remain. So rejoice and let idiocy reign!! or not I really don't care ...

    On to something less vapid, all I want to see with taint is the best azanor can do with it. There is allot of focus on balance, I think at the cost of having anything interesting. Balance comes at the end and works best through testing stop putting it in at a conceptual level because you'll block anything interesting. As for grief who cares? most people just live outside with random devices lieing around. To turn it into ruins you'd actually have to build more than you destroy. So I'd gladly move people into refugee camp and let the purple ooze make something pretty, even if it tries to eat me However if taint is going to be more a of a problem, people are right it in saying would be nice to have more of a solution.Even in creative spamming of lots of little things is boring and there is no real way to make anything better. Maybe some kind of structure you can build to work as a large area ethereal bloom or if you want something more free form maybe having ethereal blooms interact with each other to cover a large area or something that boosts the power of ethereal blooms aorund it so you can make few repeating patterns of flowers instead of just a weird wall of them.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from MokahTGS»

    Has casting mode been removed in the latest version? I don't have a moon icon by my mana bar or have a key bind in the config settings for Casting Mode.


    Yes, it's been replaced with spell shapes. Each spell can now be made with multiple casting modes that basicaly work like having multiple spells with the same effect. E,g a beam and projectile mode for a fire damage spell.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Ropelinc»

    I would object to the dual wand as in most mythos the idea is one end of the wand/staff/etc is drawing energy into it and the other is where it projects out, ergo if one had foci on both ends there's as much a chance they would interfere with each other as there is they would combine to release new effects. I think if one wanted new wand effects it'd be better to create an infusion recipe where two foci combined that way.

    It's also easier and probably more effective to just make new foci XD.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc»


    Basically the warded stuff was removed because on a fundamental level it didn't work: A warded door - without warded blocks - is pretty pointless, and warded blocks - as tile entities (as they were in TC4) are a performance hog.
    Even if a limited palette of warded blocks was re-introduced (as there was in TC3) there is still the question of what purpose warded blocks actually serve.
    On single player games you clearly don't need to ward anything.
    On multiplayer games, breaking into other peoples houses is normally covered by the servers griefing rules.
    On PVP servers, the presence of per player warded blocks introduces just as many problems as they solve, as a player frustrated that they cannot access a door, can just block it up with their own warded blocks.

    So if warded blocks don't solve any PvP problems in SSP, or SMP then they have no actual purpose except to construct explosion proof / wither traps. And you don't need a door with keys for that.



    They were fun to try and break into. One of the funnest things for me was trying to break into this giant purple warded cube some one had left. Some one else had gotten in before and taken everything but it was still fun.

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

    Thaumic-enchanced horse could be interesting, but it would require a lot of enhancing. Something like flying+immortal+summonable+teleporting steed.


    Thaumic horizons in tc4 has an explosive pan dimensional firey, lava walking, teleporting horse. If horses didn't always seem to be so laggy I'd love it. Infusing mobs actually fits in really well with tc theme and art style hopefully some one does something like it in tc5. Maybe golem cyborgs...
    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Krill13»

    I think mowzie once said that he'll make his own take on a dragon.


    Yeah I know, there's just a ludicrous number of dragons
    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from BobMowzie»

    I'm definitely going to make a dragon mob eventually, but I think it would be better in the overworld!

    You don't need suggestions for dragons. There is so much stuff about dragons in existence it would probably be easier if you gave suggestions on what kind of dragon suggestions you would like because I have more books, movies and video games with dragons than I care to admitt. I guess I can try and list some things I haven't seen :D
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from XTclssgmng»

    1.9 I am also a little excited for regarding shields, could that possibly be a new elemental tool (Something like a shield of chaos or order)?


    For a shield I feel like some special runic shielding effect or thaumic fortress shield is in order. Like runic shielding is more effective or recharges faster when blocking ( recharge faster while blocking might be a cool infusion enchant for shields)

    Quote from Laskeri»

    I mean, Vanilla has added an auto-repair enchantment so it's not like that aspect of void tools are that big of a deal anymore. Sure they don't have any upkeep, but I don't think it's a big deal personally (and I'm usually pretty against making things useless)



    Vanilla enchantment costs xp which is gross but vanilla has no other resource to use so would still use thaum

    Quote from MentalMouse42»

    The sword's missile defense could naturally be transferred to a shield, not so sure about the flight.


    If essentia crystals are merging with shards, will we eventually be able to find and/or grow compound-aspect crystals?




    Yeah I thought about that too but the sword of the zephyr will still work because it has a "use" function.The question is whether or not azanor wants to make it usable with an off hand or not. I'm keen for dual wielding wands. I wonder why people never really made more elemental tools for addons isn't that one of peoples first ideas?

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

    This could be the thing that regenerates flux, wonder what a tainted ghast would do. Anyway I'm wondering why anyone would create a tainted nether in the first place, or end.


    Quote from TheLordEternal»

    A tainted ghast would either be rooted to the ceiling, Re-purposed by taint to constantly spew forth some foul creature or they would fire fluxballs instead of fireballs, With a chance of spawning taint tendrils upon impact.

    As for why? Simply to keep the overworld clean i'd guess. Unless you mean what benefit someone would possibly have from intentionally tainting the nether. In which case i have no idea. Maybe to spawn creatures and flora found uniquely in the nether?

    Well the why for tainting the nether would simply be that it's awesome. I'm getting an alien type feel from it also I always want to see some thing like this. Also seeing dark portal opening up and spewing purple would be beautiful, like the holy grail from the fate series. Some of it sounds like addon territory though. Definetly would do if I had any skill.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Evil_Dylan»

    That might be a bit difficult from a technical standpoint, I would assume...
    But if it were to happen, I'd prefer if the flux instead had the ability to spill through the portals.

    could just modify how taint works in the nether. Make taint spread differently and make some super dangerous nether tainted mobs
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Zsashas»

    The only way I can see staves being remotely balanced is if they take durability damage depending on the Mana cost, which would make some spells simply impossible to use in a staff.

    Perhaps you can infuse spell scrolls: consumes the spell, and gives a number of stackable single-use scrolls for the spell. Would work fairly well for a cheap fireball spell or something for a non-mage to use until they decide to start spellscribing themselves, but you wouldn't want to use it for, say, a Chrono Anchor spell. Probably best to have it so scrolls have a maximum mana cost for being created, so only lower-tier spells can be used with them.

    Although I would like to see a return of the Etherium-powered Caster Runes. Again, should probably be limited in how expensive of a spell they can handle.

    And yes, "Spellscribing" is my term for the practice of AM2.


    I never found chrono anchor( too situational ) to be too powerful of a component because mana is usually plentiful, there are other ways to reduce cost, there are other ways to teleport and there are other ways to heal.

    The only issue would with staves would be that they would allow to people to cast out leveled spells because with a high enough levels you can cast any spell and replenish mana with potions. Of course if a person has killed enough guardians to be able to make a high level spell they probably deserve to be able to cast it
    Posted in: Minecraft Mods
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    posted a message on Tainted Magic
    Quote from Morticiantis»

    Modification in terms of armor is not very good ( ihorium armor is much better) , but Tainted Magic the most powerful weapon in Thaumcraft (sorry from my English)


    Well it's got the highest runic shielding and speed boosts (it's kind of insane how fast it is) I've seen. Attack power is really important though, on hardcore modpacks the best defence is good offence. That's why the ars wizards can do dungeons and me using the combined defenses of 3 magic mods cannot
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    It's actually the flux output that stops me from using it. I'd rather just setup some bellows and hoppers on a vanilla furnace and not have to deal with any flux issues later down the line.


    I know, I love that it's this big fiery dangerous beast of a thing but I rarely use it because of that. If I wasn't all on my lonesome I might use it because it would be simple enough to deal drag the flux away and draw ignis in, it's just very few things feel worth the effort on my own.


    Automating ore collection is always higher priority than automating processing and thats the only time i'd use ionfernal furnace and then only if there are no better options or i'm feeling thaumy.

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



    alright, so maxing the duration after zone and before area gets me to bedrock, awesome.


    If anyone else is looking so far I've got: [Projectile Zone Gravity Zone]=> Zone>gravity>Duration(x3)>Area>Dig


    Removing the zone in the lower section results in it going like 15 blocks, not sure how that works, because it seems redundant, but there it is.


    Removing the trailing zone in the upper section seems to cut the range by 3-6 blocks


    adding back in the zone in the lower section gets it all the way to bedrock and past again.


    So [Projectile>Zone>Gravity]->Zone>Gravity>Duration(x3)>Area>Dig


    19.99 mana cost to dig down to bedrock and then some from about y=70


    Trying to rekindle the ancient magicks I see. The old version of the spell no longer works because of changes to spell casting power but as demonstrated by renadi, zone overloading can be used to extend the power and duration of some spells to ridiculous levels. The middle zone that he had in his spell simply made the effect persist in the area longer but did not increase the area so was not useful for dig which can only be applied to an area once realistically, put that zone back if you want an effect that persists in the hole for a little bit. Another option is putting a zone before the projectile to make the spell multicast for a set price ( overall it's more casts for less mana)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from NaerenVastir»

    does anyone know if the thaumic villagers are implemented in this yet? i cant seem to find or spawn any


    Last I heard about It was they aren't implemented because of technical limitations but other mod authors have recently managed to do something similar so it's likely possible and coming soon.
    Posted in: Minecraft Mods
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