Im certain that they are not. They don't share the aspects of living creatures. They are composed of auram and their own aspect.
That doesn't mean they're not living. They could simply be a living creature made of pure energy instead of having a corporal body like what we're used to. The thaumnomicon doesn't give much info on wisps so there's lots we don't know about them. It's hard to classify them as living or not when we don't even know what exactly they are. Are they just a magic anomaly? Sentient magic formed from wild flux or vis? Or are they creatures that exist on the other side of nodes that have somehow wandered into our realm?
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
That doesn't mean they're not living. They could simply be a living creature made of pure energy instead of having a corporal body like what we're used to. The thaumnomicon doesn't give much info on wisps so there's lots we don't know about them. It's hard to classify them as living or not when we don't even know what exactly they are. Are they just a magic anomaly? Sentient magic formed from wild flux or vis? Or are they creatures that exist on the other side of nodes that have somehow wandered into our realm?
There are indeed many questions. Which a thumaturge knows how to solve - we need to dissect more!
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?
Hm........Ya know, wisps could be added but they would be tagalongs like a wolf. The golems would hang back at your home/keep/base. Useful wisps are a cool idea but golems look so much better.
I am certain the world would feel much more alive if creatures could remember you in a better way than aggression or no aggression.
And I am also certain that wisps are living creatures...are they still aspected?
there are lots of ways you can "tame" biomes - lighting, building roads, clearing brush, etc. it would be really neat if wisps started getting more aggressive in response to deforestation, or calmed by planting flowers. having other things you need to do to make an area safe [not a real suggestion, just interesting idea]
there are lots of ways you can "tame" biomes - lighting, building roads, clearing brush, etc. it would be really neat if wisps started getting more aggressive in response to deforestation, or calmed by planting flowers. having other things you need to do to make an area safe [not a real suggestion, just interesting idea]
Shooting for th moon right there....but actually...
I think it would tear on the CPU and RAM like crazy, but perhaps wisps could be made to be more docile when near objects that represent their element.
Why not use Wisps as the "souls" for the Golem-dolls? The Golem Building system of TC5 is pretty dang awesome, so I'd think it a waste to simply throw it away.
You'd have to capture a wisp somehow putting it in a jar, then infuse it into a built Golem using some other materials to bind the Wisp to your will. (Going the Thaumic Horizons way?)
Different types of Wisps might need other infusion items and might give additional bonus feats to the resulting Golem.
Why not infuse a Golem with multiple "souls" at once?
(snipped for space)
You might be able to code Golems to be textured based on the block that they are based on? (Might have been easier to do pre-MC-1.8?)
As a Transformers fan, your example greatly amuses me, as the shaman & inventor seem to have summoned the personalities of the Stunticon combiner team....
I'd like to see golems continue with material work -- placing and mining blocks, managing chests, and so on. Wisps should have less material tasks, dealing with entities at most: perhaps replacing the various lamps, guiding golems, distracting mobs or herding animals, and so on. If they get a tractor-beam ability, they could give golems a lift when they're stuck, or gather items for golems or hoppers to pick up, Guiding a boat or other mount to a checkpoint, perhaps?
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
...Guiding a boat or other mount to a checkpoint, perhaps?
Here, let me just strap this unstable vis storage device filled with vitium to the wisp, send to... Steve? Yeah, it'll be fine there, he won't even notice.
The Meaning of Life, the Universe, and Everything.
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I like the idea that wisps serve their element, what I mean is if you have a fire wisp it will serve fire and only do things related to fire (ie burn things) one is not enough to burn but it is enough to heat meaning it would try to melt snow, several and they would start burning forests down. Wisps are like elementals of their respective element use this when thinking of ways to make them into servants.
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've never seen wisps in thaumcraft as druidic in anyway, they are made by unstable/unnatural fluctuations in magic they are basicly constructs of magic overflow.
I still wanna see a good evil interpretation of this mod, using eldritch horrors and taint to ones advantage less adding evil items that let one act within taint and more adding items and methods for "controlling"(your crazy if you go down this path, who controls who is subjective) taint and warp, less blocking/managing taint/warp and more using them to an actual advantage like summoning eldritch abominations to do your bidding or making pacts with them for power and knowledge. Building labyriniaian constructs for power and breaking the limits of what the mind considers perceivable or understandable. The eldritch tab in the thauminomicon was a good start but I wanna see more added to that. Before you say it the current addons like forbidden magic and tainted magic just to name a few are not what I mean. Really makes me wanna get into modding.
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.
Especially since Reika is comfortible with keeping his mods on 1.7.10, it's nice to see big magic-themed mods like this one on the more recent Minecraft versions. Know what I mean?
I support the idea of golems working with the world, while wisps work more with entities (affecting breeding, deploying potion effects, helping crops grow, buffing/healing/etc, directing entities, and general logistics/direction).
Plus, wisps are just too cool and colorful to be nothing but enemies and nuisances forever.
(also multiblock arcane crafting is always cool in my book, table/altar/etc upgrades are neat. Something I always loved about the infusion altar is that it really forced you to set aside space, to make you prioritize an area for Thaumcraft, since it took up quite an area. That, and the stability mechanic encouraged some cool designs.)
EDIT2: Nodes acting as a rarer treat to find would really help enforce the idea that they are loci of immense power. If the aura recharges itself more ambiently, and it means less fussing with nodes and more "HECK YES, A NODE! INFINITE POWER" then I would absolutely support that they become more of a worldgen exploration thing rather than being every few steps comparatively and having to be collected en masse/sort of babied. It makes them that much cooler if they're the capstone of your freaky magic construction.
EDIT3: More varied flux also yep okay. I'm basically trawling Azanor's history.
Just out of curiosity, is this major 1.10+ update going to be a major update to Thaumcraft or a full on sequal, like will we still talk about it on this page or will you make a new forum thread 'cause it's a different mod?
Every version change of Thaumcraft's number denotes a change, technically they are all sequels after the original, but the changes between 4 and 5 were less drastic than between 3 and 4, and 2 and 3 respectively. 1, 2, and 3 each had their own thread, but I believe this thread is still the amalgamation of 4 and 5. Azanor is changing core concepts again, but they still are very close to what was is present in 4, and the recent changes 5. Whether it will be a new thread or not can't be guessed, but there will be an announcement on this thread about it nonetheless.
when this gets updated to 1.11 will the idols factor in at all? maybe extend its use but compromises its insta save ability to instead give a constant stream of regen.
Forgive me if this already exists - or has already been talked about, or is no longer applicable due to changes in research, but I don't know how many times I have gotten a research note only to realize that I had already gotten it - and the mod didn't know because I didn't have it in my inventory. How about we get a "research note chest" similar to the pattern chest in Tinkers' Contruct that the mod checks for previously acquired research notes (along with the player's own inventory of course)? This way, you don't have to carry around all your research notes for the mod to know which ones you've already gotten.
I am certain the world would feel much more alive if creatures could remember you in a better way than aggression or no aggression.
And I am also certain that wisps are living creatures...are they still aspected?
I made a D flip-flop!
Im certain that they are not. They don't share the aspects of living creatures. They are composed of auram and their own aspect.
They do seem to kind of have a personality, though. And eah, that's what I meant by aspected, they still have their own.
I made a D flip-flop!
That doesn't mean they're not living. They could simply be a living creature made of pure energy instead of having a corporal body like what we're used to. The thaumnomicon doesn't give much info on wisps so there's lots we don't know about them. It's hard to classify them as living or not when we don't even know what exactly they are. Are they just a magic anomaly? Sentient magic formed from wild flux or vis? Or are they creatures that exist on the other side of nodes that have somehow wandered into our realm?
There are indeed many questions. Which a thumaturge knows how to solve - we need to dissect more!
I really hope golems will be staying....they looks so cool. D:
Hm........Ya know, wisps could be added but they would be tagalongs like a wolf. The golems would hang back at your home/keep/base. Useful wisps are a cool idea but golems look so much better.
there are lots of ways you can "tame" biomes - lighting, building roads, clearing brush, etc. it would be really neat if wisps started getting more aggressive in response to deforestation, or calmed by planting flowers. having other things you need to do to make an area safe [not a real suggestion, just interesting idea]
Shooting for th moon right there....but actually...
I think it would tear on the CPU and RAM like crazy, but perhaps wisps could be made to be more docile when near objects that represent their element.
[same in this case]
I made a D flip-flop!
As a Transformers fan, your example greatly amuses me, as the shaman & inventor seem to have summoned the personalities of the Stunticon combiner team....
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
I'd like to see golems continue with material work -- placing and mining blocks, managing chests, and so on. Wisps should have less material tasks, dealing with entities at most: perhaps replacing the various lamps, guiding golems, distracting mobs or herding animals, and so on. If they get a tractor-beam ability, they could give golems a lift when they're stuck, or gather items for golems or hoppers to pick up, Guiding a boat or other mount to a checkpoint, perhaps?
"MUSH, WISP, MUSH!"
That would be pretty great though, in all seriousness. Magic autopilot!
Here, let me just strap this unstable vis storage device filled with vitium to the wisp, send to... Steve? Yeah, it'll be fine there, he won't even notice.
I like the idea that wisps serve their element, what I mean is if you have a fire wisp it will serve fire and only do things related to fire (ie burn things) one is not enough to burn but it is enough to heat meaning it would try to melt snow, several and they would start burning forests down. Wisps are like elementals of their respective element use this when thinking of ways to make them into servants.
I've never seen wisps in thaumcraft as druidic in anyway, they are made by unstable/unnatural fluctuations in magic they are basicly constructs of magic overflow.
I still wanna see a good evil interpretation of this mod, using eldritch horrors and taint to ones advantage less adding evil items that let one act within taint and more adding items and methods for "controlling"(your crazy if you go down this path, who controls who is subjective) taint and warp, less blocking/managing taint/warp and more using them to an actual advantage like summoning eldritch abominations to do your bidding or making pacts with them for power and knowledge. Building labyriniaian constructs for power and breaking the limits of what the mind considers perceivable or understandable. The eldritch tab in the thauminomicon was a good start but I wanna see more added to that. Before you say it the current addons like forbidden magic and tainted magic just to name a few are not what I mean. Really makes me wanna get into modding.
Especially since Reika is comfortible with keeping his mods on 1.7.10, it's nice to see big magic-themed mods like this one on the more recent Minecraft versions. Know what I mean?
I support the idea of golems working with the world, while wisps work more with entities (affecting breeding, deploying potion effects, helping crops grow, buffing/healing/etc, directing entities, and general logistics/direction).
Plus, wisps are just too cool and colorful to be nothing but enemies and nuisances forever.
(also multiblock arcane crafting is always cool in my book, table/altar/etc upgrades are neat. Something I always loved about the infusion altar is that it really forced you to set aside space, to make you prioritize an area for Thaumcraft, since it took up quite an area. That, and the stability mechanic encouraged some cool designs.)
EDIT2: Nodes acting as a rarer treat to find would really help enforce the idea that they are loci of immense power. If the aura recharges itself more ambiently, and it means less fussing with nodes and more "HECK YES, A NODE! INFINITE POWER" then I would absolutely support that they become more of a worldgen exploration thing rather than being every few steps comparatively and having to be collected en masse/sort of babied. It makes them that much cooler if they're the capstone of your freaky magic construction.
EDIT3: More varied flux also yep okay. I'm basically trawling Azanor's history.
Just out of curiosity, is this major 1.10+ update going to be a major update to Thaumcraft or a full on sequal, like will we still talk about it on this page or will you make a new forum thread 'cause it's a different mod?
Every version change of Thaumcraft's number denotes a change, technically they are all sequels after the original, but the changes between 4 and 5 were less drastic than between 3 and 4, and 2 and 3 respectively. 1, 2, and 3 each had their own thread, but I believe this thread is still the amalgamation of 4 and 5. Azanor is changing core concepts again, but they still are very close to what was is present in 4, and the recent changes 5. Whether it will be a new thread or not can't be guessed, but there will be an announcement on this thread about it nonetheless.
when this gets updated to 1.11 will the idols factor in at all? maybe extend its use but compromises its insta save ability to instead give a constant stream of regen.
Forgive me if this already exists - or has already been talked about, or is no longer applicable due to changes in research, but I don't know how many times I have gotten a research note only to realize that I had already gotten it - and the mod didn't know because I didn't have it in my inventory. How about we get a "research note chest" similar to the pattern chest in Tinkers' Contruct that the mod checks for previously acquired research notes (along with the player's own inventory of course)? This way, you don't have to carry around all your research notes for the mod to know which ones you've already gotten.