- Tikell
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11
Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods -
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warlordjones posted a message on SteamCraft2 - 05/07/2015 Beta 5.0.1 - 'Laaaaaatice'Beta 4.0 Live!Posted in: WIP Mods
Beta 4:
++ The Deeps:
> An entire new dimension
> Accessed through fissures in the bedrock in the overworld
> Many biomes, from Towering Redwood Forests to Scalding Mud Lands. Discover the rest for yourself!
> New mobs, such as giant spiders.
> Underground variety, from compressed stone to boulders.
+ Allow jars to be used to add RF to TiCon tools.
+ DynamicSwordSkills compat
+ When you break boilers they dump their steam into the world (but not if you use a spanner)
+ Add a safety catch for the shrinkray
+ Raygun can turn clay into hardened clay
* Brass Leaves directly drop nuggets (with a small chance of ingots) when broken, and can only be mined with a pickaxe of mining level iron or above.
* Brass and Zinc can’t be melted in TiCon smeltery for now, working on it.
# Prevent the cast iron gate being usable as furnace fuel
# Fix Shrinkray/Raygun not using energy
Many more content patches coming in the future. -
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Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]What about his idea for auras:Posted in: Minecraft Mods
The aura is chunk based like in TC2 - a world wide field of magical energy of varying levels - some chunks have lower values in certain primals than others and vis tends to flow like water, or more accurately like a thick syrup, from areas of very high vis to areas of low vis if the difference is big enough. Each chunk has a natural ground state based on biome, dimension, and so forth. If it ever gets more vis than this ground state it tends to lose the extra vis to its neighbours, while chunk below their ground state is more likely absorb from their neighbours.
This aura based vis is finite and you can quickly drain a chunk if you are not careful and have to wait for neighbours to replenish it. This would mean that it is quite possible to completely drain a world of vis... except for the existence of nodes.
In the TC3/TC4 lore nodes are little gateways to some magical place and act as natural springs for vis. However in their current incarnation they also store the vis.
In the new "TC5" system they could actually simply be sources that replenish the vis of the area they are in. There are different types like there are now (bright, pale, sinister, etc.) though it would make more sense that they are aligned with only a single primal if you think about it.
So early game TC would be all tapping into the aura fairly crudely to recharge your wands or directly power some early machines.
Midgame you will start running into problems as you vis usage starts outstripping the ability of natural nodes and general vis flow to replenish the chunks around your home. You discover ways to replenish the local aura either via essentia or other means. Some crude ways to manipulate the aura and nodes directly are also discovered.
Lategame you can store moving nodes about and find generally start fiddling with the aura directly.
I'm not sure how the CV and energised node system would fit into this. In effect nodes will be energised nodes by default and relays could be a mid-game thing to use the energy directly instead of having it replenish the aura.
Thoughts? -
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GreenZombie76 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Regarding Research and experience:Posted in: Minecraft Mods
Instead of using experience directly, make the deconstruction table takes enchanted books and decomposes them into [research completion].
Why? Infusion enchanting makes enchanted books all but useless. However, they are still found as library and dungeon loot (and still server as a convenient way to spend xp in a hurry if you have more than 30 levels and no pending infusion enchantments).
Being able to convert enchanted books into TC research would give the books some purpose which TC has otherwise rather diluted.
Also, using magical books to perform "research" seems far less cheezy than creating stacks of crafting tables and feeding them to the deconstruction table.
I don't understand how the new research functionality would work so when I use the phrase "research points" i mean the closest analogue the eventual new system has:
* Perhaps the deconstruction table could extract one (level of) enchantment at a time, allowing multiple research point (equivalents) to be gained.
* It could also take enchanted items and damage them in the process of extracting enchants - allowing improperly enchanted items to be recycled.
* It would be time, rather than click based.
* It could be sped up (as a later game option) by supplying vis to help break the enchants down.
* Instead of granting research to the player, it would be placed adjacent to a research table and as it breaks things down, apply "bonus" research to that table (like the current "starred" research points work, except that it would create a potentially larger research bonus. - To post a comment, please login.
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Thaumcraft is always a "whenever it gets done" mod and TC5 is no different. It'll get here when it does. And, no TC4 is in its final for unless something seriously game breaking comes up.