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    posted a message on *OCG Oni Clan Gaming*[Multiple Servers][Open/Free Build][Protection Support][3.5+ Years & 4400+ Reg.][New SMP World Soon]
    In-Game Name: captainfreeman1
    Age and Location: 20, USA
    Have You Ever Been Banned Before: No
    Why do you play SMP: Singleplayer gets incredibly lonely
    Which of our servers do you need to be whitelisted on: OniCraft
    How Long Have You Been Playing Minecraft: Since Minecraft Beta 1.5
    What's Your Favorite Color: Green
    Will You Make An Account On Our Website: Yes
    Anything Else You Want To Add: I like to build tall things. Just warning you.
    Posted in: PC Servers
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]

    Quote from HarmlessGuy

    While you're right about the "feel" of research being off, I feel like the bigger problem is that it's an even bigger item dump than a crucible but isn't as directly beneficial. The massive amounts of cobblestone can be replaced by massive amounts of artifacts if you have mods that add more dungeon-crawling (In my case, Ruins and Battle Towers with Mystcraft to generate lots of structures), but I don't think it'll ever feel just right as long as it amounts to a trash bin with occasional rewards. No offense, Azanor.


    Many people have already addressed the massive amounts of cobble/artifacts problem. And I agree that it very much is the bigger issue. I simply wanted to state a different issue that I had with research, one that I feel hadn't been mentioned.


    Quote from Azradun

    Hm. I myself found the feeling of research being quite right. It is a bit random, as a real research would be - no Civilization-like hardcoded paths which you can memorize and exploit to your convenience (and I'm a big fan of all Civ titles save 5 :) ). For example: I missed Googles of Revealing until very late game, because I had poor luck with theories. And to research Tainted, I had to setup a whole Experimental Research Area Taint-One, which was a controlled, walled-off chunk. For me, the research had hardness to it, the feeling of discovery, and a fair bit of surprises and randomness. All human science can be summed up as a "trash bin with occasional rewards"!

    Making a good research system in a game is not easy. Most times it's just simple, linear upgrades or traversing a path. What do you propose?

    And I burned bookcases, not cobblestone. Fahrenheit 451 comes to mind :)


    I have no problem with randomness or massive taint-chunk facilities. In fact, I quite endorse them. The problem I have is that research was done for the sake of getting new toys, and not for gaining a better understanding of the world. If I research cobblestone, I want to be able to learn, in game, that you can make cobblestone by meeting flowing water and flowing lava. If I research taint, I want to learn how it flows, and how it spreads. If I research a broken sword, I want to discover who wielded it, and why. And so on.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    There's something about the research in TC2 that's always bugged me. You do all this research, tearing apart every known substance in the world (or ungodly amounts of cobble, depending on your playstyle) in your q-block, and you get these knowledge fragments, which then lead to theories, which then lead to "discoveries." Rather than clues on how the things in the world actually work, these discoveries are simply recipes for various magical items that you can create. I fell that the discoveries should've also revealed something about the world itself, whether it be a piece of history, or a better understanding of the rules the world follows. I realize this doesn't mean much with the new cauldron-based research system, but I really want to learn more about the strange and terrifying world Thaumcraft, and eventually, Arcanacraft, puts us in.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Going through Thaumcraft, I felt that the items, though brilliant in their own right, felt a bit repetitive. Rather than have three sets of boots, each being an upgrade of the previous boots, have three types of boots that each do something completely different. I just feel that each item should be valuable, and shouldn't become obsolete just because you researched the next variant of the same item. This would allow players to develop their own style in Arcanacraft, rather than feel the need to use a specific item because it's predecessors aren't as powerful.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Dark___Pearl

    Quote from xLimez

    How about a way to capture mobs auras and store them / it somehow.

    what if you could capture mobs and put them in cages so you can rip their bodys apart to study how they do what they do
    example: you capture a tainted creeper andd slice him open, you find out how they create tainted ground when they explode, you get the discovery for concentred taint


    The ideas for this mod are sounding more and more like Amnesia: The Dark Descent. Though the game mostly focused on what happens after you've unleashed a horrible dark power, this is still feeling like the backstory leading up to the game. Delving into knowledge far beyond your abilities to control, taking part in morally questionable experiments, risking your mind, body, and soul all in order to elevate yourself to a level of power most would kill to get. I'm truly loving it.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]

    Quote from captainfreeman1

    I haven't played much with TC2 (though I have thoroughly enjoyed it), but I did have a couple ideas I'd like to share.

    Firstly, I'd like to see Written Books used when ArcanaCraft finally comes around. Perhaps you could have a few pre-written books that show up as rarities in dungeon chests, detailing the experiments of a long-deceased thaumaturge, or the horrified account of someone's first encounter with the Taint. You might even be able to loosely connect this to the aspect system that seems so popular, giving players hints as to which direction they can focus their research.

    Example (hints underlined for emphasis)
    Dragath the Unknowable smiled cruelly at the the army spread below him. He knew their intent, but cared little. Nothing could stop him, not with the power he wielded. He raised his blade forged of shadow and emptiness, and brought it down upon the hundreds charging towards him, and then watched as they vanished into oblivion.

    The underlined hints would point towards aspects that could be used for creating something. In the above example, shadow and emptiness refer to darkness and void, which I imagine would be two of the ingredients for something like the void cutter.


    @Azanor If you are actually fond of this idea, I would be perfectly willing to pen some, if not all, of the works you'd like to use. Just send me a pm anytime, and I'll get back to you as soon as possible.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I haven't played much with TC2 (though I have thoroughly enjoyed it), but I did have a couple ideas I'd like to share.

    Firstly, I'd like to see Written Books used when ArcanaCraft finally comes around. Perhaps you could have a few pre-written books that show up as rarities in dungeon chests, detailing the experiments of a long-deceased thaumaturge, or the horrified account of someone's first encounter with the Taint. You might even be able to loosely connect this to the aspect system that seems so popular, giving players hints as to which direction they can focus their research.

    Example (hints underlined for emphasis)
    Dragath the Unknowable smiled cruelly at the the army spread below him. He knew their intent, but cared little. Nothing could stop him, not with the power he wielded. He raised his blade forged of shadow and emptiness, and brought it down upon the hundreds charging towards him, and then watched as they vanished into oblivion.

    The underlined hints would point towards aspects that could be used for creating something. In the above example, shadow and emptiness refer to darkness and void, which I imagine would be two of the ingredients for something like the void cutter.

    Secondly, I think that some thaumaturges would enjoy having assistance with some of their experiments, something with a little more life than the current TC2 seals. Perhaps we could have a clay golem? Such a golem would be crafted similarly to vanilla golems, using clay blocks instead of snow or iron. However, these golems would require more than a pumpkin to give them life. Instead, a vis crystal would be given to the golem, thus giving it a more magical creation process. Of course, use of different crystals would alter each golem's abilities and behavior (fire causing aggression, earth producing hardier golems, etc.). You could even give them weapons and armor, allowing them to serve as personal guardians and soldiers. The problem with this, however, is that clay is not a very sturdy material, and clay golems could not only be damaged by most conventional sources, but water as well. Clay could be used to repair them in case of excessive damage, thus prolonging their lifespan.
    Posted in: WIP Mods
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    posted a message on ORIGINAL Texture Pack Central/ Mods List [closed]
    Texture Pack Name: Written in Red
    Author Name: captainfreeman1
    What resolution?: 16x16
    Thread Link: http://www.minecraftforum.net/topic/756638-16x-19x-written-in-red/
    Display Screenshot:
    IG Screenshots (all in one image):
    Posted in: Resource Packs
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    posted a message on [16x] [1.9.x] Written in Red
    Written in Red

    What happens when you wake up in an unfamiliar world? What happens when you discover the horrors that wait in the dark?

    Some find refuge in primitive shelters.

    Some forge weapons to fight back against the dark.

    Even more find ways to exploit this new world.

    But what happens when you turn to magic for survival?

    Just remember. Your fate is written in red.

    Written in Red is a rather simplistic texture pack that makes references to several real-world mythologies, as well as some of Minecraft's own mythos. Though similar in many regards to the original Minecraft textures, Written in Red is more than just a re-work. Enjoy mining in a world where zombies have no hearts, creepers weep blood, and ghasts are formed from the heads of giants.

    Download: http://www.mediafire.com/?euxz0343tj45jfg

    Pictures, for your viewing pleasure:




    Please restrict comments to constructive criticism. Thank you.
    Posted in: Resource Packs
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