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    posted a message on Thaumcraft 3.1? (not 4)
    As this new thread has re sparked allot of ideas I decided to throw my ideas in to the great blender. First of all I like the idea of expanding lay lines. I think lay lines should have a decent impact on the world. For example a lay line with a lot of fire aspect( yes I like the idea of aspect nodes) would cause tall grass to slowly turn to dead shrubs. I think that the lay lines should also carry flux and in order to return to a stable level the effects would slowly magnify. For example at a high flux level spontaneous fire would spawn and all grass would die. I picture the aura as a dam for this idea. slowly the dam leaks coursing small problems But as more and more flux builds up the dam can not hold for ever. When it finally gives it would course big problems. For the fire lay lines it could course a swarm of blazes to spawn and then evaporate all water. A less noticeable effect would be almost all shards would be turned to fire shards and flux levels would return to normal (the lake behind the dam is dry). I think that nodes should be much rarer but much more prominent For example an air node would be surrounded by smooth floating islands and there would be no definable ground.

    On research I think it could use some modification. I think the process from theory to knowledge is relatively good but getting theories is not brilliant. It is fine for early research and core research but I think side research should be inspired by things you see. For example if you see lightning strike some iron ore a message would pop up saying "You have an idea. You should find some paper and right it down." And then when you go to your desk you get the theory of a device that could extract metals from ore very efficiently. I do also like the lost knowledge you can only find and if this was added it would create 3 main different ways that theories can be created.
    Posted in: Requests / Ideas For Mods
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    posted a message on Tragixx's Tools mod..new endgame tools and weapons! [1.3.2]
    Nice mod one small problem emeralds ore is very rare but very easy to trade for often villager trade less then half a stack of wheat for an emerald a possible solution is you add a emerald crystal that is crafted by surrounding a diamond with emeralds still nice mod.
    Posted in: Minecraft Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I agree that lab accidents should be more than just explosion and other people have come up with very good ideas.

    An idea would be to make most magic contraptions have 2 modes like the research table's safe and thorough but instead having normal and overdrive. Normal wholed act normally whilst overdrive would be 20% percent more efficient but would have a small chance of a major accident. The major accidents would never be just explosion for example a eldritch portal on overdrive wholed have no cooldown but bat have a small chance to let thru a eldritch horror.
    Posted in: WIP Mods
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    posted a message on Super Bosses
    I have been thinking about an idea for a mod for a few month now but as as my java knowledge is still very basic so I am unlikely to make it any time soon. The idea is that there could be several super bosses that would be spawned by command the mod would have 6 versions one for singleplayer, one for a tiny server 5-10 players, one for a small server 10-20 players, one for a medium server of 20-40 players, one for large servers 40-70 players and finally one for huge servers of 70+ players. the idea is to allow massive boss battles on servers. The idea is that the admin of a server creates some kind of trigger that when activated summons the boss. An example of this an admin sets up a dungeon with a sword with sharpness 10, fire aspect 3 and knockback 5 but when the player removes the sword a colossal shadow spirit is summoned and a message is broadcasted to all players that a colossal shadow spirit has been summoned at coordinates Xx Xz. The different versions would make the bosses more or less powerful. The AI needs to be good and able to target a lot of players at once.
    Posted in: Requests / Ideas For Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I think that aspects that are only used by a very small amount of items is not really a bad thing.Most mods go down the path of powerful objects need tons of something common Eg. In industrial craft to get the quantum armour you need masses of energy. Why can't powerful items require a small amount of something rare Eg. To create a powerful doom blade you need to find and object that has the aspect doom like a rare gem that can only be found in an eldritch monument guarded by a stone golem and a ancient blade only found in a eldritch armoury that is guarded by skeletons and zombies that are armed with eldritch weapons and armour. (In 1.4 some mobs will be able to pick up items so it is only logical that they will pick up the powerful weapons) I think that this would be much more rewarding to find rare objects than gathering huge amounts of common resources.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I agree that Thaumcraft 3 should have more exploration it was in the first installation of Thaumcraft but I feel that it was lacking in Thaumcraft 2.

    I think the best way to do this in Thaumcraft 3 would be to add structures of varying sizes from dungeons to large stronghold size they should be filled with secrets and have there own research branch that slowly reveals there secrets, they should be filled with loot the harder to find the room the better the loot as in real life when archaeologists find tomes that have been looted the secret rooms the are less looted.

    The exploration should be optional but by far the easiest path as in real life physicists do start from zero they work from other peoples discoveries. The research would encourage people to revisit old runes.

    Other people have said that combat needs to be improved I agree but I think that it should not be an option (peaceful is the option) one option is that the ruins are guarded by enemies that need to be killed to continue, Another option and my favorite is that as you progress in the mod and inevitably use magic contraptions things start to notice you and more powerful mobs spawn, later the very universe starts to get stressed and occasionally creates waves of very powerful mobs and once the universe gets very stressed it occasionally starts to spawn huge monstrosities that rip apart unprepared players, this option would in my mind create four clear stages in a player's progression.

    1: The early days mobs can still easily kill the player and resources are scarce.

    2: The player now has a diamond pick and iron armor and has just started research resources now are not plentiful but scarce.

    3: The player is starting to feel the consequences of their use of magic, they are no longer using vanilla tools and are doing well in their research.

    4: The player is now threatened by the very universe and is often pestered by it, he has also become the ultimate battle mage and has nearly finished research.

    The idea is not that they are constantly killed but more like terraria hard mode.
    Posted in: WIP Mods
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    posted a message on [MAPPING] Using real world terrain data
    Quote from .Logstone.

    would be fun if someone did this with the whole world =P


    If you had a few hundred million or billion to could set up a computer rig of unimaginable power plugged directly in to a fiber optic network or even the Google cloud to and a hight mod that raises the hight limit to practical infinity you could use this tool to recreate the whole world 1:1

    Then you could use another few million to create a server that could hold over a million people via dynamic proxy servers and to modify mine craft to get rid of text based chat and implement a local voice chat system and fast transport system and ABRACADABRA you have simulated world created in minecraft.

    PS:if you have a few billion spare PM me
    Posted in: Tutorials
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from Yognaut_3000

    Just a repost of my idea, Pyro, Luther, Grey Goo, Azanor, Azradun, SOMEBODY please give your honest opinion, I'd like some input as to wether or not it sucks if that's not too much to ask. ;)


    I like this idea maybe a very rare hyper Fluxual Event could turn you in to a almost godlike being with vast powers but this hyper Fluxual Event should only happen 0.3% of the time but vary late game research would try to control the event as to guarantee the event and in multiplayer the event would be much harder to recreate as to encourage large groups of people to work together to recreate the event.

    Just imagine a colossal circle of runes all pointing to the centre where a humongous spire stands, atop this spire is a huge crystal and around the central spire there are many of small circles filled with sacrifices. The player with the power of the runes guides several nodes to the spire he than stands at the centre of the spire filled with anticipation this is what all the hours of building have been for the nodes clash at the crystal the players fluxometer goes crazy the player floats up all the sacrifices are consumed by crystal then the crystal consumes the very space around the spire finally the players life is consumed all but half a hart suddenly the crystal sucks the players soul in to in to itself then every thing goes white.

    At that point the player would ascend and gains powers dependent on what is in his mind(what he has researched).
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I just had an idea

    A very high level flux research allows you to create a crystal that would be very expensive even for a end game player. This crystal when placed near a node and fueled with hordes of energy it very slowly absorbs the node and when it finishes you get a crystal containing a node.

    This crystal would have many uses it would radiates energy that could be harnessed but this crystal is very dangerous as after a random amount of time the crystal breaks releasing the flux and a huge explosion this break could not be stopped under any circumstances.

    The use for this would be to remove a node from your base or as a very dangerous but very powerful power source.
    Posted in: WIP Mods
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    posted a message on [1.8][SMP/Bukkit][Forge][DungeonPack][+24 Dungeons][+3 Bosses][+2 NPC-Villages] Finally Updated
    Cool mod nice structures a quick idea a rare structure that spawns in deserts it would be a medium structure that looks like a large dune and should be relatively hard to find but has 4 creeper spawners just below the surface and 4 more inside.

    The idea of this dungeon is that you see a lot of creepers in a dessert you dig in to the nearest dune you hit sandstone you dig in and the second lot of spawners have been busy filling the room with creepers suddenly about 20 creepers swarm you and you may very well die but if you kill them all you can grab the loot that would probably be quite valuable perhaps very large amounts of gunpowder.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][V0.6]Ancient GreeceCraft: The Greek Mythology Mod!Update for 1.3.2!Celestial Bronze!Being Updated Again![5000+Downloads!
    Nice mod but as soon as I saw the title I taught needs hydras I know it would be hard to code but they would be so cool you could add poisoned arrows that would deal a lot of damage but would be hard to option as you need to kill a hydra.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] AstroCraft - A Realm In Space
    This mod looks nice but something you that would make it a lot better is if you have a enclosed environment like a space station you do not need to where a space suit this would allow you to make some very epic space stations.

    Also I would make the space suit a lot more expensive perhaps needing gold and maybe it could display something similar to a pumpkin when you where a space helmet.

    But this dos look like a very promising mod.
    Posted in: Minecraft Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    I think that the crystal plague is a nice idea as in when the aura gets to high things start to happen.


    First Crystals grow much bigger and many more appear that raise the aura even higher.

    Then some mobs start to get crystallised become stronger.

    Then the grass stone and trees start to become crystallised.

    Finally more and more wisps start to appear and they get bigger and stronger.


    And maybe by researching these wisps you could find a way to turn your self in to a crystalline life form gaining many benefits like more health stronger attacks no need for food but your health would only regenerate when in high aura areas and you would be slowed whilst in very low aura areas and would very slowly lose health whilst in taint areas.


    PS: the crystal plague is not my idea but I wish to post my idea of how it would work.
    Posted in: WIP Mods
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    posted a message on [RP-PvP] Idolia Kingdoms [Classes][24/7 Server]
    IGN: funny900
    Age: 12
    Class: squire or blacksmith
    Read the rules?: yes
    Suggestions/Comments/Ideas: This server looks good and is a breath of fresh air from all the faction servers where as soon as you leave the spawn you get killed and once you finally get set up when you get your first few diamonds about 8 people with full enchanted diamond gear come kill you again and again and then steal all your hard earned valuables and and seem to destroy every thing for no apparent reason.


    Peanut Butter Aug 17
    Posted in: Clans
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    posted a message on [1.3.1] Village, Jungle Temple (Instant enchantment table from village!)
    Nice seed good if you want a jungle temple and/or if you are lazy and cant be bothered to find diamonds.
    Posted in: Seeds
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