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

    Personally, I was never interested in hunks of rock or meat doing my bidding, having a wisp doing it would interest me a lot more though, having more flashy pretty lights is always better in my opinion, though I would assume lots of others would be sad to see golems go, even if I wouldn't care much.

    Though I think you just said they're staying, I'm not fully sure because it's almost 7AM. lol

    As for what form you arcane crafting upgrades might take...

    Having a structure you build could work, but here's another idea.
    Having some sort of machine that'd take up multiple blocks, similar to the weird alchemical thing you'd build with the primordial pearl back in the day (Like, 2X2 wide and 3 or 4 blocks tall maybe?) that's some giant machine that supplies the different upgrades for basically anything that requires them.

    I just like the idea of a giant machine with nodes in little glass tube things(Maybe you'd add them in? I dunno if you're keeping nodes or not) and it's kind of like the heart of your upgrading system for other machines too?

    I'm kinda just thinking of asthetics, so maybe not. lol

    Posted in: Minecraft Mods
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    posted a message on Wolfhound Pack - Build your own custom version!

    What da derp are PSDs? :v

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

    Now that 3D models for entities can be changed does that mean we can make 3D armor?

    Posted in: Minecraft Mods
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    posted a message on Wolfhound Pack - Build your own custom version!

    I can respect the cultural sensitivity of it.
    And that's cool that you do too, the internet needs more people respecting sensitivities. lol

    Also, I'm not entirety sure what's happening, but ever sense 1.9 this odd glitch has happened.
    Derp

    It happens with a few different resource packs beyond yours.
    Is this a glitch with 1.9+ or did they change something with how Redstone textures work?

    Posted in: Resource Packs
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    posted a message on Wolfhound Pack - Build your own custom version!

    Yeah, they seem a lot better looking in my opinion.
    The bushy eye brows actually makes them work so much better.
    They just seem to fit the skin a bit more.


    Also, in your Asian pack you could use their abnormally tall head to make it look like one of those Asian ladies with those tall hairdos.
    You know, the ones that look like fancy beehive hairdos, but with sticks in them.

    I can't explain things well lol ;~;

    Posted in: Resource Packs
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    posted a message on Wolfhound Pack - Build your own custom version!

    I like the one on the far right!
    A tiny bit of cartoony look really evens out the creepyness of the Minecraft villager model.

    Posted in: Resource Packs
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    posted a message on Wolfhound Pack - Build your own custom version!

    I'm going to be honest.
    Any human with a bread box for a head is going to look creepy, Instead of trying to hide it I'd just go with it.
    I mean, Don't Starve is creepy but fun to look at because it's creepy.
    Maybe do something similar?

    But the villagers as they are are hard to look at, nothing to do with your art, your art is amazing, it's just Minecraft's villager models with realistic faces. o_O

    That's just my take on the matter at least.

    Posted in: Resource Packs
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MokahTGS»

    Well I'll chime in here. I would hate to lose the nodes mainly because it was one of the features of TC that made it different. The sparkling little pieces of magic that were part of something bigger is just a great thing. The RNG nature of them was also fun. I agree with others that having to travel for hours finding nodes was not fun, and I'd love to see something else done with them, but still have them exist in some fashion. Nodes just seem so cool as they are collection points of this magical energy we are trying to control.

    Maybe you could do something with them by making them something you construct...sort of like a make your own black hole sort of thing that requires machines and aura balancing and golems running on treadmills and things. I vote for sure to keep the nodes if you can...they are too cool to leave.

    I like the idea of them being something you craft, so they'd still be there but wouldn't lag stuff up because they wouldn't be blanketing the land.
    And it'd be amazing for decoration as well.

    It'd be odd if nodes become endgame things as before they were the starter things, or maybe you'd have some cool new crafting type of system to get them at the begining? I dunno.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Quick update:

    I've actually released a couple of alpha versions to my Patreon supporters, though so far the content is mostly just some of the most basic blocks. The real work has all been behind the scenes.


    Most of this week has been spent on experimenting with auras and nodes. I've come to a bit of an unfortunate conclusion regarding nodes: Things will sort of work better without them. :unsure:


    I'm still working through the problem, but things are just way more predictable and balanced if the aura replenishes itself (mechanically speaking), instead of relying on the heavily RNG based nodes. Nodes are also lag-factories if I have to be honest.


    I'll do a lot more theorycrafting, but i would also love to hear your opinion on the matter.


    So, The Nodes were one of the main reasons I played with Thaumcraft, but only because they were so pretty and I liked putting them inside those little bubble machines.
    Taking them out though, would not sadden me.

    Frankly they had me running around the world like a headless chicken costing me hours of time just to find a few nodes that were decent.
    If you had some new system that still made me feel warm and fuzzy finally getting the machines powered and working, that still had pretty lights and cool machines and stuff I'd be happy.

    Having a complete new way of how things work would be cool because the fun of Thaumcraft was learning the stuff for the first time.
    After I did everything there wasn't much reply value until you'd update it.

    Though, I am sad I never got to figure out the secret of the Outer Lands and why they were there.




    My suggestion is if you do keep nodes, or whatever system that replaces them, I'd suggest not making us need to run around 10,000 different chunks looking for them.
    Walking around the block is fun, but going to a different state is a bit annoying.

    Just please.... Keep the pretties... More Pretties... Please beautiful.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Custom model animations!?

    This is the best thing sense sliced bread.

    Posted in: Minecraft Mods
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    posted a message on Wolfhound Pack - Build your own custom version!

    I can't think of anything you missed, so yeah, I think that's everything.

    Oh, and Observer blocks detect block updates, It's basically a BUD as a block now.
    So, you could use it to power something so when the pumpkin grows it instantly pushes it with a piston into a hopper or whatever.

    Also, I kinda like the idea of the HellMouth being able to be a chest like thing, it's like Chester from Don't Starve! :3

    Posted in: Resource Packs
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x»

    New joints (knee, elbow, etc) can be added, but currently they can not be animated properly.
    A future version may enable the custom animations.

    Even if you can't get custom animations to work, it'll still be amazing. lol
    Posted in: Minecraft Mods
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    posted a message on Wolfhound Pack - Build your own custom version!

    Hey!


    So 1.11's new features are announced, a lot of it is cool new systems so no worries, you won't be overwhelmed with textures.
    Though the new items that will need textures (Not really "Need", I mean no one's forcing you, lol) are pretty unique and look like you could have a ton of fun retexuring them for the different packs.

    Posted in: Resource Packs
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x»

    The custom models already have bones, they can be moved, rotated etc.
    There are some basic ideas about customizing the animations. For example the movement of a new bone can be function of the movement of a vanilla bone or a function of other variables (time, child/adult, attacking, health, etc). Idle animations should be possible (function of time).
    This would require some basic expression parsing, for example "leg2.x=(0.1*sin(time/200))+abs(leg1.y-3)+5". More complex scripting (if, else, case, temporary variables, etc) is not planned. Animation sets, triggers, etc are not planned for now.


    Would this mean someone could recreate that cool animation mod that stopped updating via resource packs?
    Or can you not add new joints so no elbows and stuff?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»



    This is quite an interesting take on the aura system.


    Edit:

    Ok, how about this as a way of bridging the TC5 system with the above concept.

    The Auras and nodes remain as they are in TC5, with nodes being tiny holes into some alternate dimensions that is simply bursting at the seams with magic. Thus all the magic in the 'normal' world has leaked through nodes which act almost like natural safety valves - they only allow so much magic in. Once enough magic has seeped into the aura to reach a balance point the nodes stop leaking.

    If you keep draining the aura for whatever reason it means the nodes keep opening wider and wider to keep the balance, but since they are quite delicate (mystically speaking) they sometimes 'wear out' and either disappear, or worse, tear open completely.


    NOTE - this is just fun theory-crafting, not something I may implement.


    I had/have plans for TC6 to flavor flux events more. Currently flux mostly just results in taint, but honestly any kind of magic can be bad - taint is just one flavor. I was thinking of adding other types of flux nastiness based on the primals.

    So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.


    I like the idea of taint, flux and the stuff going wrong resulting in a few different things.
    Because to be honest, Taint being the only outcome for magic gone wrong was fine, but adding too it would really make it awesomer.

    Again, if you kept it the way it was, I'd have no problem with it and I think yours fans would be fine too.
    But making more outcomes would make it so much more chaotic, I mean when you make a mistake with the magic it usually seemed to mean to be about chaos and all but the outcome was competently predictable.

    Adding a lot of different things could be amazing, because I guarantee you I would try to cause the bad things to happen a couple times out of sheer curiosity, I'm a bit of a mad scientist I guess. lol


    But again, there's nothing wrong with taint and flux being the only outcome, but having a lot more could really be fun to explore or be surprised by once it occurs.
    Trying to think of a clever way to fix the problem would be a lot funner than just placing a dirt block on the flux and and digging it up over and over would be cool as well.

    Though, whatever you do I recommend making it fun even if it went wrong, because the key to a good game is to make it fun to lose, because it'll make the players happy regardless of most anything.

    Alright, my post is long enough, I'm shutting up now. lol X3
    Posted in: Minecraft Mods
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