Was going to disagree. I am having trouble marshaling any argument against it. So it is probably right. I really like the taint clearing flowers. I liked in monster that they could easily be found in rainbow forests. Would decorate my base with them and rainbow trees. Though taint was never a worry.Trolling/griefing is an preventable admin issue, not a mod/game design issue.
Also as far as I've seen theres anti-taint flowers one can plant (or admin can pull from creative) to reverse any issues.
leaving this statement, out of context, because i like the way it reads.
Yeah, if someone's determined to grief you, removing taint isn't going to stop them. Taint is just a somewhat creative way of pissing someone off.Trolling/griefing is an preventable admin issue, not a mod/game design issue.
Easy mode works by going off of vanilla experience points. If you have a great fast way to get exp, it's cool. Normal is a mix of research and exp purchase. Hard is just research. Its actually better to go striaght hard in 5. The research is actually really easy and it isn't predicated on you being perfect to make sure you have enough points to research stuff at the end. That was the biggest reason why I could never leave easy in 4. There isn't 100 aspects to remember, there's only like 20... so your head doesn't spin. I don't know what elemental typing mechanics are. Its very easy to get into using the crucible or distillation (well if you have access to silverwood trees... which isn't easy. I've gone through 2 full playthroughs of it in single with the mod itself and a silverwood sap is the only thing I have had to spawn in. Also, you quickly realize that you need to distill asap and efficiently asap to prevent taint. as crucible inefficiency very strongly effects the chunked environment.TC 5 looks pretty much the same only no more "scanning all the things". Well that's a lie you need to scan certain things to unlock certain research.
But it makes me wonder how the EZ mode research will work.
The essentia mechanics have been made easier too with those diffusers that transmit through the air.
Also how vis works via a tc3 aura system mashed with the tc4 elemental typing mechanics.
Essentially the whole mod seems a bit more streamlined.
Not sure about alchemy though, Azanor seems to be trying to discourage rushing to essentia distillation and forceing a step of crusible crafting, a mechanic I find messy and clumsy. So many items melted because it didn't recognize an item as a catalyst because I didn't have the right aspects. That or accidentally pressing Q and throwing your thaumonomicon in...
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I've had 2 play throughs with it. One with BoP and one without. The one with BoP, taint was common. The one without BoP, taint was very uncommon. But that's the trouble sometimes with BoP, it's chaos with spawning random or rare undesirable things. It can be delt with well enough though. I know about the blooms to fight taint mess, but I have yet seen a natural spawned silverwood, nor a shimmer flower to do it.I was trying out the unstable pack. I started thaumcraft research as soon as I was able. Had completed all the researches without actually having done much in game. Game crashed soon after that and something wiped my research. Haven't really had much interest in unstable after that. I really liked the changes that have been made. I am thinking it will be a lot easier mod to get into. I like the new things I have seen in letsplays and livestreams I have seen covering it. Still worried about taint though. Taint always seems to be a big thing in thaumcraft. I can't see how it would be easy to stop trolling on servers that have the mod on it. I am always afraid of it destroying my minecraft world. I am hoping that is less of a worry with thaumcraft 5.
Getting so excited to see what the mods are like when they are in a more finished state.
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Decided to give research a try in infinity. I think It may be the first time I actually progressed through research in thaumcraft 1.4 normally. I used to always changed the config to easy research mode. It was so easy though. Lots easier then I ever thought it would be. I don't even bother trying to puzzle it out. I just slap down the most common aspect I have that fits in the spot and chain them together.
Just spent all day constructing golems to automate the essentia. I can get them to fill the jars. I just can't figure out how to get them to fill other things from the jars. Was hoping to get them to fill the Thaumatorium when a project was active in it. None of the cores or configurations I tried seamed to work though. The way the Thauminomicon reads they should be able to do it. They just don't though.
Found out about bean breading in 1.4 too. Thinking that sounds awesome. Looking for beans now to try that. So jar all I have is the water aspect.
Did you think so? I thought they looked simpler than before. ( I agree they're a bit less necessary given the reduced need for alchemy golems)What looks to be the most complicated: Golems.
in TC4 they were simple and dumb with specific tasks that may or may not require confinement. Now you can run an entire farm off with one golem. In that, it is simplier. Making, configurating, and setting up everything a golem is to do though is not easier. It's fairly complex.Did you think so? I thought they looked simpler than before. ( I agree they're a bit less necessary given the reduced need for alchemy golems)
I look at 1.5 golems like Dwarf Fortress dwarves if you're familiar with them. You create jobs, and any available dwarves will simply go do whatever tasks are in the queue.
I would imagine at some point you might be able to blacklist golems from doing certain tasks. Like "Yes, I know this golem is near a pumpkin farm, but he's only supposed to be defending the area. Don't let him do anything else."
I realize this is probably already handled via warded stones or some such, but I never found walling in golems to be highly effective.
For some reason this really appeals to me. Again, I mentioned dwarf fortress above, that's probably why: DF was a bit of a gateway into MC for me.Golems are actually a bit more complicated. You need to make sure your golems have the right properties to interact with each seal.
This too is probably how you'd make a guard golem not decide to farm.
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I'm actually finding the research more or less tolerable when I config for purchase-anything mode. There's interesting projects to try to amass the aspects you need (such as, say, making whisperweeds from forbidden magic)This is all really interesting. I'll be waiting for stability though. I've been cut by walking the bleeding edge for too long. I'll let others test and experiment.
And here's to hoping Thaumcraft Minus updates as well.