What happened to the idea of having all essentia coming from the aura instead of items, and having to combine essentia in a crucible or automated device into compound essentia? I quite liked that idea.
I liked it too, but alas we were in the minority.
Also during my experimentation some issues came to light which would have resulted in too massive changes so I scrapped it.
Maybe instead of tainted node you could have some kind of taint trap that when set off releases allot of taint into the aura. Something like a big taint crystal or flux deposits/ geysers that release flux gas when mined. Maybe the environment has some kind of way of storing taint safely unless it's disturbed, it could give an easier way to manage taint by simply letting the environment store it unless there is too much being produced or storage is interfered with.
I hope you do, I absolutely ADORED infusion enchantment, the vanilla methods suck
it was actually the thing I always pointed to as an example of how to do nonvanilla enchanting correctly: it required resources, infrastructure, and got harder as you made more enchantments without arbitrarily capping itself, as long as your altar and essentia setups could handle it, you could keep adding to it, it made my crazily overenchanted void robes and crimson blade feel like an achievement, a reward for building my lab and altar, rather than a reward for grinding levels and RNG books.
but in 1.8 you can see the main enchantment you will get
I always dreaded getting past the first infusion milestone, as building the alter, stabilizing it, and constructing the rest of the required infrastructure (essentia production, digging out an alter room, etc.) always seemed to take an enormous amount of time and effort. Keep in mind that while I have gotten past this milestone many times before, and have the perspective to see that it really isn't that bad, I'm one of those paranoid guys that wants 81 candles under the alter before even a minor level enchantment.
However, despite all the negative things I've said, it is one of the most fantastic crafting systems I have ever had the pleasure of using. Nothing is more satisfying then seeing the magical energies construct your new robes whilst your less advanced brethren gaze in awe at your knowledge and power. The whole alter crafting system continues the, "I comprehend the infinite expanse of the universe" feel that is most of thaumcraft (for me anyway).
Its still there - what recipe are you trying? Its 3 different meat nuggets + sugar.
I was watching through NEI that wasn't showing the recipe you can actually craft it... wierd
Now my main problem is making essentia distribution I was used to golem all the things tubes never really got me... time for some engineering
edit: also nodes will be a pita now since them merge when close and have just one aspect each I would love a way to keep them in place so I can get one for each primal around my base
I love the new mechanic added to Ethereal Blooms for removing Taint. I don't love how difficult it is to clean up the dust. It would be lovely if there were a mechanic to help clean that up, though maybe I'm just not far enough in research...?
Technically it cleans itself - the taint dust slowly disappears over time (blows away).
Also regarding the taint related feedback:
The next patch will have some rebalancing in regards to taint. When a taint node spawned during worldgen it also gets a big initial amount of flux added to the chunk it gens in and that amount was WAY too much.
I have also fiddled a bit with the numbers regarding taint in general - it is supposed to be aggressive, but maybe not quite at the levels it is now.
So basicly when flux rain occurs that area is doomed forever and you will never succeed in recovering it?
You can still flee to a safe place and return when you have the means of fighting it.
Also after a while the flux itself can stabilize, so taint is left as the only problem, so if you fight the Taint for a while, it will eventually give up.
I have no idea how hungry nodes work, because I have not encountered one as of yet, but could it be that they can cause enough mess in the aura to make other nodes overload and taint themselves?
I suspect that hungry nodes are the real problem, not tainted ones. I'll fiddle with them a bit to prevent them from totally bottoming out the aura in an area too much which will lead to taint.
For those who are experiencing problems with the lack of tainted shards: just plant some normal shards in taint biomes and they turn into tainted in short time. I think that you can just mine native crystals, turned into tainted after some waiting.[/pre]
I suspect that hungry nodes are the real problem, not tainted ones. I'll fiddle with them a bit to prevent them from totally bottoming out the aura in an area too much which will lead to taint.
Looks like the released verison is still kind of a beta.
We were always told to think of Aura as a pool of Water, flux is ripples and taint is flotaing mud I guess.
If you stick to that explanation, then hungry nodes should act as holes that create a funnel and some ripples near them, so maybe the aura vacuuming effect should very quickly decrease with growing distance to the nodes?
Also after a while the flux itself can stabilize, so taint is left as the only problem, so if you fight the Taint for a while, it will eventually give up.
My first TC5 world had a patch of taint that grew from nothing - I presume there was a hungry or tainted node nearby. Frequent thunder from the very start. But things did not get milder with time - they got much, much worse. After finding the taint (maybe 30min-ish after starting - the area was intially clear) I cheated in stacks of blooms, then went creative to insta-destroy blocks, and eventually Peaceful to mitigate taint spawns from possibly spreading things. Two hours later, all spent purely trying to fight the taint, I gave up on the world as lost.
The area, once a forested hill and beach, was now one vast sea of taint dust, dotted with my bedrock-bloom-bedrock pillars (since liquids, like flux rain and taint dust, will uproot them) and the occasional flux puddle resting on top. Figuring out which areas were still tainted and which were 'clear' meant destroying lots of dust to even see the ground - small and medium slimes could be completely covered, visible only when hopping. The clouds of flux rain only seemed to grow *more* frequent with time, spreading over larger and larger areas, focusing on the perimeters of the taint rather than the core. I burned most of the (original) forest to the ground early on, since the taint tree's pouches were pesky to kill (started pouring lava buckets, so the crawlers would burn on spawn), but soon the taint caught up to the undestroyed parts - and rain on the upper leaves, spawning fibers, meant it would get a strong foothold before I could notice.
No matter how many blooms I put down, the taint seemed to always find a way to leapfrog them - flux rain beyond the boundry, blooms being uprooted (often with rain flux puddles, or dust sea getting high enough, but sometimes I was left wondering), or just finding a gap (often by going over or under, then returning to ground level). As it grew bigger, keeping an eye on the whole perimeter got harder, so any new breach had longer to make a foothold.
I was never a big fan of taint's aggressiveness, but in TC2 and TC4 I remember it being very /manageable/, particularly when caught if it was only a couple chunks. When bigger, cheating in enough Blooms to fully ring the area (and hitting any caves you could quickly find) was usually enough to contain it - or staying legit, ringing the area with liquid walls to keep the fibers away. But this ... I can't even imagine trying to deal with this normally. And this was what sprung from nothing, tiny in size when I started trying to counter it. The concept of something that *started* bigger, a natural tainted region ... oi.
But the Taint does not seem to just give up. If anything, it seems to fight harder as you fight against it ><
sometimes, then smelting something in basic essencia smeltery, i get an infinite amount of last drawn essencia. Alembics just fillng up from empty smeltery infinitely. Putting a golden sword will result in infinite amount of telum (or lucrum if no telum is produced)(don't remember how it calls now). Same thing with golden pickaxe - resulting in instrumentum (or herba if no instrumentum is produced).
can't replicate bug using warded jars or thaumcraft wand, but 1 nugget seems to work too.
UPD. Seems then flux is generated, it somehow results in infinite essencia. Might be very dangerous then using Void Jars IMHO.
Question about the auxiliary slurry pump... as there's a bellow in the recipe does it act as "bellow + more essentia output" or just as a supplementary essentia output so you still have to balance between bellows and auxiliary slurry pump?
Firstly, it wont happen because thaumcraft 5 is the new version, secondly using please followed by a large number of exclamation marks sounds extremely childish.
I liked it too, but alas we were in the minority.
Also during my experimentation some issues came to light which would have resulted in too massive changes so I scrapped it.
Its still there - what recipe are you trying? Its 3 different meat nuggets + sugar.
What forge version is stable to use with this?
The most recent version.
Maybe instead of tainted node you could have some kind of taint trap that when set off releases allot of taint into the aura. Something like a big taint crystal or flux deposits/ geysers that release flux gas when mined. Maybe the environment has some kind of way of storing taint safely unless it's disturbed, it could give an easier way to manage taint by simply letting the environment store it unless there is too much being produced or storage is interfered with.
but in 1.8 you can see the main enchantment you will get
My two cents on the infusion alter topic:
I always dreaded getting past the first infusion milestone, as building the alter, stabilizing it, and constructing the rest of the required infrastructure (essentia production, digging out an alter room, etc.) always seemed to take an enormous amount of time and effort. Keep in mind that while I have gotten past this milestone many times before, and have the perspective to see that it really isn't that bad, I'm one of those paranoid guys that wants 81 candles under the alter before even a minor level enchantment.
However, despite all the negative things I've said, it is one of the most fantastic crafting systems I have ever had the pleasure of using. Nothing is more satisfying then seeing the magical energies construct your new robes whilst your less advanced brethren gaze in awe at your knowledge and power. The whole alter crafting system continues the, "I comprehend the infinite expanse of the universe" feel that is most of thaumcraft (for me anyway).
Azanor please upgrade Thaumcraft 4 and add foci vis shard,new texture please !!!!!!!!!!!!!!
Azanor I have the idea of the foci of gravity. He will work as a Gravity Gun
I was watching through NEI that wasn't showing the recipe you can actually craft it... wierd
Now my main problem is making essentia distribution I was used to golem all the things tubes never really got me... time for some engineering
edit: also nodes will be a pita now since them merge when close and have just one aspect each I would love a way to keep them in place so I can get one for each primal around my base
Technically it cleans itself - the taint dust slowly disappears over time (blows away).
Also regarding the taint related feedback:
The next patch will have some rebalancing in regards to taint. When a taint node spawned during worldgen it also gets a big initial amount of flux added to the chunk it gens in and that amount was WAY too much.
I have also fiddled a bit with the numbers regarding taint in general - it is supposed to be aggressive, but maybe not quite at the levels it is now.
You can still flee to a safe place and return when you have the means of fighting it.
Also after a while the flux itself can stabilize, so taint is left as the only problem, so if you fight the Taint for a while, it will eventually give up.
I have no idea how hungry nodes work, because I have not encountered one as of yet, but could it be that they can cause enough mess in the aura to make other nodes overload and taint themselves?
Or maybe the 3% is just much more than it seems.
I made a D flip-flop!
So even things like tainted soil cannot be reverted now? Aww... With the abundance of taint in this version this can really hurt your world.
It's like the age at which we play is near the end of the world, because soon taint will devour everything.
I made a D flip-flop!
I suspect that hungry nodes are the real problem, not tainted ones. I'll fiddle with them a bit to prevent them from totally bottoming out the aura in an area too much which will lead to taint.
Looks like the released verison is still kind of a beta.
We were always told to think of Aura as a pool of Water, flux is ripples and taint is flotaing mud I guess.
If you stick to that explanation, then hungry nodes should act as holes that create a funnel and some ripples near them, so maybe the aura vacuuming effect should very quickly decrease with growing distance to the nodes?
I made a D flip-flop!
My first TC5 world had a patch of taint that grew from nothing - I presume there was a hungry or tainted node nearby. Frequent thunder from the very start. But things did not get milder with time - they got much, much worse. After finding the taint (maybe 30min-ish after starting - the area was intially clear) I cheated in stacks of blooms, then went creative to insta-destroy blocks, and eventually Peaceful to mitigate taint spawns from possibly spreading things. Two hours later, all spent purely trying to fight the taint, I gave up on the world as lost.
The area, once a forested hill and beach, was now one vast sea of taint dust, dotted with my bedrock-bloom-bedrock pillars (since liquids, like flux rain and taint dust, will uproot them) and the occasional flux puddle resting on top. Figuring out which areas were still tainted and which were 'clear' meant destroying lots of dust to even see the ground - small and medium slimes could be completely covered, visible only when hopping. The clouds of flux rain only seemed to grow *more* frequent with time, spreading over larger and larger areas, focusing on the perimeters of the taint rather than the core. I burned most of the (original) forest to the ground early on, since the taint tree's pouches were pesky to kill (started pouring lava buckets, so the crawlers would burn on spawn), but soon the taint caught up to the undestroyed parts - and rain on the upper leaves, spawning fibers, meant it would get a strong foothold before I could notice.
No matter how many blooms I put down, the taint seemed to always find a way to leapfrog them - flux rain beyond the boundry, blooms being uprooted (often with rain flux puddles, or dust sea getting high enough, but sometimes I was left wondering), or just finding a gap (often by going over or under, then returning to ground level). As it grew bigger, keeping an eye on the whole perimeter got harder, so any new breach had longer to make a foothold.
I was never a big fan of taint's aggressiveness, but in TC2 and TC4 I remember it being very /manageable/, particularly when caught if it was only a couple chunks. When bigger, cheating in enough Blooms to fully ring the area (and hitting any caves you could quickly find) was usually enough to contain it - or staying legit, ringing the area with liquid walls to keep the fibers away. But this ... I can't even imagine trying to deal with this normally. And this was what sprung from nothing, tiny in size when I started trying to counter it. The concept of something that *started* bigger, a natural tainted region ... oi.
But the Taint does not seem to just give up. If anything, it seems to fight harder as you fight against it ><
Found a bug for infinite amount of essencia.
sometimes, then smelting something in basic essencia smeltery, i get an infinite amount of last drawn essencia. Alembics just fillng up from empty smeltery infinitely. Putting a golden sword will result in infinite amount of telum (or lucrum if no telum is produced)(don't remember how it calls now). Same thing with golden pickaxe - resulting in instrumentum (or herba if no instrumentum is produced).
can't replicate bug using warded jars or thaumcraft wand, but 1 nugget seems to work too.
UPD. Seems then flux is generated, it somehow results in infinite essencia. Might be very dangerous then using Void Jars IMHO.
Question about the auxiliary slurry pump... as there's a bellow in the recipe does it act as "bellow + more essentia output" or just as a supplementary essentia output so you still have to balance between bellows and auxiliary slurry pump?
I Kazakh