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thaumcraft-suggestions's Issues

Totems - why?

Perhaps I have an unusual play style, but ... I can't see the point of ever creating any of the aura dispersal or attraction totems.

Given:
The use of totems, and 'other' thaumaturgy will contribute to flux levels over time,
High levels of flux will cause recurring taint issues and corrupt all vis shards into vitium shards,
The only way to combat flux is the use of pure nodes,
the pure nodes created are small, and get used up:
The only sane response is to plant many silverwoods to get some pure nodes.
As a consequence, the aura in the protected area is getting a constant supply of new aura, and has no vitium buildup.
As a consequence, there is no need to either attract useful vis, or repel vitium.

Wand Focus: Healing

Cows, sheep, villagers and other players. Sometimes they need healing. A wand focus that heals seems like it could be useful.

Summoning

Although I don't know if this is the path you're interested in taking with thaumcraft, I believe that it would be a lot of fun. I believe players should be able to learn to summon creatures, be it simply a pig or two to start a farm when there aren't normally any pigs within a hundred thousand blocks of your home or a creature similar to the crimson knight to aid in combat. This will be very helpful for when players need access to some creatures when that creature isn't available for one reason or another, either simply don't spawn or they don't want to go through the effort of leading them back etc. Perhaps this could be a page in the thaumonomicon unlocked when the player finishes all the golemancy research? I think it should work by having the required liquid essentia around a summoning altar of a sort, maybe a brazier or something similar? Anyway, they have the essentia to give the animal's essence, then they can have bones and [rotten flesh for a humanoid, porkchop or respective meat for an animal, etc] to give it a body, then an animation of the essentia flowing into the body parts, forming the creature in an unconscious, dead-like state, then the player looses some hearts [more for more powerful creatures, maybe like 2 hearts for a pig and 1 for a chicken or something] and a light moves from the player to the animal, hinting at giving the animal your life essence to give it life. This will be helpful in many ways, and maybe the player can create an army to aid in his journeys to dangerous areas. I hope this doesn't go against your intended paths for thaumcraft to take? It'll add an interesting aspect of necromancy in a way to the game that I have long thought thaumcraft needed. It's a very fun mod, definitely a top favorite of mine, it's the first I look for when adding mods to minecraft! Thanks!

Buff the Hoe of Growth.

I don't think that this thing gets enough love from the player community. For an elemental tool it offers very little.

So I suggest that - in addition to its ability to till the 3x3 blocks around the cursor that:

  1. tilled blocks are spawned fully hydrated (at a cost of aqua from the aura?) - likewise - all the actions below will re-hydrate any farmland blocks that the hoe acts on
  2. the hoe can be right clicked in the air to work like a watering can - crops (in a 9block radius) around the player will be accelerated.
  3. if a fully grown crop is right clicked, that crop - and any other fully grown crops in the 3x3 area around the hoe's target - are harvested and replanted.
  4. if a immature crop is right clicked, the 3x3 area centered on the crop will all be accelerated.

Perhaps also:
Right clicking on dirt blocks can spawn grass.
Right clicking on grass blocks will act like bonemeal and spawn flowers.
Right clicking on Mycelium will spawn mushrooms.

A comment on recipe balance.

While the thaumcraft plates are now in line with other mod's plate recipes, the 5.2.3 gear recipes are far cheaper than gears from other mods, where the standard seems to be 4 ingots arranged around a center core.

I assume these gears and plates are forge dictionary compatible?

At any rate, while Thaumcraft needs its own balance, when there is strong prior work that is being referenced, deviating from the established material cost expectations is going to cause balance issues in modpacks.

Shock foci balance

The shock foci is op please nerf...
now talking seriously, the shock foci is really an op weapon, the fact is that when you obtain the shock at level 3 with chain attack you don't need another weapon, or foci, nothing can even compete.
Now a way to make this can be
1-nerfing (I don't know if that word even exist) the shock foci
2-making the other foci better options

Fortress Armor Faceplate Tweaks

Make face plates interchangable. Just infusion craft the plates themselves (with a thaumium plate taking the place of the helmet or something), then craft the helmet with a plate, to put in the plate. Remove the plate by crafting the helmet and returning the helmet as container item, the plate as the crafted thingy.

Sipping Fiend:

See entities through blocks. Just their "hearts", though, like you see ore with the Pickaxe of the Core.

Angry Ghost:

Make Player model every so slightly translucent. like 90-95% opague

Remove the ability to shove/being shoved by other entities. If you are close enough to normaly shove other entities, they get a very short duration wither effect.

Add slight chance to ignore hits completely (because ghost). Maybe replace the chance to apply wither to attacker with it.

Grinning Devil:

Increase speed depending on health missing. Maybe make it so max speed is actually slightly decreased when at full health, because the Grinning Devil is bored... Like, say it's 5% increase for every missing hp, 19 hp being normal speed, 20 meaning slowing down to 95%, speed increases to 190% at 1 hp. Also maybe a laughter sound when making a puddle because of thaumarhea, because poop is funny :D okay, that last part was just sillyness

All in all just trying to make them a little more interesting. And the faceplate interchanging part is because I think it feels natural. Also you don't have to enchant 3-4 different helmets just because you want to go out in a different face sometimes :|

Bring back the TC3 style aura

There were some issues with the TC3 style aura that make the TC5 system - where vis is a chunk property - much better.

But:

  • Watching the nodes recharge each other was epic.
  • Crystal Capacitors, to increase local aura storage, were also awesome to build, place, and use.

harness GUI visible by other players :bug

just that really, another player has reported to me that they're seeing the harness "pop up" on their screen when i'm charging it, even though they don't even own a harness:/
the TC version is the latest one 5.2.4 and using forge-1.8.9-11.15.1.1847 with this list of mods:
screen shot 2016-04-13 at 00 38 04
let me know if any other info will be useful or indeed if the provided information wasn't.

changelings

I thought it may be a nice addition for there to be a chance for villagers to mate with pech or for pech to steal a baby villagers and replace it with one of their own, into what these should grow up and what happens after they grow up I don't know, but I would definitely like at least one villager to be added by thaumcraft

Make Arcane Pattern Crafter more Hopper-like

With 5 slot inventory, pointable output (so output side can be a cardinal direction) and maybe even autocollecting of items that are getting dropped on/into the top.
With it having an inventory and being able to be pointed sideways, you could chain Arcane Pattern Crafters, say, to make sticks from logs, by placing them adjacent and without building an ugly tower of crafters and chests inbetween.
Another thought: give them a single output slot which will be filled first and then emptied hopperlike into the inventory behind the output OR drop the items in the world on the output side (arcane bore style). That way it could be utilized as a standalone device. Requiring an output inventory for it to be able to craft seems unnecessary.

Biome Manipulator

With the goal of giving a purpose to all essentias, as well as encourage the use of totems to manage and controll vitium levels:

Device: Biome Manipulator. Acts on a wide (up to 10 chunk radius) area around the manipulator.
Each of the 4 sides can be connected to a supply of essentia.
When supplied with essentia of various types - with drawn vis from the aura (and flux generation) it will use the provided essentia (and combinations) alter the surrounding biome tiles.
When places, the biome manipulator would sample the biome of the tile it was placed on, and - each time it gets an operation tick - find a tile with the same biome in its working radius and change it to a new biome based on the essentia supplied:

Ignis would cause tiles to choose a biome that is hotter (or dryer) than the existing biome.
Aqua would cause the new biome to be wetter.
Gelum - or perhaps perdito + ignis - would be colder
etc.

What is Flux anyway?

The relationship between primal aspects and flux seems rather odd.
Flux is represented as Vitium in the aura which is represented as a compound aspect which is made from potentia - itself made from ignis + ordo, and perdito.

Which implies that flux itself then is composed of ignis, ordo and perdito - why would there be no aqua, aer and terra components to flux/vitium then?

Surely vitium needs to be elevated to be a primal aspect - otherwise why are other compound aspects not appearing in the aura, or coalescing into crystals?

The relationship of ignis and perdito is also confusing as they seem to represent the same thermodynamic principal of entropy or heat. And Ordo then seems redundant is it represents the absence of (ignis / perdito / entropy / heat).

The Outer Lands music

I would suggest using the 'The End' track for background music in the Outerlands, as it feels more fitting then overworld tunes.

more infusion recipes

with how the infusion page describes how infusing stone with vis and a feather would produce a very light stone

because of this I kind of feel like adding some more blocks would help flesh it out for players that stayat low level for longer and may still be useful to players that can handle themselves well in the mod

for example like a new way of making blocks that emit light, a stone brick/arcane stone brick which can be infused with lux to have it give a light level of one, then being able to infuse it further for it to give higher light levels?

and/or glass infused with tenebrae and obsidian so it blocks out light from passing through

Sounding

The new "Sounding" property on the Pickaxe has some problems, that for me at least, has rendered it entirely useless: I've found I've just stopped using it.

  1. The duration of the ore highlight is too short. Previously you could have a look around which helped judge how far ores were away.
  2. It highlights ores that are too far away - the screen is basically full of noise. Along with the quick duration I cannot tell which direction will be better anymore as there are sparks everywhere.
  3. The lava and water highlighting is gone: This was very useful, especially in the nether.

Ironically, Sounding now triggers all the time when I am opening chests or using objects. I guess it feels lonely.

A compromise between different aura systems

I saw an issue mentioning how having Flux in the aura was weird and how it shouldn't be there since it was a compound aspect. And the TC3 Aura was quite interesting, but I have an idea on how the two aura systems could be combined.

The aura is generated as a field of primal aspects much like now. Anything that uses vis will pull from that pool. But it won't use the vis up. It will instead deplete its magical properties and the vis units will comine with the aspect there is the most of in the aura to create compound aspects. These represent Flux. The Thaumometer will look the same, telling you how much Flux is in the aura, but you'll be unable to tell what types there are. Taint will be the same, but the various mobs that spawn there depend on the Flux used to create it.

What do you think?

Cinis: burning water (and others things) with magic fire

I suggest adding a new basic alchemical substance (as the nitor, alumentum and magic fat).

The cinis would be a throwable item (as alumentum) with a texture similar to nitor and alumentum, may be with a green colour.

firerrie_thing

When the cinis collides with a block or liquid, creates "magic green fire" blocks in a space of 3x3x3 blocks.

This magic fire would be capable to burn even over the water and lava without disappear, during several seconds (may be 10 or 20 seconds).
This magic fire would react with near fuel blocks causing normal fire in these.

This magic fire causes a "fire damage" for several seconds as normal fire, but this "fire status" has a green texture and can not be removed with water, and would affect to all type of mob, even nether mobs (that are invulnerable to normal fire), except bosses, obviously.

The cinis would have the next recipe in the crucible:
3 ignis
3 potentia
3 precantio
And bone or bone powder (I'm not decided) as catalyst.

Thanks for read.

Acclaration: cinis is "ash" in latin. This idea is inspired in the ancient alchemic weapon "greek fire".

creative foci manipulator

could you add a foci manipulator to the creative menu that doesnt use the aura and just does the upgrades you select immediately

or add so that if you're in creative it doesnt require the aura to be healthy to do the upgrade.

I would like to check the options for the foci to see what would go better with my playstyle

low level cure or paliative for warp

maybe something like a dandelion tea(or dandelion root tea/coffee?)
ideally it's not something your character has to learn, it just happens to be a normal recipe that helps has a chance to help against warp

how much it should help or remove but it's an idea, and I just want some kind of tea in the game because I personally enjoy teas and tisanes

Medium suggestion, an alternative way to store gold coins, piles of coins.

Gold coins to golden bars, that's not very interesting now is it. After gathering many coins, I want to feel rich. I want to bathe in it like Mc Scrooge. So maybe as an alternative, it could be made that 9 coins equals one liquid source of gold coins. Functionaly, it could work similair to taint dust. Being able to mine it aswell as somewhat acting like a fluid.
Destroying it should probably yield golden coins based on the volume of the liquid block.

A way to join Crimson Cult

There should be a way to join the crimson cult like maybe you could do a quest and unlock a new crimson cult tab craft their armor make it stronger and maybe even have them protect you or even go to their base,right? wouldn't that be cool?

liquid death

Liquid death in its TC5.2 form is - to me at least - somewhat underwhelming.
Its principal feature, in which it kills mobs and yields their essence as essentia crystals, is rather pointless - in base Thaumcraft at least - as very few of the essentia produces are in any way rare via other means - or even required that much in crafting.

Also, given that essentia crystals themselves might be merged back to simply be Viz shards I propose that, instead, that Liquid Death be changed to:

  1. Borrow some particle effects from the Void liquid that spills in the outer lands when you expose Starry Void blocks. For a magical fluid that kills by sucking the life out of things it looks like a pretty mundane, if appropriately purple, fluid.
  2. Other than that, when it damages and kills mobs, it should as much as possible ensure that the mob drops XP, and items, as though killed by a player using a weapon with at least a Looting I enchantment.

Minor suggestion: An anti taint version of the smite enchantment.

As it stands, there is quite a handful of tainted creatures. I think, while most likely rarely used in favor of the all effective sharpeness, the shear amount of hostile monsters that fit under the tag 'tainted' makes such an enchantment justified. Where as smite is usefull near skeleton spawners, withers and wither skeletons, a 'cleansing' enchantment to deal with swarmers, crawlers and ofcourse the giant taintacle might prove interesting to some.

Removing Essentia (wait, what?)

Yes, I really am suggesting this. TC5 is really just TC4 in new clothing, and I had an idea to shake things up a bit more and really add some more thought into the mod. That would be taking the new aura system a step further and replacing essentia with vis entirely.

The idea would be that you could combine different types of vis with a machine by putting a "catalyst" item in to determine what aspects will be added to the aura (depending on what aspects the item has, and it'd still get consumed), along with the vis types that would combine to make that aspect. Vis would be consumed by Infusion, the Crucible and much else.

For example, if I wanted to make Lux vis, I could put Torches in to combine one unit of Ignis and one unit of Aer, but they'd go by quickly, or you could use Glowstone and it would last longer, but also combine Aer and any Spiritus into Sensus. In addition, if there is no Spiritus to speak of, Vitium would go into the aura instead (which would no longer be a true "aspect", as no items would contain it).

Ice Block (inspired on the Hearthstone card)

The ice block would be an item,like an amulet,that needs to be in the inventory to works.When the carrier of it takes fatal damage,the amulet will prevent it and create a ice cube around the player,which get destroyed after a few seconds.The amulet won't works with lava,void and fall damage,and after used it will take a whole day to recharge.

New Focus System

I'd like to propose a new system for focus crafting.  With the appearance of the new golem crafting system, the experimental nature of Thaumaturgy seems to be receiving more attention. One thing that I feel is a bit off is the current wand foci.  Foci are the Thaumaturge's only means of directly manipulating vis, but with vis being so mysterious and unpredictable, it doesn't make sense for a budding thaumaturge to be able to whip up a wand focus that perfectly manipulates ignis vis into a jet of flame.  I'd like to suggest a much more modular and experimental approach to wand foci.

 First off, like with golem crafting, the process would require a multiblock "Focus Construction Table".  The table will present a gui with various selectable features. Similar to ars magica 2, the player would select the components of his wand focus, such as fire damage or shock damage, melee range or projectile etc. And as the player chooses the features for his focus, the necessary crafting components will be tallied (just like the golem bench). As the player experiments and researches new effects, he can create more complex foci. (A player may start only able to make a flint-and-steel style focus before he is able to lob fireballs at creepers.

In this process, the main crafting ingredient would be crystallized essentia, a focus that sprays a cone of fire might would primarily use crystallized ignis to be crafted. With the switch to a 1 type vis system, the crystallized essence would act as a "lense" that modifies the effects of vis. A focus that primarily uses ice would require gellum crystals, a focus like the builder focus might make use of instrumentum.

Depending on the features chosen, different ingredients will be required, as well as liquid essentia. As an example: a fireball focus. The player would select the feature "Fire" and the crafting table would indicate that he now needs 1 piece of crystallized ignis essentia, blaze powder, and 8 ignis essenta. The player wants something more focused than a touch based or spray attack, so he selects "Projectile", and now in addition to the other ingredients, he needs 1 ordo crystallized essence, an arrow, 8 ordo essentia, and an additional 6 points of ignis essentia. If the player has all necessary ingredients and essentia, he will name his focus, finalize the recipe (at this point the vis cost per cast is calculated and displayed), and begin the construction process. Particle effects ensue and now the player is in possession of a very basic fireball focus.

If you want your focus to be particularly lethal, you may select "augmented damage" and up that attack bonus at the cost of a few drops of aversio essentia. If your focus is running a high vis cost, you can opt to add "frugal" which will increase all the essentia costs in the crafting process by 50% in exchange for a 10% decrease in casting cost. There's limitless possibilities.

Graphically, the focus will appear the same color as the main type of crystallized essence, with different effects (glows, color transitions, braces/bands etc) depending on the modifying components.

I feel as though this system will allow much more freedom in magical combat/utility. No two Thaumaturges will decide to manipulate vis in the same way, so this alternative emphasizes the experimental nature of Thaumaturgy.

Each of the existing foci could conceivably be recreated in the new method.

Abandoned Crates, Old Urns, Loot Bags drops

It appears that Abandoned Crate has some items dropped from it with a chance less than 1 in 10 000 000. What was the reason for making this and can this possibly get fixed? I do not believe that someone will ever break that many of Abandoned Crates to obtain the items.

Thaumcraft version 4.2.3.5

Shears. Thaumium and void

With the new systme of applying abilities to thaumium and void metal tools, I (for one) would like shears that can be upgraded with abilities like burrowing (to harvest many leaf blocks) or attraction - to collect harvested leaf blocks or wool automatically.

Repair would also be nice.

If TC3's aura will be restored, please have different types of flux.

I like having TC3's aura, where you actually release the aspects into the world, but the aspects themselves don't matter. I think the actual consequences should differ based on the aspect. But wouldn't ~50 Taint biomes be a bit invasive to biome IDs that other mods could use? Yes, but consider this: Now, aspects have component parts. If the aspects decay into primals, why not just have 6 kinds? Each one could spread a different way, which could be interesting. Here are my ideas:

  • Aer Taint: Spreads very slowly, but does not have any special method of spreading. Just spreads. Enemies are some sort of mutilated birds and other aerial melee enemies.
  • Aqua Taint: Spreads by creating source blocks of a fluid that flow, spreading the taint. Eventually, these fluid sources will be everywhere, impeding your path. Slime-like enemies spawn from these liquids.
  • Ignis Taint: Spreads much like fire, with special "fire" blocks. Has slow, ranged, flying mobs like a Ghast.
  • Ordo Taint: Spreads through their creatures, which look like Pechs. These Pechs spawn in a single group in the biome's origin point, and individuals will venture to the edges to place totem-like blocks that spread the taint.
  • Perditio Taint: Spreads with spiderlike enemies that leave a trail of the taint behind them.
  • Terra Taint: Spreads through (again) their enemies, which are Taintacle-like enemies that look like Venus Flytraps and fire sludge balls that splatter the taint.

All of these taints have a version of the Taint debuff that act exactly the same, minus the particles and what the tainted creatures look like.

More Eldritch items

The Eldritch path is really cool, but there aren't very many materials to go with. Really, there's Voidmetal and that's it. The most ridiculous things are the Void Thaumaturge's Robes, and the Primal Staff Core. One is making robes out of metal, and the other is a combination of the best things to make something even better. So I have some ideas.

Oldewood Trees: Have you ever wondered what kind of tree sap Amber comes from? Well, I thought, why not put Amber Blocks in the Crucible with Victus and Permutatio to get Ancient Resin, which you then infuse with a bunch of Greatwood Logs and Silverwood Leaves to make an Oldewood Sapling. The leaves do not drop new Saplings, but they do drop some more Amber to make more Saplings. This is used to make the new Staff Core and probably some other stuff (possibly new Clockwork stuff in the Eldritch tier?)

Treasured/Kingly Fabric: Like the Oldewood Trees, this started with me asking a question: We all know what is on the inside of treasure bags, but what about outside? Maybe putting a bag in an Arcane Workbench with Ordo and Perditio could net you some Commonly/Uncommonly/Rarely Treasured Fabric, and all three tiers combined would make Kingly Fabric, used for a new tier of Robes.

One more random idea: How about having Void Seeds be made with Quicksilver Drops instead of Seeds? Would make them more expensive, at least by a little bit.

TC5 research rebalance proposal.

Problem: At the moment in TC 5.2, all research can be completed in a single sitting, given an ample supply of paper, ink sacks, and a select list of items to scan. Also, as the pool of aspects scales with the size of the research puzzle, "difficult" puzzles are not really more difficult to complete at all.

Proposal:
Restore 'scanning' as a way for a player to gather research points for each aspect. However, in this proposal, scanned research points are not consumed during research, but contribute to the number of research points available when solving research puzzles - possibly as the square root of the scanned total.

So, a player that has scanned 100 research points worth of Ignis from the world, would be given sqrt(100) = 10 ignis points on their next research note, whatever the puzzle size.

Benefits:

  • Players are encouraged to explore the world to accumulate research points
  • Players do not however run out of research points so there is no need for a research table to grind points.
  • Higher difficulty (larger) puzzles do require more scanning to complete and can thus gate progression - but, given enough scanning, can become trivially easy to complete which effectively represents the players greater knowledge of the aspect.

Introduction of the Player to the Crimson Cult and Eldritch "Factions"

A suggestion that is both extremely and extensively discussed among the Thaumcraft community as well as extremely open to development and suggestion would be to allow the player to join the Crimson Cult or Eldritch Faction respectively, or even "embrace the taint" and allow special perks and abilities to each path chosen, though each faction is mutually exclusive and hostile to one-another.

An idea for implementation would be to allow research into certain paths, such as decoding the Crimson Cult's language and making a portal to their "headquarters", a ritual to summon a champion as a rite of passage that is common to most crimson cult members and etcetera, and they will eventually reach a point at which they can peacefully interact and coexist alongside Crimson Cult members which will from that point on defend the player and not attack them on sight. Another further extension of this might be the ability to craft crimson equipment and cast the spells demonstrated by Crimson Clerics.

The Eldritch may be unlocked through another "Eldritch Epiphany" which would allow the player immediate insight into their ancient conspiracies and magics that allows the player to communicate with them or their leader and join them, though this is very open to interpretation and further suggestion would likely be unheeded as well as limiting for creative licence.

Joining the taint may be through a "controlled infection" in which the player uses the crucible to craft a "taint virus" that over time invades their system, creating a time during which they either receive many benefits such as extremely low vis costs or many debuffs, depending on the nature of the illness. Eventually, the player would reach a point at which they are fully "infested" by the taint, though aesthetic changes are optional and open for interpretation. They would then be able to harness specific "taint technologies" and use weaponized bottled taint in order to spontaneously convert various mobs into minions and grow defensive taintacles.

I would understand wholly if this seems to ambitious and difficult to implement, and in the end, the decision is up to you. Thank you for taking the time to read this suggestion.

Bring back seals from Thaumcraft 2

I thought seals were really fun to mess around with in TC2 and it would be even better if you brought them back again. I suggest each runic essence type requires that type of aspect in the aura for the seal to be functional.

Golem Storehouse Manager

Basically a block (imagine a golem fix mounted on a research table with feather and quill) you can use similar to a ME storage system.

When you rmb it, a gui opens and displays all items in any nearby chests/inventories with provide seals (with the same color setting). Not all stacks of course, but 1 per itemtype with the appropiate big number. Click on the stacks and the Storehouse Manager places the order, like a seal, and other golems will try and fullfil it.

In order to increase usability, the player could be given the items immediatly, IF there was an idle golem available to fullfil the order. The items would be immediatly removed from whatever inventory drew the short stick, then the golem would go to said inventory and carry a ghost stack of the ordered item back to the Storehouse Manager.

Filling the storehouse is already possible without the manager, so idk if it should handle deposits, too.

I have no damn idea if this is in any way feasable, but the thought of a storehouse with copious amounts of chests that are accessible through s single block that get's a hive of golems buzzing around in there is fantastic in my head :)

1.9 ¿how many things will change in this update?

With the 1.9 update and all that changes to the combat system, how this will affect the weapons and enemies that thaumcraft add

Like the sword of zephyr, now the axe of the stream will be a viable weapon, it will add a thaumium and a void shield, maybe a magical mirror based shield, will the shield block magic attacks, maybe not the basic iron shield, but a more advance shield will do, talking of shields can the crimson knights and the praetor use his own versión of the shields, maybe we can make a fortress thaumium shield, can we use the hoe of growth like a weapon.

will thaumcraft add his own treasure enchantments that can only found in dungeon chest like the vanilla frost walker and mending, maybe the return of the vampirism enchantment as a treasure, talking of mending, will this new enchantment replace repair, or repair is the magic counterpart of mending.

I know that there is People that not like the new combat, but we have to adapt, now this is the new combat and with that changes have to be done.
Like a new ia for the cultist enemies because the old ia is totally broken in the 1.9, now they have to fight taking note of the cooldown the shields etc, not only running at you like headless chickens, maybe like the new skelleton ia they try to take distances and block with his shields trying to outflank you, tring to attack your back when you have a shield turning around you to evade the shield protection, when you don't have one they become more aggresive attacking your front without hesitate, when they are more in numbers they try to encircle you, that way you can't escape from them and they can attack you from all directions, like the skelleton horse trap in vanilla.

I think that cover everything new, what do you think, I know that is a lot of changes but the 1.9 is a big update, and that needs some heavy changes

Essentia Transfusion Tweak

In Thaumcraft 5, the essentia transfusers are an awesome addition. Just one thing though... they have absolutely no preference when it comes to jars. I can have 3 labelled jars of terra down and it will randomly pick one until it is full. It never picks them in the same order.

My suggestion would be for transfusers (and perhaps the infusion altar too) to have a hierarchy for different jars. Have the transfuser prefer jars closer to itself over those farther away and prefer regular jars over warded jars. This would need to include height as well somehow. Jars on the lowest searchable level first; then up one level at a time.

That way, it wouldn't randomly select a jar nor would it spew everything into a warded jar when there are empty regular jars available. The whole reason I use them is to get rid of pipes, but that only works so long as I manually manage jars.

Primal arrows rework

As it stands now, primal arrows are hardly used and their effects too minor or similair, which prevents them from being used, atleast for me. Here is my toss at a rework.
Fire arrows, I think their niche should be a source of DoT in the form of fire. That currently is already the case, however the flame enchantment takes the vibe away from it by allowing it's niche to be applied to all arrows. For this arrow I suggest increasing the burn duration. That way it would be your best friend when aiming carefully and shooting with a low rate of fire is your goal. To further support this, make the flame enchantment incompatible with the other arrows and/or boost the damage the fire DoT does for the fire arrow.

Next the air arrow. They bypass al armor, which is definitely a good trait. However the order arrow is similar. Maybe it would be a good change if that ability was given solely to the order arrow. I propose giving the air arrow supreme flight, in the sense that it flies twice as fast (for the same damage as a normal arrow), effectively halving the force of gravity and doubling the maximum range, for the best sniping experience. These arrows belong in the air.

Earth arrows, I think their concept is fine. It might be appealing though to make to make it the arrow with the most force; whether that means solely more damage, or perhaps a powerful knock back allong with it. So powerful it might even outclass punch II, and cause bows to charge the arrow slower.

Aqua arrows, the ice arrows. They are fine if you ask me and I have nothing to add. Their niche is slowing mobs for repeatable aim and disengage.

Order arrows, they currently lack their niche and are more some kind of jack of some trades arrow. So what if they get the full armor penetration solely. Maybe make them a supreme counter to armor and actualy deal even more damage to armored targets then unarmored. Anyway order arrows, the unstoppable arrows.

Entropy arrows give an interresting effect; the wither status. Only few things in the game can give this effect. It is however another DoT akin to fire arrows or the flame enchantment. So what if the arrow worked like this: this arrow only deals halve a normal arrows damage, and causes an explosion to deal the other halve around its main target (main target included so he takes full damage). Explosion does not do terrain damage. Entropy arrows. When I think of entropy, I think of boom. So that I found more fitting then a DoT. This way its niche is an AoE attack to attack packs of mobs, like arcing.

Another suggestion. In thaumcraft 4 and still in thaumcraft 5 primal arrows only have a 1/3 chance of not being used with infinity. Maybe, it would be better if arrows do not get consumed, but the arrow uses vis from the auro to create a duplicate of itself. That way you don't have to deal with the nusciance of managing your arrow count, but still pay a price. (and vis costs are an easy balance lever)

Lastly I suggest a thaumcraft quiver.
What role does it fill? With the presence of six types of arrows, seven if you include normal arrows, a way to save inventory space and easily select what type of arrow you want to use. Also, there will be allot more arrows in 1.9 aswell.
How could it work? I imagine basicly a second type of focus pouch, though this one can be used in the amulet slot. It has six inventory spaces that accept arrows. Whilst holding a bow (bow of bone iif you can't add this functionality to the vanilla bow), pressing f opens up a similair grid that allows you to select any arrow in your inventory or quiver. This arrow type will then be selected by the bow.

suggestion

make the Tiny Terros research available to be gained through Firebats as well as regular Bats.

Remake the Ethreal Bloom as a device

I might be alone in this, but the ethereal bloom does not really "fit" thematically. They way they are used at least, seems more like a device - place it on a block, without any regards for the environment: it can be on netherrack or rock just as easily as dirt or farmland - it doesn't care where it grows - in a cave or a dimension without sunlight doesn't bother it.
It grows instantly, which is handy, as a thaumaturge with a taint problem on their hands generally doesn't have enough blooms to cover it.

Basically, in every way, it seems to act more like a placeable block/device, rather than a flower. It has no growth mechanic (surely a flower should interact with the hoe of growth in some way?).

Terrain Manipulator

I propose a terrain manipulator as a device similar to a biome manipulator in that it will encourage the use of essentia, and the generation of flux, to manage with thaumcrafts various flux management devices.

The terrain manipulator will allow essentia to be piped into its 4 sides, and when given essentia, will consume vis and generate a variety of in world effects in an up to 10 chunk radius around the device:

  • Aqua will cause rain.
  • Aqua + Aer will cause a rain storm with lightning.
  • Gelum will cause snow in non snow biomes, freeze water blocks and cause snow to be deposited.
  • Ignis will melt snow and ice - even in ice biomes, in hot dry biomes will cause spontaneous fires.
  • Herba will cause plant growth - appropriate to the biome - around the device - including the generation of new trees.
  • Metallum will cause ore blocks to generate in stone (as normal).
  • Victus can cause animals to spontaneously breed.

Other effects can include increased or decreased mob spawning.

A very specific purpose of the device would be to be used in combination with the proposed biome manipulator where Terra (at least) would cause blocks exposed to the sky to regenerate as a biome appropriate block. i.e. if the biome manipulator has changed the area to desert, a terrain manipulator would alter exposed dirt to sand. Or an alteration to swamp would cause water source blocks to spontaneously spawn on low lying blocks near other water source blocks.

Restore Warded Glass

There are a number of problems with warding, especially as it regards protection from other players as warding rarely aligns with server PvP policies and protection plugins.

However, warded glass was a very attractive alternative to vanilla glass, that has the added benefit of having major blast resistance.

I humbly request the re-addition of warded glass, as a block with high blast resistance.

I also would like to see the return of Thaumcraft 3 style warded blocks. While the block palette was limited, because they were plain blocks with meta data they could be deployed in bulk without causing render performance issues.

A new Bow created via infusion (and a magic superrarow?)

I realized that in the cluster of weapons created by infusion that have special powers, there is not a infused created bow.

I suggest add a new bow, a new bow that only works with an special arrow.
This bow would be similar to classical bows, but her arrow would be capable to hit several mobs (if they are on their trajectory) without be absorbed, and next, when is in the ground or while is in the air, the player would be capable to attract the arrow to himself to use it again.
While the arrow is flying to the player to be reused, also this would be capable to damage the mobs that are in its trajectory.

This bow would be created by infusion of "bow of bone" (may be using two ordor shards, one diamond and one ender eye, or similar; consumed essentia could be: 8 potentia, 8 vinculum and 8 ordor).
The name? What about "bow of subordination" or similar?

The special arrow to this bow could be created by infusion of a normal arrow (two perditio shards, one diamond and one ender eye?, okay, I am not very original; consumed essentia could be: 8 telum, 8 vinculum and 8 perditio).
The name? I thought a thing as "call of the arrow".

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