Wisp are based on the materials they are made of, which changes based on how you "pollute" your environment The environment actually takes heavy "pollution" of the plant based kind very well. From friendly wisp, to grass/flowers re-spawning (including flowers added by other mods, interestingly enough), it isn't always a bad thing to pollute. This is one reason why boats are a very good source for the motus essentia. It's waste products are aqua/ligum, making it have very mild effects on the area. Although it does make it rain a lot more...
I've had white, green and blue wisps attack me in areas where there's a lot of flux, but they're docile in areas without.
The way the levitator works is by generating blocks above itself that give you upward momentum. They emit from the generator, similar to how water does from a water source, except it doesn't try and find a detour if blocked, it just stops. It flows over time, which is why. Annoying thing is small blocks, like buttons/torches/levers/ect also block this flow.
That's not entirely a bad thing, it makes it extremely easy to cut the "elevator" short at a certain point without using a ceiling to bump your head. Plus, part of the fun of building giant contraptions is finding ways to make it work despite weird limitations like that.
Hey Azanor, this is a callback to an older suggestion I made (using reeds to create a pan-pipe with Aura aspect) -- I did a bit more thinking on it and fleshed out the idea.
Pipes of Hamelin: Basic recipe: 6 sugar cane in an inverted "stair" pattern. Needs to be infused with "Control" and "Food" aspects. Results in a pan-pipe which has Control, Wind, and Sound aspects. When used, the pipe attracts all breedable animals nearby, as if you were holding the appropriate food item (seeds for chickens, carrots for pigs, etc). The effect drains a small amount of vis, and is temporary, so if you're dragging animals from a long way away, you likely will have to play the pipes several times.
-Nether fortress detector of some kind
I've been looking for ages now, and although I could just get another mod to do it, I would like an item that could help me find the dam thing. Unlike the other buildings where there is either a way to find them (strongholds with ender eyes) or there is no real danger hunting for them (villages, jungle and desert temples), the Nether fortress has no easy way to find it and also there is a massive danger, lava. You can't make potions without finding a blaze which spawns in the fortress, and many things (specifically nether wart, needed for the flux aspect) are contained with it that are vital for progress. Although this is more a personal request rather than an open request for the improvement of Thaumcraft, I would like to see this kind of detector
Perhaps this could be an upgraded version of the pipe, which uses sonar to find "solid" (netherbrick) walls. Soul sand and Netherrack are both pretty crumbly/porous, so it would make sense that a sonic pulse would propagate better through a solid wall than through most of the nether. I don't know what future plans you have for the Sound aspect, but this might be a nice addition to the list.
2 iron shovels + 1 snowman = infinite snow that can be shoveled up fast
Running water will also "shovel up" the snow, which saves you some mats on tools. In fact, you could *probably* automate/semi-automate the process by trapping your snow golems in a room with running water covering the floor.. just make sure it will wash the snow toward a single point, and build a little ditch there so you can step in and suck up all the snowballs. It gets even easier if you've got someone or something that will pick up loose items for you...
Haha, I finally see what you guys mean by wisp drops falling from the sky. My base's node is deep underground so I didn't even realize they HAD drops until I found them in the trees after coming up to farm. A simple golem collector on the surface is a quick fix for that, maybe I'll eventually replace it with a dispenser so he can chuck them down a hole in the ground to me.
Just noticed that Amber Bearing Stone has no aspects set to it. Might want to fix that Azanor, considering how it is just a silk touched Amber ore, lol, something very easy to get within the confines of vanilla MC (ignoring the fact the ore is based in your mod).
I just made a mystcraft single biome meadows biome age and found a
Chaos node really quickly. The actual dungeon itself had been destroyed by meteors in that world. (I am using the Magic_World ftb mod pack.) in that same world a wisp flew from that node and right into my face and stayed there for a few seconds. (I tried petting it by right clicking it.)
I really enjoy looking through this thread, it is growing fast!
I'm playing on a skyblock map and I have generated Aura Nodes in my world. I'm using the goggles that I cheated in to watch the Aura levels. The problem is, as I use up the aura in my small local network of nodes, it isn't replenishing, it's just balancing out between the connected nodes.
I've planted Silverwood trees, which spawn more nodes (and add a small, one time boost to the aura), I've planted Greatwood trees, out of desperation I even cheated in a bunch of Infused Stone blocks and put them under my house, all to no effect.
I've dumped thousands of points of aspects into the environment, hoping that killing the wisps would help, but that doesn't do anything either.
Is aura intended to be a scarce resource, or am I missing something?
Well, it is the infused ore that does most of the regenerating atm, so on a skyblock map that will be a problem.
Like many others, my achievements do reset every time I open the game. But no problem with my research, fortunately.
azanor, I also have the bug with not being able to go up half slabs if I take out my Boots of the Traveler. You asked about another mod that changes movement, and the only one I can think of is IC2 [Quantum Leggings].
I've run into a new problem that is (from what I can tell) not specifically a TC3 problem, but a Minecraft problem that affects TC3 for me...
At home I have a net connection (likle most, if not all, of you)... I play minecraft with TC3 (and many other mods), and things are great!
At work I have no internet (security guard), but I can play games on my laptop (between rounds)... but when I play I have none of the research I had when I was at online at home, it's just gone! So I work my way back up again (while offline at work), and when I get home (and now online) I find that I have all my lost research (the stuff that was missing when I got to work), but lost anything I researched at work...
It seems minecraft IDs you as your username while online, and your email address while offline, and TC3 saves your research under whatever name minecraft IDs you as.... so offline research levels are only available offline, and online levels only when you are online.
Anyone know a workaround to this?
Hope this makes sense, if you want to test this it is simple:
Start a new world while you are connected to the internet, research something, then save and quit. Now disconnect your internet, and re-launch minecraft, open the saved world, check your research. It will be gone.
BTW, I use MultiMC as a launcher, just in case that makes a difference.
And please don't respond with "use offline mode even when online", I will forget to 1/2 the time.
Thanks for this. It could explain a lot of the 'omg my research is gone' posts. I'm not quite sure how to fix this however. Hmmm.