I felt the need to switch Baubles to the new forge capabilities system and then Vazkii gently suggested / bullied me into adding more slots, then bugs needed fixing, then etc, etc. To make a long story short the past couple of weeks have been mostly Baubles focused, though I have made some progress in TC. I'm mostly done reworking arcane crafting and have begun changing the research system to also use forge capabilities.
Arcane crafting needed reworking because of the switch to the single vis type system. Arcane crafting recipes will now require various types and amounts of primal vis crystals to be placed in the 6 slots around the crafting grid. Furthermore I've removed the wand slot as the table will draw the vis it requires directly from the aura. This places a hard limit on what you can craft since if the current aura chunk does not have enough vis then you won't be able to craft the item - there will be upgrades to the table that will allow it to draw from more chunks (and thus give you a bigger pool of vis to work with), but I am still deciding what form the upgrades will take. Some form of multiblock structure maybe? Suggestions are welcome.
EDIT: (Random musing) What if golems were wisps?
Please leave the golems how you have them in the 1,8,9 version...they are super awesome and unique. Golem helpers are exactly what a Thaumatugist would create in an arcane lab...wisps are for druids...mechanical/magical hybrids are for Thaumcraft.
For the crafting....multiblock structures are awesome...we need more. With that in mind...please do what you can to reduce wandering around and having to build things in different chunks. This all sound good on paper, but on a server with lots of players it becomes a drag. Just give us ways to boost the aura in a chunk by building bigger more complex muliblocks that have the potential to do bad unstable things.
What I always love is a mod that starts simple and then progressively gets more complex with its structures. An advanced Thaumcraft lab should look very different then a beginners lab. Pipes, altars, crystals, and golems running (or hovering) everywhere.
What I always love is a mod that starts simple and then progressively gets more complex with its structures. An advanced Thaumcraft lab should look very different then a beginners lab. Pipes, altars, crystals, and golems running (or hovering) everywhere.
I like this idea. TC could have a (and I hate to use this word) tier system of crafting. Basic and simple items created with the Arcane Workbench, and the more powerful items requiring the Infusion Altar.
Example: pickaxe; an iron pickaxe can be upgraded with an Arcane Workbench to increase durability, speed, etc. Then the Pickaxe of the Core can be crated in the Infusion Altar as the final upgrade.
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Wisps as Golems.
Golems are one of the things I think of when I think of this mod. I really hope they stay the same.
However, what if wisps were inside golems. Thats how they gain energy. I can picture a diagram of a golem with its chest opened up with a tiny wisp inside controlling it, giving it power.
I am also a fan of taming wisps as mostly light sources that float around the lab(or follow you) and shock intruders.
That is one of the reasons I changed TC5 to use the vanilla yellow heart system. Too many mods or plugins could cause the older system to fail or behave unpredictably.
I don't know if this is intentional or not, but switching to the yellow heart system has made Runic protection much more valuable - If I understand things correctly with the the previous system, the runic protection acted on the non-mitigated full damage. But the yellow heart system end up taking the armor level and protection enchantments into account.
Well, that is my guess as to what is happening - I might just be confused by the different presentation: at any rate TC5 runic armor seems to offer way more protection than TC4 runic armor.
Perhaps a compromise, With golems as they are, being used for more complex tasks and Wisps being used for things like moving objects around and such?
Golems perform functions, like sowing/harvesting, etc. while wisps acts more like a sorting system, carrying items around, in and out of chest, where you need them, etc.
Perhaps a compromise, With golems as they are, being used for more complex tasks and Wisps being used for things like moving objects around and such?
Golems perform functions, like sowing/harvesting, etc. while wisps acts more like a sorting system, carrying items around, in and out of chest, where you need them, etc.
Could be neat, Yes?
Say no to wisps!
Wisps, as previously mentioned - would be appropriate helpers for a druidic interpretation of Thaumcraft. Golems on the other hand seem far more inline with the mad science approach of the Thumaturge. (While classified as a magic mod, Thumaturges are scientists - thaumcrafts "magic" is the rigorous application of the empirical method)
---
This thought does make me ponder if there could feasibly be a druidic sister mod to thaumcraft that is built on the same core of essentia and vis, but interprets it all through the lens of harmony and natural magic.
Can't wait for 1.10.2 release. I take it ETA's are out of the question at this point? Even for early alpha?
you can confirm by reviewing the author's posts but an early alpha is available w/ limited distribution. the actual TC content at this point is minimal, but as I understand it the bones of the game in how it talks with Forge are complete.
Say no to wisps!
Wisps, as previously mentioned - would be appropriate helpers for a druidic interpretation of Thaumcraft. Golems on the other hand seem far more inline with the mad science approach of the Thumaturge. (While classified as a magic mod, Thumaturges are scientists - thaumcrafts "magic" is the rigorous application of the empirical method)
---
This thought does make me ponder if there could feasibly be a druidic sister mod to thaumcraft that is built on the same core of essentia and vis, but interprets it all through the lens of harmony and natural magic.
I'd say the druidic approach would involve communing with the wisps to instruct them in what to do, and the Thaumaturges way would involve manipulating their behavior through observation and then applied means.
In my meager opinion, it would be perfectly within the fields of Thaumaturgy (and mad science) to study wisps and then devise a method of controlling them through a figurative collar. Perhaps through manipulation of magical resonance or sounds.
Mad science is always messing with the natural state of life, what exemplifies that more than literally taking a natural phenomena and making it do your laundry Use it as servants?
If we are able to use wisps, I'd rather have them be able to be bound to an area, and let their whimsical nature carry them around within and perform beneficial tasks. A wisp anchor or tether device, kinda like a specialized totem. The wisp can only go so far from the totem, but has freedom to wander within the boundaries.
Bound wisps could have beneficial effects depending on their essentia makeup. Having problems with that hard infusion going nuts on you when trying to make x item? Keep a few ordo wisps nearby, and watch as they actively participate in keeping events from occurring. Loving that lamp of growth, but wishing it was just a wee bit faster, covered more of your crops, and was more efficient in essentia use? Keep a few herba wisps in the vicinity, and they'll boost its effects. Crystallizer still going too slow? A few terra wisps nearby randomly zapping it to completion would be a nice benefit. Have some combat golems with ranged upgrades that just don't seem to hit enough? Keep a few Aer wisps about, and watch as they speed up the arrows, making them hit more often, and slightly boosting their damage. That arcane lamp falling just short of lighting an area fully? A lux wisp or two in the area can boost the range of the placed light sources slightly.
The way I picture it, a tamed wisp is a helper, something that provides a bit of a boon, making life a little easier. And eventually we can research a way to tinker with their makeup, changing their element to obtain wisps for specific needs, or even make them become elements they cannot be naturally, with unique properties.
Arcane crafting needed reworking because of the switch to the single vis type system. Arcane crafting recipes will now require various types and amounts of primal vis crystals to be placed in the 6 slots around the crafting grid. Furthermore I've removed the wand slot as the table will draw the vis it requires directly from the aura. This places a hard limit on what you can craft since if the current aura chunk does not have enough vis then you won't be able to craft the item - there will be upgrades to the table that will allow it to draw from more chunks (and thus give you a bigger pool of vis to work with), but I am still deciding what form the upgrades will take. Some form of multiblock structure maybe? Suggestions are welcome.
EDIT: (Random musing) What if golems were wisps?
Interesting notion...what if instead of upgrading the crafting block, one had to upgrade the chunk? I'm thinking of something similar perhaps to TC5's totems, which could sort of influence the flow of aura into surrounding chunks. Or perhaps there could be a sort of multiblock you set up around the crafting block, or perhaps that add ON to the multiblock sort of like the Blood Magic altar, that allows the block to draw power from remote chunks. But then you have to go build 'transmission' structures in the target chunk that will 'send' aura back through the remote link to the crafting block?
Range, and efficiency of that transfer could then both be upgraded. And of course, I'm sure there could be some taint resulting from it that could also be reduced via upgrades (perhaps at the COST of range and/or efficiency, forcing a choice to be made).
On the note of golems versus wisps... why not have it so that your golem can have wisp buddy that he can work with? So lets say you have a golem whos supposed to be filling a furnace with coal, but he runs out? His wisp buddy could fly away, grab more coal for him and then he could get back to work?
On the note of golems versus wisps... why not have it so that your golem can have wisp buddy that he can work with? So lets say you have a golem whos supposed to be filling a furnace with coal, but he runs out? His wisp buddy could fly away, grab more coal for him and then he could get back to work?
I'd like it so that the wisp would be controlling the golem. The golem would then be a lifeless shell, until a wisp is allowed to control it. This could make for a challenge, keeping your inert golems safe from hostile wisps. Wouldn't want your entire gang of golems suddenly turning on you, now would you?
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I don't know if Azanor actually looks at this, but these three responses to the original "question" about Wisps and Golems seem to have gotten the most 1-ups so far:
Already suggest the same thing a few posts up, seems Azanor is happy with the Golems and their coding. Simple and compact. I think the idea of making wisps more fun or useful is the main topic of discussion. I like the idea of placing totems that allow wisps to roam an area and defend/provide pretty lights, help stabilize infusion altars by absorbing negative lightning effects(bad effects in general, I'd like to get rid of having 200 skulls all over the place and move to a prettier way of stabilizing). I actually think it would be cool to have wisps floating around my infusion altar.
while this isn't much of an improvement, one could dig out an area 11 x 11 x 4. place down a layer of 121 candles, a layer of blocks, another layer of candles, and a last layer of blocks, then build the altar over it. it has obvious drawbacks, but it might help with current 1.8 builds. I'd prefer if Azanor added a late game block that was expensive, but non-animated, solid, and enough of a stability boost that one could create an equally stable altar to reasonably avoid nasty altar occurences with far fewer blocks. perhaps something involving infusing a candle with a skull, 4 emerald blocks, and 4 gold gears and being highly unstable in and of itself to create. (really I'm spit balling on the recipe), the idea is compressing several items that add stability into a solid block that can be reasonably added into a build and doesn't require spam. maybe also make it a mechanical device that eats some type of essentia in exchange for added stability so that even after building it, it's not infinitely beneficial and requires a transfuser and pipes connecting it to maintain with the rate or volume of essentia consumed dependant on the stability.
Way back in the day while I was working on TC2 I considered making wisps tamable. You would use them to farm, carry items, fight, etc. I started fiddling with the concept, but ended up changing the idea to seals. I almost revisited the idea later, but once again it changed. This time to golems.
Golems are a thing now, but the old idea still remains. It would definitely be a lot simpler than golems - no animations or complex models to worry about.
i mean. it would cool to be able to chose and bind a familiar. a whisp would definitely make a good candidate. so would even a golem, a cat, a dog, a bat, edlrich crab, mini zombie or a cave spider.
so i could at least partially see this in form of a wand focus that summons your specific familar to protect you and carry stuff for you and perform simple tasks. interesting fact, in dungeons and dragons games, when your familiar dies, it usually has a nasty backlash effect on yourself.
so while they can grant nice boons to their master when active, youll always want to be careful with them.
Re: Arcane crafting and aura limits: Just go ChromatiCraft route and build a channeling network to power your crafting table.
Oh, and golems… sad panda. I like golems.
Wisps may be an entirely different branch of research, closely related to nodes and aura and stuff.
Please leave the golems how you have them in the 1,8,9 version...they are super awesome and unique. Golem helpers are exactly what a Thaumatugist would create in an arcane lab...wisps are for druids...mechanical/magical hybrids are for Thaumcraft.
For the crafting....multiblock structures are awesome...we need more. With that in mind...please do what you can to reduce wandering around and having to build things in different chunks. This all sound good on paper, but on a server with lots of players it becomes a drag. Just give us ways to boost the aura in a chunk by building bigger more complex muliblocks that have the potential to do bad unstable things.
What I always love is a mod that starts simple and then progressively gets more complex with its structures. An advanced Thaumcraft lab should look very different then a beginners lab. Pipes, altars, crystals, and golems running (or hovering) everywhere.
I like this idea. TC could have a (and I hate to use this word) tier system of crafting. Basic and simple items created with the Arcane Workbench, and the more powerful items requiring the Infusion Altar.
Example: pickaxe; an iron pickaxe can be upgraded with an Arcane Workbench to increase durability, speed, etc. Then the Pickaxe of the Core can be crated in the Infusion Altar as the final upgrade.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Wisps as Golems.
Golems are one of the things I think of when I think of this mod. I really hope they stay the same.
However, what if wisps were inside golems. Thats how they gain energy. I can picture a diagram of a golem with its chest opened up with a tiny wisp inside controlling it, giving it power.
I am also a fan of taming wisps as mostly light sources that float around the lab(or follow you) and shock intruders.
Don't worry, golems are actually one of the things that needs very little work to convert. It was just idle musing on my part.
I don't know if this is intentional or not, but switching to the yellow heart system has made Runic protection much more valuable - If I understand things correctly with the the previous system, the runic protection acted on the non-mitigated full damage. But the yellow heart system end up taking the armor level and protection enchantments into account.
Well, that is my guess as to what is happening - I might just be confused by the different presentation: at any rate TC5 runic armor seems to offer way more protection than TC4 runic armor.
Yup, more than likely.
Can't wait for 1.10.2 release. I take it ETA's are out of the question at this point? Even for early alpha?
Perhaps a compromise, With golems as they are, being used for more complex tasks and Wisps being used for things like moving objects around and such?
Golems perform functions, like sowing/harvesting, etc. while wisps acts more like a sorting system, carrying items around, in and out of chest, where you need them, etc.
Could be neat, Yes?
Say no to wisps!
Wisps, as previously mentioned - would be appropriate helpers for a druidic interpretation of Thaumcraft. Golems on the other hand seem far more inline with the mad science approach of the Thumaturge. (While classified as a magic mod, Thumaturges are scientists - thaumcrafts "magic" is the rigorous application of the empirical method)
---
This thought does make me ponder if there could feasibly be a druidic sister mod to thaumcraft that is built on the same core of essentia and vis, but interprets it all through the lens of harmony and natural magic.
you can confirm by reviewing the author's posts but an early alpha is available w/ limited distribution. the actual TC content at this point is minimal, but as I understand it the bones of the game in how it talks with Forge are complete.
I'd say the druidic approach would involve communing with the wisps to instruct them in what to do, and the Thaumaturges way would involve manipulating their behavior through observation and then applied means.
In my meager opinion, it would be perfectly within the fields of Thaumaturgy (and mad science) to study wisps and then devise a method of controlling them through a figurative collar. Perhaps through manipulation of magical resonance or sounds.
Mad science is always messing with the natural state of life, what exemplifies that more than literally taking a natural phenomena and
making it do your laundryUse it as servants?If we are able to use wisps, I'd rather have them be able to be bound to an area, and let their whimsical nature carry them around within and perform beneficial tasks. A wisp anchor or tether device, kinda like a specialized totem. The wisp can only go so far from the totem, but has freedom to wander within the boundaries.
Bound wisps could have beneficial effects depending on their essentia makeup. Having problems with that hard infusion going nuts on you when trying to make x item? Keep a few ordo wisps nearby, and watch as they actively participate in keeping events from occurring. Loving that lamp of growth, but wishing it was just a wee bit faster, covered more of your crops, and was more efficient in essentia use? Keep a few herba wisps in the vicinity, and they'll boost its effects. Crystallizer still going too slow? A few terra wisps nearby randomly zapping it to completion would be a nice benefit. Have some combat golems with ranged upgrades that just don't seem to hit enough? Keep a few Aer wisps about, and watch as they speed up the arrows, making them hit more often, and slightly boosting their damage. That arcane lamp falling just short of lighting an area fully? A lux wisp or two in the area can boost the range of the placed light sources slightly.
The way I picture it, a tamed wisp is a helper, something that provides a bit of a boon, making life a little easier. And eventually we can research a way to tinker with their makeup, changing their element to obtain wisps for specific needs, or even make them become elements they cannot be naturally, with unique properties.
If we had wisp helpers I'd like them to be short lived helpers that we launch using Wand Focii - either directly or using Autocasters.
Interesting notion...what if instead of upgrading the crafting block, one had to upgrade the chunk? I'm thinking of something similar perhaps to TC5's totems, which could sort of influence the flow of aura into surrounding chunks. Or perhaps there could be a sort of multiblock you set up around the crafting block, or perhaps that add ON to the multiblock sort of like the Blood Magic altar, that allows the block to draw power from remote chunks. But then you have to go build 'transmission' structures in the target chunk that will 'send' aura back through the remote link to the crafting block?
Range, and efficiency of that transfer could then both be upgraded. And of course, I'm sure there could be some taint resulting from it that could also be reduced via upgrades (perhaps at the COST of range and/or efficiency, forcing a choice to be made).
On the note of golems versus wisps... why not have it so that your golem can have wisp buddy that he can work with? So lets say you have a golem whos supposed to be filling a furnace with coal, but he runs out? His wisp buddy could fly away, grab more coal for him and then he could get back to work?
I'd like it so that the wisp would be controlling the golem. The golem would then be a lifeless shell, until a wisp is allowed to control it. This could make for a challenge, keeping your inert golems safe from hostile wisps. Wouldn't want your entire gang of golems suddenly turning on you, now would you?
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Already suggest the same thing a few posts up, seems Azanor is happy with the Golems and their coding. Simple and compact. I think the idea of making wisps more fun or useful is the main topic of discussion. I like the idea of placing totems that allow wisps to roam an area and defend/provide pretty lights, help stabilize infusion altars by absorbing negative lightning effects(bad effects in general, I'd like to get rid of having 200 skulls all over the place and move to a prettier way of stabilizing). I actually think it would be cool to have wisps floating around my infusion altar.
while this isn't much of an improvement, one could dig out an area 11 x 11 x 4. place down a layer of 121 candles, a layer of blocks, another layer of candles, and a last layer of blocks, then build the altar over it. it has obvious drawbacks, but it might help with current 1.8 builds. I'd prefer if Azanor added a late game block that was expensive, but non-animated, solid, and enough of a stability boost that one could create an equally stable altar to reasonably avoid nasty altar occurences with far fewer blocks. perhaps something involving infusing a candle with a skull, 4 emerald blocks, and 4 gold gears and being highly unstable in and of itself to create. (really I'm spit balling on the recipe), the idea is compressing several items that add stability into a solid block that can be reasonably added into a build and doesn't require spam. maybe also make it a mechanical device that eats some type of essentia in exchange for added stability so that even after building it, it's not infinitely beneficial and requires a transfuser and pipes connecting it to maintain with the rate or volume of essentia consumed dependant on the stability.
i mean. it would cool to be able to chose and bind a familiar. a whisp would definitely make a good candidate. so would even a golem, a cat, a dog, a bat, edlrich crab, mini zombie or a cave spider.
so i could at least partially see this in form of a wand focus that summons your specific familar to protect you and carry stuff for you and perform simple tasks. interesting fact, in dungeons and dragons games, when your familiar dies, it usually has a nasty backlash effect on yourself.
so while they can grant nice boons to their master when active, youll always want to be careful with them.