Now we can yet, I would beg fot getting back aura nodes in the game. It's one of the most original concepts and added an important exploration component to the Thaumcraft experience. I also liked wands, but I understand they were completely replaced by gauntlets or other stuff. But wands were more "magical" and created a perfect enviroment to feel the real magic when playing the mod...
Yeah, wands could be used for fine-tuned manipulation of aura and gauntlets could be the more offensive type.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
It seems to me that a mix may be desired, wisps don't really feel like manual labor types to me, their essence always felt more mist-like than anything. A good mixture, if you could find the time, would be to maybe have them specialized for certain tasks like essentia transfer (seeing as they are in fact made up of it) and acting like sentries. While the golems would be much more suited to labor jobs like cutting trees.
I would really like to see a system where you have both, and while you can use both for everything, using wisps for specific tasks that they are suited for makes that task get done more efficiently. I don't know what kind of coding that would take, and I don't presume to know how much time you have to work on these things, it just feels like it would make the most sense in the current setting.
I really love the idea of golems, though wisps are pretty cool too.
Perhaps golems can live on in a different role? Or keep only some of the roles they currently have?
Could make the combat golems more powerful but requiring some motus energy source to keep going?
The thing about golems I really like thematicaly is how you can customize them. Changing cores and materials is really nice.
How would wisps work with that? Would they be something you could make aswell or are they more one size fits all and would just work of the seals?
One idea I had is that 'wild' wisps would once again drop wisp essences when killed. You can then take those essences and craft them into a 'tame' wisp (via infusion crafting or something new). The essences you use determines the abilities and stats of the wisp.
I miss builder focus. It really faster up my constructions. will it be back? Will it be capable goodly handle stairs? (Block rotation) or will it be handle making circles or just other ways of construct? Maybe there will be possibility ti use middle mouse button to change effect and rolling mouse well to change number of blocks. Maybe even ability to switch from where it can build. (IN TC5 it vas from seeing block to you. Maybe now if i want wall: from ground to up on set number of block) Ah... dreams... Wait... holes filler for outlands labirint?
I dint have munch exp whit golems but.
Eh in TC5 i remember that i have golem siting in crop field and his mission vas collect drops (It was farm who drops full grown plants.) but he dint see them (mostly) even they have been 2-3 block in front of him.
One idea I had is that 'wild' wisps would once again drop wisp essences when killed. You can then take those essences and craft them into a 'tame' wisp (via infusion crafting or something new). The essences you use determines the abilities and stats of the wisp.
Wisps are rare, strong and they fly. That makes specific wisp essences way harder to get as a replacement of what is needed to make a golem, unless structures containing wisp spawners are generated in the world.
Also, I assume you want tamed wisp to be some kind of particules emitted from a block rather than entities.
Here is a suggestion :
A capture foci makes a channeled spell that can capture a damaged wisp. You are required to have an empty jar in your inventory for it to work and you will gain a wisp in a jar. (optionnaly, the spell could slowly damage the wisp untill it is weak enough to be captured).
Then you place your wisp in a jar in some kind of enslaving machine.
Configure in the machine which properties you want for your wisp and it will show you which essentia need to be infused into it.
Once essentias have been infused, you need to place a control seal (previously crafted) on the jar that will make the wisp obey orders you give it through animation cores (or anything else).
Voilà ! You can pick the tamed wisp in a jar and place it wherever who want it to do its work.
Alternatively, instead of just infusing essentia into the machine, you can have the wisp eat specific items to gain new shapeshift abilities. For instance, make it eat a pickaxe of the core (or maybe break foci ?) so it can take a form that will allow it to break blocks. A library and a chest could give it the knowledge to move and sort items in inventories.
A wisp could learn multiple forms, and will use the appropriated one for each task.
Eventually, you can use jar labels on tamed wisp in a jar to give it a color and therefore use this to specify which wisps group has to obey to wich order..
Wisps are rare, strong and they fly. That makes specific wisp essences way harder to get as a replacement of what is needed to make a golem, unless structures containing wisp spawners are generated in the world.
Also, I assume you want tamed wisp to be some kind of particules emitted from a block rather than entities.
Here is a suggestion :
A capture foci makes a channeled spell that can capture a damaged wisp. You are required to have an empty jar in your inventory for it to work and you will gain a wisp in a jar. (optionnaly, the spell could slowly damage the wisp untill it is weak enough to be captured).
Then you place your wisp in a jar in some kind of enslaving machine.
Configure in the machine which properties you want for your wisp and it will show you which essentia need to be infused into it.
Once essentias have been infused, you need to place a control seal (previously crafted) on the jar that will make the wisp obey orders you give it through animation cores (or anything else).
Voilà ! You can pick the tamed wisp in a jar and place it wherever who want it to do its work.
Alternatively, instead of just infusing essentia into the machine, you can have the wisp eat specific items to gain new shapeshift abilities. For instance, make it eat a pickaxe of the core (or maybe break foci ?) so it can take a form that will allow it to break blocks. A library and a chest could give it the knowledge to move and sort items in inventories.
A wisp could learn multiple forms, and will use the appropriated one for each task.
Eventually, you can use jar labels on tamed wisp in a jar to give it a color and therefore use this to specify which wisps group has to obey to wich order..
Not some bad ideas either.
And yes, the wisps themselves will be entirely clientside and effectively just particle FX created by a block. I am still playing around with the details, but my current thoughts are a "wisp lantern" you place. You place the crafted wisps inside the lantern - visually they will then float around the lantern and be sent out to do stuff. There could be different tiers of lanterns that can house more wisps and possibly special upgrade items that improved the housed wisps.
Obviously wisps will have to be more common. Actually that gives me an idea - in the current version most wisps are spawned due to high flux. There could be something you place in the world that encourages flux events that spawn wisps instead of the other nasty stuff like taint. Hmmmm, two birds one stone.
Obviously wisps will have to be more common. Actually that gives me an idea - in the current version most wisps are spawned due to high flux. There could be something you place in the world that encourages flux events that spawn wisps instead of the other nasty stuff like taint. Hmmmm, two birds one stone.
Oh, I LIKE this idea. A way to harness flux and put it to productive ... well, OK, encourage it towards less destructiveoutcomes rather than creating taint. I know there are mages out there who view taint as the engine of a roaring factory of chaos, but I'm not one of them. Too much like catching a tiger by the tail...
And yes, the wisps themselves will be entirely clientside and effectively just particle FX created by a block. I am still playing around with the details, but my current thoughts are a "wisp lantern" you place. You place the crafted wisps inside the lantern - visually they will then float around the lantern and be sent out to do stuff. There could be different tiers of lanterns that can house more wisps and possibly special upgrade items that improved the housed wisps.
Obviously wisps will have to be more common. Actually that gives me an idea - in the current version most wisps are spawned due to high flux. There could be something you place in the world that encourages flux events that spawn wisps instead of the other nasty stuff like taint. Hmmmm, two birds one stone.
Nice ! The wisp lantern makes sense as it will look like a lantern attracting fireflies.
I like the idea of having multiple wisps per lantern too.
So do you plan to have each wisp have a single ability, or could they be taught new ones ?
Or maybe you could make them work as a swarm? The swarm would have a combination of all abilities and you could use the wisp number as a complexity cap. For instance, replanting crops would require at least 3 wisps and a basic sorting system 2.
If you go this way you could also define roles for each wisp in a lantern. That would make some more complex requirements. For instance, a lumberjack farm could require at least 1 breaker wisp, 1 logistic wisp and 2 mind wisps.
What do you think ?
Also, having something you place in the world that encourages flux events that spawn wisps seems like a great idea. This would encourage players to play a little more with flux.
I was inside my very small 4x3 (interior) home. I open and close the Thaumonomicon and see... this.
EDIT: Switching windows appears to fix it.
EDIT EDIT: I'm using Optifine.
Awareness breach emergency. A user has noticed the box. Response team dispatched, will be there in five minutes. Sanitization and cleanup oversight are en-route.
I was inside my very small 4x3 (interior) home. I open and close the Thaumonomicon and see... this.
EDIT: Switching windows appears to fix it.
EDIT EDIT: I'm using Optifine.
The thaumamodder is going fix this with magic.
Rollback Post to RevisionRollBack
Say something silly, Laugh 'til it hurts, Take a risk, Sing out loud, Rock the boat, Shake things up, Flirt with disaster, Buy something frivolous, Color outside the lines, Cause a scene, Order dessert, Make waves, Get carried away, Have a great day!
It's available on CurseForge and the original post of this thread.
Rollback Post to RevisionRollBack
Say something silly, Laugh 'til it hurts, Take a risk, Sing out loud, Rock the boat, Shake things up, Flirt with disaster, Buy something frivolous, Color outside the lines, Cause a scene, Order dessert, Make waves, Get carried away, Have a great day!
Maybe, tame whisps, instead of enslaving them? They can be powerful, but mischevous and not very reliable pet, in contrast with reliable, simple golems.
i like to mess with these things on a flat world in creative and while trying to make my first focus i noticed there was not enough vis so i checked another chunk and it was at the same level so u looked around and saw every chunk was at a max of 75 so i need a way to improve the max vis in a chunk
I just uploaded Beta 5 that should fix all the crash issues people have been reporting.
As you can see from the patch notes and the Golem Logistics research I added I have been working on golems a bit this week. Golems are fun, but adorably goofy and a bit unreliable. A lot of that has to do with the limits on entities in MC. Working on them this week I was reminded of my original concept for them - and that concept was NOT golems.
While I was working on TC 2 I had the idea that the wisps I added could later be captured and used in much the way golems are being used now. Time and lack of knowledge blocked my from adding it back then and I ended up adding the TC 2 seals instead. When TC 3 rolled around the idea had morphed into golems and I sort of forgot about the original concept.
I have been wracking my brain lately to find ways to make golems more foolproof. I have a few ideas and most of them involve them not being entities at all - at least not in the coding mechanics sense. Unfortunately this also will make it very hard to keep them looking like golems. And this reminded me of my old idea of wisps.
So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.
It's interesting to hear the golems sort of evolved as a second-best from your original ideas, because you've accomplished something with them that isn't all that common. You've created some genuinely charming creatures that help define the world of your mod. I regard them as the mascots of Thaumcraft at this point, and I'd certainly miss them if they were removed. I've kinda been hoping we'd one day see you adopt the vanilla minecraft golems into the Thaumcraft "story" as ancient progenitors to the thaumcraft golems.
That said, for what its worth, I'd encourage you to go with your gut ultimately.
Great work on the updates, Azanor. I'm sure thats a juggling act with all your other real-life responsibilities. We certainly appreciate your hard work!
Crash in Beta6. Sounds like the new potion processing doesn't play nice with Railcraft's creosote.
---- Minecraft Crash Report ----
WARNING: coremods are present:
CoFH Loading Plugin (CoFHCore-1.10.2-4.1.12.17-universal.jar)
CCLCorePlugin (CodeChickenLib-1.10.2-2.5.9.320-universal.jar)
AppEngLoadingPlugin (appliedenergistics2-rv4-stable-1.jar)
IC2core (industrialcraft-2-2.6.252-ex110.jar)
Contact their authors BEFORE contacting forge
// Don't be sad. I'll do better next time, I promise!
Time: 2/15/18 4:57 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Thaumcraft (thaumcraft)
Caused by: java.lang.ClassCastException: mods.railcraft.common.items.potion.PotionTypeCreosote$$Lambda$789/689290540 cannot be cast to net.minecraft.potion.PotionHelper$ItemPredicateInstance
at thaumcraft.common.lib.crafting.ThaumcraftCraftingManager.getPotionReagentsRecursive(ThaumcraftCraftingManager.java:426)
at thaumcraft.common.config.ConfigAspects.getPotionAspects(ConfigAspects.java:628)
at thaumcraft.common.config.ConfigAspects.registerItemAspects(ConfigAspects.java:467)
at thaumcraft.common.config.ConfigAspects.postInit(ConfigAspects.java:23)
at thaumcraft.proxies.CommonProxy.postInit(CommonProxy.java:142)
at thaumcraft.proxies.ClientProxy.postInit(ClientProxy.java:65)
at thaumcraft.Thaumcraft.postInit(Thaumcraft.java:51)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:616)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:243)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:145)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:810)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:334)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Been loving Beta3. Makes me wish I didn't have Railcraft in the world - I only have it there for the decorative blocks, basically :/ . But it used to be a basic mod of every world I made, so it got thrown into this playthrough 'by default'.
Sits up, a 3 inch layer of dust falling off and bones creaking.
WHAT YEAR IS IT? What's going on? What has awakened me from my slumb- By the gods. Thaumcraft 6?!
Cough cough- but, ah, yes. Hello. Been a while. I finally took the plunge with all that Twitch merge nonsense specifically to say:
PLEASE for the love of all that is eldritch and unknowable, Azanor, PLEASE don't throw out all the work you've done on Golems!
I love the wisp idea, I really do, but I wholeheartedly believe they would be better suited for seperate tasks.
Take the third option and have them both!! Each with different strengths. Golems, you can customize deeply with the in-place systems, you can take with you on journeys as guards, etc, and can be repurposed and perform multiple tasks, while maybe wisps have to be specialized, and are always bound to a specific area.
And, well, let's face it. Most of us love the little guys, as derpy as they can be.
However, this also gave me a thought... Currently, it's not really explained why the Infusion Altar and the like can just pull essentia through the air, before even the Thaumaturge that built it has learned how to do so. This could potentially be remedied with wisps. What I mean is, require a wisp to o the transportation of essentia through the air. It would help balance infusion, making it take a bit more to get set up than the low costs of the arcane stone, and would help keep the other remote essentia transport options, such as the essentia mirror and the remote essentia... thingies... erh... i forget what they're called... but- ah, it would keep those more balanced too. And I believe it makes lore sense too, since the Wisps seem to contain raw vis and essentia. Using Wisps like this, as basic essentia transport, could even be what later brings up the idea of using them for more complex tasks. Something like:
Wisp Studies
Step 1: "As the Infusion Matrix is rather animated, piping essentia into it would take a feat of engineering that I simply can't afford the time and resources to achieve, and even then, the liquid would simply flow over it and evaporate back into the aura. I need something that can take the liquid Essentia and convert it into a form that the Matrix can absorb more readily. I have seen Wisps: Semi-corporeal, seemingly intelligent masses of vis, and I believe I could potentially capture and tame them into transporting essentia to the Matrix."
Complete: "Eureka! I have managed to create a Wisp Lantern, a device that contains and stabilizes a Wisp into a more incorporeal realm. This renders it invisible without a Thaumometer or Goggles of Revealing, and unable to be harmed, but also unable to harm. The wisp seems to naturally gravitate to disturbances in balance like a moth to the light. I can use this, as the Infusion Matrix attempts to draw in essentia, the wisp will naturally look for high sources of the missing, pure essentia, such as my warded jars, and bring it to fill the gap in the Matrix. The wisp seems content to do this, and otherwise simply lounges around the lantern. They are fascinating creatures... Assuming they can be classified as creatures."
Wisp Expansion
Step 1: "Since my delve into Golemancy, I have found the ancient art to be complex, and sometimes unreliable. The more I increase the intellect of the Golems, the more they think for themselves, which is counterproductive to the mundane tasks I assign them to complete. In addition, their sense of direction needs work. That said, in a moment of brilliance (just one of many I seem to be experiencing lately), I have figured out a solution! I have already tamed wisps in an incorporeal plane, and they have already shown some form of intellect. I believe I may be able to modify a Control Seal so that it may be placed on a Wisp Lantern, and instruct the Wisp's rudimentary intellect to do my bidding far more efficiently and reliably than Golems, with the additional benefit of not tripping over the little things every time I walk through a door, and not needing to worry at the weird way the more intelligent ones stare at me when they think I'm not looking."
Complete: "I have done it! With this upgrade to a control seal, I can now instruct Wisps rather than Golems. How the Thaumaturges of the past never thought of this, I will never understand. I mean, honestly... Wands, Golems, I am beyond such things! In addition to being able to perform many, but not all of the same tasks as Golems, I have found that using these seals, I can also manipulate the Wisp's insinctual attraction to essentia inbalance to make them into a effective transport system for essentia without the need for pipes!
I have dubbed this new area of study "Wispomancy", however the name is subject to change and open to suggestion. It certainly doesn't roll off the tongue as well as Golemancy... Perhaps I should look into constructing a better tongue for myself..."
(also I would like to bring your attention to my less-specific, more general thoughs and ideas a few posts below this)
Suggestion: after you capture a wisp, it changes into a humanoid form to be utilized as a servant. It would still look wispy and glowy.
Thank you for the update.
"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."
Yeah, wands could be used for fine-tuned manipulation of aura and gauntlets could be the more offensive type.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
It seems to me that a mix may be desired, wisps don't really feel like manual labor types to me, their essence always felt more mist-like than anything. A good mixture, if you could find the time, would be to maybe have them specialized for certain tasks like essentia transfer (seeing as they are in fact made up of it) and acting like sentries. While the golems would be much more suited to labor jobs like cutting trees.
I would really like to see a system where you have both, and while you can use both for everything, using wisps for specific tasks that they are suited for makes that task get done more efficiently. I don't know what kind of coding that would take, and I don't presume to know how much time you have to work on these things, it just feels like it would make the most sense in the current setting.
Creator of Crystal MagiTech on curseforge
One idea I had is that 'wild' wisps would once again drop wisp essences when killed. You can then take those essences and craft them into a 'tame' wisp (via infusion crafting or something new). The essences you use determines the abilities and stats of the wisp.
Maybe Wisps can take charge of doing less material stuff? Transporting Vis, accelerating growth, lightningbolting mobs - that sort of things.
I miss builder focus. It really faster up my constructions. will it be back? Will it be capable goodly handle stairs? (Block rotation) or will it be handle making circles or just other ways of construct? Maybe there will be possibility ti use middle mouse button to change effect and rolling mouse well to change number of blocks. Maybe even ability to switch from where it can build. (IN TC5 it vas from seeing block to you. Maybe now if i want wall: from ground to up on set number of block) Ah... dreams... Wait... holes filler for outlands labirint?
I dint have munch exp whit golems but.
Eh in TC5 i remember that i have golem siting in crop field and his mission vas collect drops (It was farm who drops full grown plants.) but he dint see them (mostly) even they have been 2-3 block in front of him.
Wisps are rare, strong and they fly. That makes specific wisp essences way harder to get as a replacement of what is needed to make a golem, unless structures containing wisp spawners are generated in the world.
Also, I assume you want tamed wisp to be some kind of particules emitted from a block rather than entities.
Here is a suggestion :
Alternatively, instead of just infusing essentia into the machine, you can have the wisp eat specific items to gain new shapeshift abilities. For instance, make it eat a pickaxe of the core (or maybe break foci ?) so it can take a form that will allow it to break blocks. A library and a chest could give it the knowledge to move and sort items in inventories.
A wisp could learn multiple forms, and will use the appropriated one for each task.
Eventually, you can use jar labels on tamed wisp in a jar to give it a color and therefore use this to specify which wisps group has to obey to wich order..
Not some bad ideas either.
And yes, the wisps themselves will be entirely clientside and effectively just particle FX created by a block. I am still playing around with the details, but my current thoughts are a "wisp lantern" you place. You place the crafted wisps inside the lantern - visually they will then float around the lantern and be sent out to do stuff. There could be different tiers of lanterns that can house more wisps and possibly special upgrade items that improved the housed wisps.
Obviously wisps will have to be more common. Actually that gives me an idea - in the current version most wisps are spawned due to high flux. There could be something you place in the world that encourages flux events that spawn wisps instead of the other nasty stuff like taint. Hmmmm, two birds one stone.
Oh, I LIKE this idea. A way to harness flux and put it to productive ... well, OK, encourage it towards less destructive outcomes rather than creating taint. I know there are mages out there who view taint as the engine of a roaring factory of chaos, but I'm not one of them. Too much like catching a tiger by the tail...
Nice ! The wisp lantern makes sense as it will look like a lantern attracting fireflies.
I like the idea of having multiple wisps per lantern too.
So do you plan to have each wisp have a single ability, or could they be taught new ones ?
Or maybe you could make them work as a swarm? The swarm would have a combination of all abilities and you could use the wisp number as a complexity cap. For instance, replanting crops would require at least 3 wisps and a basic sorting system 2.
If you go this way you could also define roles for each wisp in a lantern. That would make some more complex requirements. For instance, a lumberjack farm could require at least 1 breaker wisp, 1 logistic wisp and 2 mind wisps.
What do you think ?
Also, having something you place in the world that encourages flux events that spawn wisps seems like a great idea. This would encourage players to play a little more with flux.
thanks for the quick update, just wanted to mention that its not updated on the curseforge site, not sure if that was intended or not.
EDIT: ok i see it was curseforge taking their sweet and precious time approving the file. thanks again for your diligence Azanor.
Creator of Crystal MagiTech on curseforge
Awareness breach emergency. A user has noticed the box. Response team dispatched, will be there in five minutes. Sanitization and cleanup oversight are en-route.
The thaumamodder is going fix this with magic.
It's available on CurseForge and the original post of this thread.
Maybe, tame whisps, instead of enslaving them? They can be powerful, but mischevous and not very reliable pet, in contrast with reliable, simple golems.
Huh. I think I was of Beta5 when I had this problem. I'll try Beta6.
EDIT: Yup, this is just a Beta5 problem. I made a crucible just fine in Beta6.
i like to mess with these things on a flat world in creative and while trying to make my first focus i noticed there was not enough vis so i checked another chunk and it was at the same level so u looked around and saw every chunk was at a max of 75 so i need a way to improve the max vis in a chunk
[img]https://www.minecraftforum.net/account/
It's interesting to hear the golems sort of evolved as a second-best from your original ideas, because you've accomplished something with them that isn't all that common. You've created some genuinely charming creatures that help define the world of your mod. I regard them as the mascots of Thaumcraft at this point, and I'd certainly miss them if they were removed. I've kinda been hoping we'd one day see you adopt the vanilla minecraft golems into the Thaumcraft "story" as ancient progenitors to the thaumcraft golems.
That said, for what its worth, I'd encourage you to go with your gut ultimately.
Great work on the updates, Azanor. I'm sure thats a juggling act with all your other real-life responsibilities. We certainly appreciate your hard work!
Crash in Beta6. Sounds like the new potion processing doesn't play nice with Railcraft's creosote.
WARNING: coremods are present:
CoFH Loading Plugin (CoFHCore-1.10.2-4.1.12.17-universal.jar)
CCLCorePlugin (CodeChickenLib-1.10.2-2.5.9.320-universal.jar)
AppEngLoadingPlugin (appliedenergistics2-rv4-stable-1.jar)
IC2core (industrialcraft-2-2.6.252-ex110.jar)
Contact their authors BEFORE contacting forge
// Don't be sad. I'll do better next time, I promise!
Time: 2/15/18 4:57 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Thaumcraft (thaumcraft)
Caused by: java.lang.ClassCastException: mods.railcraft.common.items.potion.PotionTypeCreosote$$Lambda$789/689290540 cannot be cast to net.minecraft.potion.PotionHelper$ItemPredicateInstance
at thaumcraft.common.lib.crafting.ThaumcraftCraftingManager.getPotionReagentsRecursive(ThaumcraftCraftingManager.java:426)
at thaumcraft.common.config.ConfigAspects.getPotionAspects(ConfigAspects.java:628)
at thaumcraft.common.config.ConfigAspects.registerItemAspects(ConfigAspects.java:467)
at thaumcraft.common.config.ConfigAspects.postInit(ConfigAspects.java:23)
at thaumcraft.proxies.CommonProxy.postInit(CommonProxy.java:142)
at thaumcraft.proxies.ClientProxy.postInit(ClientProxy.java:65)
at thaumcraft.Thaumcraft.postInit(Thaumcraft.java:51)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:616)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:243)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:145)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:810)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:334)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:520)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 892313808 bytes (850 MB) / 1504116736 bytes (1434 MB) up to 4260102144 bytes (4062 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xincgc -Xmx4G -XX:MaxPermSize=128m
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.3.2511 31 mods loaded, 31 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJ mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJ FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2511.jar)
UCHIJ Forge{12.18.3.2511} [Minecraft Forge] (forge-1.10.2-12.18.3.2511.jar)
UCHIJ appliedenergistics2-core{rv4-stable-1} [Applied Energistics 2 Core] (minecraft.jar)
UCHIJ {000} [CoFH ASM] (minecraft.jar)
UCHIJ ccl-entityhook{1.0} [ccl-entityhook] (CodeChickenLib-1.10.2-2.5.9.320-universal.jar)
UCHIJ mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.10.2.jar)
UCHIJ cofhcore{4.1.12} [CoFH Core] (CoFHCore-1.10.2-4.1.12.17-universal.jar)
UCHIJ actuallyadditions{1.10.2-r105} [Actually Additions] (ActuallyAdditions-1.10.2-r105 (1).jar)
UCHIJ appliedenergistics2{rv4-stable-1} [Applied Energistics 2] (appliedenergistics2-rv4-stable-1.jar)
UCHIJ Baubles{1.3.13} [Baubles] (Baubles-1.10.2-1.3.13.jar)
UCHIJ guideapi{@VERSION@} [Guide-API] (Guide-API-1.10.2-2.0.3-46.jar)
UCHIJ JEI{3.14.7.420} [Just Enough Items] (jei_1.10.2-3.14.7.420.jar)
UCHIJ BloodMagic{1.10.2-2.1.11-80} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.10.2-2.1.11-80.jar)
UCHIJ Botania{r1.9-341} [Botania] (Botania+r1.9-341.jar)
UCHIJ CodeChickenLib{2.5.9.320} [CodeChicken Lib] (CodeChickenLib-1.10.2-2.5.9.320-universal.jar)
UCHIJ CodeChickenCore{2.4.1.102} [CodeChicken Core] (CodeChickenCore-1.10.2-2.4.1.102-universal.jar)
UCHIJ EnderStorage{2.2.1.106} [EnderStorage] (EnderStorage-1.10.2-2.2.1.106-universal.jar)
UCHIJ extrautils2{1.0} [Extra Utilities 2] (extrautils2-1.10.2-1.7.3.jar)
UCHIJ IC2{2.6.252-ex110} [IndustrialCraft 2] (industrialcraft-2-2.6.252-ex110.jar)
UCHIJ ironchest{1.10.2-7.0.15.804} [Iron Chest] (ironchest-1.10.2-7.0.15.804.jar)
UCHIJ llor{1.1.1-mc[1.9-1.11]} [Light Level Overlay Reloaded] (LLOverlayReloaded-1.1.1-mc[1.9-1.11].jar)
UCHIJ mcmultipart{1.4.0} [MCMultiPart] (MCMultiPart-1.4.0-universal.jar)
UCHIJ railcraft{10.3.1} [Railcraft] (Railcraft_1.10.2-10.3.1.jar)
UCHIJ rangedpumps{0.3} [Ranged Pumps] (rangedpumps-0.3.jar)
UCHIJ thermalfoundation{2.1.5} [Thermal Foundation] (ThermalFoundation-1.10.2-2.1.5.12-universal.jar)
UCHIJ thermalexpansion{5.1.10} [Thermal Expansion] (ThermalExpansion-1.10.2-5.1.10.28-universal.jar)
UCHIJ redstonearsenal{2.1.3} [Redstone Arsenal] (RedstoneArsenal-1.10.2-2.1.3.8-universal.jar)
UCHIJ refinedstorage{1.2.26} [Refined Storage] (refinedstorage-1.2.26.jar)
UCHIE thaumcraft{6.0.BETA6} [Thaumcraft] (Thaumcraft-1.10.2-6.0.BETA6.jar)
UCHIJ thermaldynamics{2.0.11} [Thermal Dynamics] (ThermalDynamics-1.10.2-2.0.11.19-universal.jar)
Loaded coremods (and transformers):
CoFH Loading Plugin (CoFHCore-1.10.2-4.1.12.17-universal.jar)
cofh.asm.CoFHClassTransformer
cofh.asm.repack.codechicken.lib.asm.ClassHierarchyManager
CCLCorePlugin (CodeChickenLib-1.10.2-2.5.9.320-universal.jar)
codechicken.lib.asm.ClassHeirachyManager
codechicken.lib.asm.CCL_ASMTransformer
AppEngLoadingPlugin (appliedenergistics2-rv4-stable-1.jar)
appeng.coremod.transformer.IntegrationTransformer
IC2core (industrialcraft-2-2.6.252-ex110.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 388.13' Renderer: 'GeForce GTX 780/PCIe/SSE2'
AE2 Version: stable rv4-stable-1 for Forge 12.18.3.2185
CodeChickenLib Invalid Fingerprint Reports:
CodeChickenCore Invalid Fingerprint Reports:
EnderStorage Invalid Fingerprint Reports:
AE2 Integration: IC2:ON, RF:ON, RFItem:ON, Waila:OFF, JEI:ON, THE_ONE_PROBE:OFF
Been loving Beta3. Makes me wish I didn't have Railcraft in the world - I only have it there for the decorative blocks, basically :/ . But it used to be a basic mod of every world I made, so it got thrown into this playthrough 'by default'.
Sits up, a 3 inch layer of dust falling off and bones creaking.
WHAT YEAR IS IT? What's going on? What has awakened me from my slumb- By the gods. Thaumcraft 6?!
Cough cough- but, ah, yes. Hello. Been a while. I finally took the plunge with all that Twitch merge nonsense specifically to say:
PLEASE for the love of all that is eldritch and unknowable, Azanor, PLEASE don't throw out all the work you've done on Golems!
I love the wisp idea, I really do, but I wholeheartedly believe they would be better suited for seperate tasks.
Take the third option and have them both!! Each with different strengths. Golems, you can customize deeply with the in-place systems, you can take with you on journeys as guards, etc, and can be repurposed and perform multiple tasks, while maybe wisps have to be specialized, and are always bound to a specific area.
And, well, let's face it. Most of us love the little guys, as derpy as they can be.
However, this also gave me a thought... Currently, it's not really explained why the Infusion Altar and the like can just pull essentia through the air, before even the Thaumaturge that built it has learned how to do so. This could potentially be remedied with wisps. What I mean is, require a wisp to o the transportation of essentia through the air. It would help balance infusion, making it take a bit more to get set up than the low costs of the arcane stone, and would help keep the other remote essentia transport options, such as the essentia mirror and the remote essentia... thingies... erh... i forget what they're called... but- ah, it would keep those more balanced too. And I believe it makes lore sense too, since the Wisps seem to contain raw vis and essentia. Using Wisps like this, as basic essentia transport, could even be what later brings up the idea of using them for more complex tasks. Something like:
Wisp Studies
Step 1: "As the Infusion Matrix is rather animated, piping essentia into it would take a feat of engineering that I simply can't afford the time and resources to achieve, and even then, the liquid would simply flow over it and evaporate back into the aura. I need something that can take the liquid Essentia and convert it into a form that the Matrix can absorb more readily. I have seen Wisps: Semi-corporeal, seemingly intelligent masses of vis, and I believe I could potentially capture and tame them into transporting essentia to the Matrix."
Complete: "Eureka! I have managed to create a Wisp Lantern, a device that contains and stabilizes a Wisp into a more incorporeal realm. This renders it invisible without a Thaumometer or Goggles of Revealing, and unable to be harmed, but also unable to harm. The wisp seems to naturally gravitate to disturbances in balance like a moth to the light. I can use this, as the Infusion Matrix attempts to draw in essentia, the wisp will naturally look for high sources of the missing, pure essentia, such as my warded jars, and bring it to fill the gap in the Matrix. The wisp seems content to do this, and otherwise simply lounges around the lantern. They are fascinating creatures... Assuming they can be classified as creatures."
Wisp Expansion
Step 1: "Since my delve into Golemancy, I have found the ancient art to be complex, and sometimes unreliable. The more I increase the intellect of the Golems, the more they think for themselves, which is counterproductive to the mundane tasks I assign them to complete. In addition, their sense of direction needs work. That said, in a moment of brilliance (just one of many I seem to be experiencing lately), I have figured out a solution! I have already tamed wisps in an incorporeal plane, and they have already shown some form of intellect. I believe I may be able to modify a Control Seal so that it may be placed on a Wisp Lantern, and instruct the Wisp's rudimentary intellect to do my bidding far more efficiently and reliably than Golems, with the additional benefit of not tripping over the little things every time I walk through a door, and not needing to worry at the weird way the more intelligent ones stare at me when they think I'm not looking."
Complete: "I have done it! With this upgrade to a control seal, I can now instruct Wisps rather than Golems. How the Thaumaturges of the past never thought of this, I will never understand. I mean, honestly... Wands, Golems, I am beyond such things! In addition to being able to perform many, but not all of the same tasks as Golems, I have found that using these seals, I can also manipulate the Wisp's insinctual attraction to essentia inbalance to make them into a effective transport system for essentia without the need for pipes!
I have dubbed this new area of study "Wispomancy", however the name is subject to change and open to suggestion. It certainly doesn't roll off the tongue as well as Golemancy... Perhaps I should look into constructing a better tongue for myself..."
(also I would like to bring your attention to my less-specific, more general thoughs and ideas a few posts below this)