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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Have you considered an upgrade for the golem workbench? Maybe an infusion of the workbench itself with two Mnemonic Matrices, a chest and a fire shard. Then require the crafting golem to have a fire upgrade, since that increases interface inventory. The upgrade would allow up to three separate recipes to be crafted at once, with a little extra storage space in the bottom to hold the materials.



    That means less ticking entities in the world when you set up automated crafting.

    Edit: It would also be nice if there was a way to link a magic mirror to a vis reader, so you can access your essentia totals from different locations.
    Posted in: WIP Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from MinerGuyLex»

    You mean the right-clicking the infusion results onto a mob?

    Creative tab has items for each infusion. You can right click with them to add it to a mob.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from MinerGuyLex»

    I agree, this is much better than vanilla stuff. Mostly because its more fun to infuse a pig and make it eat rocks for the rest of its life. Haha. But in all seriousness, it is a better setup in terms of laglessness. I mean, it causes less lag. I just got this mod this afternoon and am currently messing around with mob infusions, currently I have a taintfeeder and a Guardian panther with quicksilver limbs. One suggestion, since the general infusions have the infusion modifier listed as an item, perhaps have a creative mode only item that when right clicked gives the infusion result to whatever mob it is clicked on, if applicable. Just a thought for convenience.

    This already exists.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Entropy upgrade seems broken. I have a gather golem with the entropy upgrade told to pick up white wool with "ignore item damage" checked, and he won't pick up any other colors.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Upholstery!
    So while I love the mod (wearing useful crimson cultist armor is awesome), I think you added an extra 0 to armor durability values.12000 durability is a little high, isn't it? Even 1200 is too much I think. I would mimick the values of the fortress armor for durability.

    Also, the praetor armor reduces vis cost, but the tooltip doesn't state this. All armor is also currently called item.robes.name-type stuff.
    Posted in: WIP Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    The untyped suction on the vat when doing infusions really makes consecutive infusions difficult, since the system always gets gummed up on anything that has partial phial costs.



    Quote from justicesays2
    I have played through TF , with vanilla thaumcraft 4, and the only hard dungeon was the minotaur labyrinth, mostly due to the use of bedrock for the lower level, otherwise flying = easy win (again).
    Naga - cant fly, nuked from orbit...etc. etc.

    I'm not sure why you're playing at all then. If you opt to abuse the mechanics by flying around all the time, you defeat the purpose of the mod author's fight mechanics. Exploiting flight everywhere to circumvent challenge seems pointless and odd to me, since you're just robbing yourself of any real satisfying gameplay. Seems excessive to state you have to nerf or gimp yourself for balance, as it's more accurate to say restricting yourself to the bounds of intended gameplay for encounters maintains balance. If one mod adds a nuke gun, don't use it on content from another mod that maintains vanilla difficulty. That's not gimping or nerfing - it's intended gameplay.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    I take it you play on normal then? I base all my difficulty assumptions on hard, and I can tell you that even with prot IV void armor I've died plenty of times in zombie swarms (zombie awareness mod) or in TF dungeons. Chocolate quest dungeons are also a serious pain (walker dungeons especially). The outer lands I actually didn't have all that much trouble with, though I ward each intersection and the opening to the boss room. Long corridors with no traps, pitfalls or anything makes bottlenecking easy. Only problem is if you get too close to the warding stone and crabs jump up and climb over the invisible wall.



    I guess on vanilla with normal difficulty dying is never a problem, but I certainly find the cost of saving all my items worth it with the mods and difficulty setting I play.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from justicesays2»

    I'm not a big far of giving up fun stuff for that one time you might die.
    Primordial pearls also don't grow on trees.
    I'm not really sure what the whole "revive in a tank" system is aimed at, the lethality of Outer lands mazes is really quite high, one pearl per maze (discounting the vary rare occasion you get one from a loot bag) , and it costs two pearls to revive once with items ( I assume the soul beacon is one use as well). The limiting factor might well become how many eldritch obelisks you can find (that don't drop you into the void and kill you).

    My main point however is, in a normal game , the cost of the pearl to revive with some XP retained is excessive, this very mod has XP you can just suck out of soul sand, so the main use of that whole getup , with tank ,beacon, corpse effigy etc. would be to keep the items, making the use of the amulet slot and an extra pearl on top to get that benefit just too over the top.

    In a hard core game the good part is just surviving the death, obviously keeping items would be a nice bonus , but some one who is having to conquer mazes for multiple pearls in a hard core game is probably going to keep the pearls to *not die* rather than keep some items they can relatively easily replace. Unless they are so powerful as to not have really any chance of dying while doing the mazes, which being essentially the end game for Thaumcraft and considerably harder then any vanilla content would mean they are not likely to die any where else either.

    Well first off, reviving in a tank is game-changing for hard mode. Saving experience is also very important unless you have automated experience farms like bushes from TC, as XP is more important than ever due to the experience hog of the focul manipulator and such. Even the XP generation from this mod uses a non-renewable resource, unless you have soulsand automation from something like automagy's nevermind. Even that needs a cobblestone generator and macerator-type setup for the glass, and spider farm or some such for the vinculum. Bottom line, there is no renewable resource for XP without a lot of setup and mid-late game work such as mob xp farms using substantial resources, outside of overpowered "I win" things like TC berry bushes. Even using only thaumcraft golems and mob farms you're limited by the 50-ish experience level capacity of each brain in a jar you make, which comes with it's own balancing features such as warp per infusion and balancing mob rate vs golem health regen.

    Respawn via the vat has a 1-time pearl cost, not the per-respawn cost you assumed. So you're "not really sure what the whole "revive in a tank" system is aimed at" comment doesn't make sense to me, as I think it's very well balanced and serves a useful purpose.

    As far as "I'm not a big far of giving up fun stuff for that one time you might die" goes, if you want an amulet of emergency shielding, vis storage amulet, TT talisman of withhold and talisman of remediation, FM collar of pain AND mirrored amulet all at once, then you've missed the point of balance. Base thaumcraft is kind of all about balance, and the current implementation of the amulet does a good job honoring that.

    If you think the pearl cost each time is too steep, than I refer you to my previous paragraph. If hours of farming, mining and infusions to make all the foci in your focus pouch, armor, weapons, enchantments, etc. is a considerable investment (which it is), then to guarantee the safety of it all should carry it's own considerable cost. Would you prefer a renewable resource cost to replace the amulet? Where's the balance in that? If you want cheat mode there are plenty of mods that save inventory on death with up-front-only cost or no cost at all.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from justicesays2»

    I would ditch the mirror being an amulet at all.
    There is alot of demand on the amulet slot already, and having something disposable (so it would be wasteful putting runic shielding on it) and missing any other benefit (no emergency healing or 1500 extra vis) just cut down your survival chances.
    Having an "unstable mirror" you carry around that would serve the same function seems more sensible.
    I have no idea if the mirror amulet actually creates a mirror portal with item suction (which might only recover some or none of your items if you died in lava for instance) , or if that's just an in game explanation for some other method of item saving.
    If it actually works as a mirror portal with suction you would also have a nice item to use to pick stuff up to a mirror directly (if it wasnt too expensive to use), by throwing it at a pile of items.

    Mirror should stay an amulet, and take up a bauble slot. Guaranteed safety of all your hard to make items is pretty overpowered, and sacrificing other items you could put in the amulet slot is definitely fair. I could understand it not breaking completely so you could safely put runic shielding on it, but still think it should require a pearl each time. Also, it realistically shouldn't be able to teleport itself through it's own mirror, so it should be the one thing that drops to the ground normally instead of getting teleported to your mirror destination.
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    She's the progenitor of vampirism isn't she? Seems fames would make more sense than lust.
    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Tuhljin»
    Version 0.20.2 has been released.

    :D
    Posted in: WIP Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    So the soul sieve is dropping sand on the ground whether there is a chest below it or not. I tried mod and vanilla chests.
    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    So I finally built the thaumostatic spire, and while it's awesome there were a couple things I wanted to ask.



    First, you can see it all symmetrical-like at the top of my thaumcraft campus:



    I had to add two more relays though to link the top. Since the top has to be open to the sky and therefore generally high up in the air, any chance you could move the vis connection to the base instead of the thaumium spire? Just don't want beams running up my cupola.



    Second, since this is a convenience tool and therefore not overpowered, does the volatus and aer essentia cost have to be continuous instead of just when it's charging someone's harness? I linked all mine to my essentia setup using thaumic exploration's jar binding seals:



    But I ended up adding valves and plan to keep them shut off permanently as the constant cost would mean a dedicated farm, which means more server ticks, which is something I try to avoid.



    Just my 2 cents. Looks awesome with the arcing lightning by the way.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I set up a farm with TT tablets of necromancy and butcher golems in the same chunk loaded area I had butcher golems and lamps of fertility previously. Now I'm wondering if butcher golems weren't working properly then either, but the population never got out of control because I visited fairly frequently and lamps respect the breeding cooldown.

    I'm finding that butcher golems aren't doing anything if the farm is loaded with chunk loaders, and only start butchering once I return. I came back to a barn filled with hundreds of cows, sheep and pigs.
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from Nnystyxx»
    Oh, okay. I somehow hadn't seen the plans.txt. I was curious what people meant by it.

    What we meant by it was that deep down Spiteful knows that he wants to forsake life for a few months and make everything on that list. All of it. But the taint spawning pit and vault of avarice first. Or demon summoning. Or both.
    Posted in: Minecraft Mods
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