Azanor / thaumcraft-beta

Location for Thaumcraft beta testers to report problems, suggestions and errors.
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[Beta 6.21] Feedback from my blind playthrough, Part 2 #1290

Closed lOmicronl closed 6 years ago

lOmicronl commented 6 years ago

Hello Azanor, I'm currently in my first, "blind" run of Thaumcraft 6. I had previously played 2, 3 and 4, but not 5. And even though it's still in beta, I can already say that version 6 might be my favorite Thaumcraft ever. 2 was really hard to beat in my book, but 6 makes all the right callbacks while combining it with all the great new ideas you've had since then. It's brilliant.

While playing, I've made a list of various things that struck me as odd or wrong. I realize the mod is not done, and that some (or even all) of the things I'm going to remark on are simply down to that. I'm still going to write down all of it, in hopes that at least something will help you in some form or other. Gonna split it up, though, to keep the issue thread from being too unfocused.

This is part 2: Rifts.

When the book told me to let the flux overflow, I took my crucible and went a couple of chunks away from my base to cause a flux spike. On the resulting rift, the book says that it should grow as it consumes flux, but also slowly grow worse even without that. In the research for the Causality Collpaser, it says that such flux rifts theoretically could close on their own but in practice won't ever get to that point. Well, my rift not only stopped getting worse when there was no more flux to consume, but it in fact did close on its own. I didn't see it do much at all - it carved a 2x3 block trench into the ground as it grew, but that pretty much was it. I should perhaps checked on it more often, but it was out of view of my main base (though still in chunk loading distance). On my second check, the rift had consumed all flux in the area, and on my third check - about twenty minutes later - it was simply gone. I did not notice any adverse effects on the surroundings. I suppose it could have spawned some mobs that despawned again.

The book also talks about finding ways to stabilize the rift. It mentions this both in the rift entry itself, as a stopgap measure, and in the entry for the Causality Collpaser, as a requirement for safely collpasing the rift. But there are no entries in the Thaumonomicon that involve rift stabilization. True, it might simply be that I've yet to unlock them, but at the same time - I see no logical path towards opening up something that is still completely hidden even though I could build a collapser right now (well, instability would ruin the infusion, but I mean in terms of research).

lOmicronl commented 6 years ago

Okay, I see now the path to stabilizing rifts. That is sneaky. Veeeery sneaky.

Still, the rift did disappear on its own... that is probably not intended.

Azanor commented 6 years ago

Rifts can indeed close on their own.