I have mixed feelings about thaumcraft 5 as I prefer the node system of thaumcraft 4 over the new aura system and the old aspects and their recipes over their new simplified form. I flat out don't like the new design of the thaumometer either. But I'm happy for the new golem system and I like being able to play in the more recent versions of minecraft.
I have to agree with that. As far as I understand the changes, Thaumcraft 4 was far more lenient with allowing you to avoid the negative consequences. For example, the largest source of flux was crucible alchemy, and you could bypass that stage by going straight for the automated alchemy. I really liked that, since I enjoy creating fully automated designs that just work once built, only requiring raw materials and not interfering with other things.
But now that even distilling essentia leaks flux like there is no tomorrow, and you can't completely eradicate it, only reduce it... that just triggers my OCD. Not to mention critical void jar nerf. Same with the aura. It's now much harder to maintain decent levels of it without messing up everything within load distance. Especially since the changes aren't easy to measure and localize (you could leave a node alone before to let it recuperate), but spread out. Arcane dioptra+comparator combo helps to mitigate the damage by disabling non-critical farms, but it'still s nowhere near TC4 levels of freedom. All in all, the mod became less automation-friendly, despite the new seal system being quite helpful.
But now that even distilling essentia leaks flux like there is no tomorrow
I only tried it in creative to see how most of the things work but I didn't realise distilling essentia produces flux.
I think I heard somewhere that if the aura has to mych flux in it then taint will start randomly spawning and I hope this isnt true. Taint finally seems like a bigger threat than its old 'leave it alone and stay away so it wont grow' counterpart. There needs to be more taint combating methods such as a purity focus or something
but it'still s nowhere near TC4 levels of freedom. All in all, the mod became less automation-friendly, despite the new seal system being quite helpful.
I agree with TC4 feeling like it gives you more freedom and even for someone like me who doesn't fully automate everything, TC5 seems a whole lot more restrictive.
Is there a way to automate crystal farming? because that way you could both create a flux-drain AND fuel a vis totem to gather the flux from surrounding area...
Taint uses flux before vitium crystals get their chance to use some.
That's unfortunate. I was interested in means of draining flux without pure nodes (they can't be automated, now can they?).
Oh well, back to the drawing board. =)
You can have a breaker golem destroy crystal clusters that grow from ones not targeted by the seal.
But not vitium crystals. Taint uses flux before vitium crystals get their chance to use some. However, if you can prevent taint from growing, you prevent it from using flux to grow. That way flux can build up higher in a chunk without degrading into taint lifeforms.
(Hint, like I am using, the void in the end)
How then do vitium crystals grow so profusely in tainted chunks?
Actualy, I am currently trying to make a farm which depends on a constant input of flux.
I am creating flux in the end, in the void. There, taint has no place to grow but the blocks you have build there. This means that any flux outside of your build in chunks cannot drop through taint spread, allowing it to be used for stuff like crystal growth and not having random taint spread in general.
can you post pics when you're done? that sounds awesome
I'm wondering if perhaps flux shouldn't be all bad. Perhaps low levels of flux in the aura actually improves efficiency in tools and machines, At a small cost of stability. The more flux there is in the aura the less is made as a byproduct as well, Much like water and humidity, So if there is too much flux in the aura flux cannot form (or it forms as liquid flux puddles), Meaning the more flux there is in the aura the more difficult it becomes to saturate it with more.
And perhaps whereas vis desire to spread out and become evened out with surrounding chunks, Flux would try to 'clump together', Gravitating and collecting towards the place with the most flux in it. This would easily explain the patches of tainted land and why they don't really spread to much.
And perhaps whereas vis desire to spread out and become evened out with surrounding chunks, Flux would try to 'clump together', Gravitating and collecting towards the place with the most flux in it. This would easily explain the patches of tainted land and why they don't really spread to much.
Now that is an idea I like, especially if there would be some 'desired' level flux would try to congeal to. Localizing it further would raise it's dangers drastically, but kept the nearby lands safe, while spreading it out would cause flux levels to stay below danger threshold, at the cost of risk of flux finding another center to concentrate around.
Perhaps Tainted Lands could sit at this very level of flux, which would prevent them from shrinking further, with liquid flux puddles or natural vituim clusters to sustain the flux levels. It'd also make the flux damage self-limiting, but at the same time even small levels of spread-out flux could potentially lead to a disastrous event.
Now that is an idea I like, especially if there would be some 'desired' level flux would try to congeal to. Localizing it further would raise it's dangers drastically, but kept the nearby lands safe, while spreading it out would cause flux levels to stay below danger threshold, at the cost of risk of flux finding another center to concentrate around.
Perhaps Tainted Lands could sit at this very level of flux, which would prevent them from shrinking further, with liquid flux puddles or natural vituim clusters to sustain the flux levels. It'd also make the flux damage self-limiting, but at the same time even small levels of spread-out flux could potentially lead to a disastrous event.
Yeah, exactly.
Just imagine having lots of flux spread out across several chunks, But all of them below the level it would pool at. Then our careless Thaumaturge happens to accidentally fail in whatever project they were working on, Except, Whopsie, They have not taken the time nor care to purify any of the flux in the aura they have produced over several days, Confident it would spread to fast to be worth worrying about. And then one of the chunks achieves critical mass.
The reaction was instantaneous. The effects, Not so much.
Slowly, Flux from dozens of chunks surrounding the epicenter seemingly awakened, Roused from their dormancy at its presence. Steadily, It begins its trek towards the collection of flux, Steadily speeding up as more and more accumulates at the epicenter.
At first only flux from the adjacent chunks were affected, but as it pooled up, Its reach expanded, Dragging more and more flux into the center.
Our careless Thaumaturge only now, several minutes after critical mass, Begins to notice some of the side effects, But quickly dismisses it as a result of their failed experiment, Rather than its consequence.
The Thaumaturge was yet to start to catch on that something isn't quite as right, Until the heavens rumbled ominously; Quite unlike the rumbling of a thunderstorm, Which is more of a foreboding rumble than ominous.
Then the chunk is filled. Unable to hold anymore flux the aura lets out a proverbial tremble. And it begins to rain.
I preferred having mortuus as victus+perditio because you are applying entropic energy to life - you are ending life leaving you with death.
Some of the new aspect recipes make less or no sense.
This was a pragmatic necessity to ensure that all the aspects were (relatively) equally useful in research. Before the change, ignis (For example) was almost unused in research.
Now that is an idea I like, especially if there would be some 'desired' level flux would try to congeal to. Localizing it further would raise it's dangers drastically, but kept the nearby lands safe, while spreading it out would cause flux levels to stay below danger threshold, at the cost of risk of flux finding another center to concentrate around.
Perhaps Tainted Lands could sit at this very level of flux, which would prevent them from shrinking further, with liquid flux puddles or natural vituim clusters to sustain the flux levels. It'd also make the flux damage self-limiting, but at the same time even small levels of spread-out flux could potentially lead to a disastrous event.
Funny you should mention this. I actually played with this idea just a few weeks ago. Instead of moving from the highest to lowest level, lower levels would move towards higher levels. There was a reason I decided against it, but it escapes me now. It suddenly feels like an interesting idea again.
If Nodes might be leaving does that mean those note stabilizer machines will too?
Because I loved those. ;~;
I mainly loved Thaumcraft because the awesome looking machines.
Of course I'd still play and love it if they were gone though.
I preferred having mortuus as victus+perditio because you are applying entropic energy to life - you are ending life leaving you with death.
Some of the new aspect recipes make less or no sense.
Blame Forge.
"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."
What has forge done now?
The changes in 1.8 Forge required changes in how the Thaumometer worked, i.e. clicking instead of scanning.
"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."
Oh ok
I have to agree with that. As far as I understand the changes, Thaumcraft 4 was far more lenient with allowing you to avoid the negative consequences. For example, the largest source of flux was crucible alchemy, and you could bypass that stage by going straight for the automated alchemy. I really liked that, since I enjoy creating fully automated designs that just work once built, only requiring raw materials and not interfering with other things.
But now that even distilling essentia leaks flux like there is no tomorrow, and you can't completely eradicate it, only reduce it... that just triggers my OCD. Not to mention critical void jar nerf. Same with the aura. It's now much harder to maintain decent levels of it without messing up everything within load distance. Especially since the changes aren't easy to measure and localize (you could leave a node alone before to let it recuperate), but spread out. Arcane dioptra+comparator combo helps to mitigate the damage by disabling non-critical farms, but it'still s nowhere near TC4 levels of freedom. All in all, the mod became less automation-friendly, despite the new seal system being quite helpful.
I only tried it in creative to see how most of the things work but I didn't realise distilling essentia produces flux.
I think I heard somewhere that if the aura has to mych flux in it then taint will start randomly spawning and I hope this isnt true. Taint finally seems like a bigger threat than its old 'leave it alone and stay away so it wont grow' counterpart. There needs to be more taint combating methods such as a purity focus or something
I agree with TC4 feeling like it gives you more freedom and even for someone like me who doesn't fully automate everything, TC5 seems a whole lot more restrictive.
Is there a way to automate crystal farming? because that way you could both create a flux-drain AND fuel a vis totem to gather the flux from surrounding area...
I have heard about there being new cultists by google searching stuff, is there?
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
That's unfortunate. I was interested in means of draining flux without pure nodes (they can't be automated, now can they?).
Oh well, back to the drawing board. =)
How then do vitium crystals grow so profusely in tainted chunks?
can you post pics when you're done? that sounds awesome
Well, maybe you can find some way to generate aer vis that can be pumped into the aura in the End, which would help with the harness.
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Just saying that I really like the way taint is handled in this mod, it makes it feel more alive than in Thaumcraft 4.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
I'm wondering if perhaps flux shouldn't be all bad. Perhaps low levels of flux in the aura actually improves efficiency in tools and machines, At a small cost of stability. The more flux there is in the aura the less is made as a byproduct as well, Much like water and humidity, So if there is too much flux in the aura flux cannot form (or it forms as liquid flux puddles), Meaning the more flux there is in the aura the more difficult it becomes to saturate it with more.
And perhaps whereas vis desire to spread out and become evened out with surrounding chunks, Flux would try to 'clump together', Gravitating and collecting towards the place with the most flux in it. This would easily explain the patches of tainted land and why they don't really spread to much.
Now that is an idea I like, especially if there would be some 'desired' level flux would try to congeal to. Localizing it further would raise it's dangers drastically, but kept the nearby lands safe, while spreading it out would cause flux levels to stay below danger threshold, at the cost of risk of flux finding another center to concentrate around.
Perhaps Tainted Lands could sit at this very level of flux, which would prevent them from shrinking further, with liquid flux puddles or natural vituim clusters to sustain the flux levels. It'd also make the flux damage self-limiting, but at the same time even small levels of spread-out flux could potentially lead to a disastrous event.
Yeah, exactly.
Just imagine having lots of flux spread out across several chunks, But all of them below the level it would pool at. Then our careless Thaumaturge happens to
accidentallyfail in whatever project they were working on, Except, Whopsie, They have not taken the time nor care to purify any of the flux in the aura they have produced over several days, Confident it would spread to fast to be worth worrying about.And then one of the chunks achieves critical mass.
The reaction was instantaneous. The effects, Not so much.
Slowly, Flux from dozens of chunks surrounding the epicenter seemingly awakened, Roused from their dormancy at its presence. Steadily, It begins its trek towards the collection of flux, Steadily speeding up as more and more accumulates at the epicenter.
At first only flux from the adjacent chunks were affected, but as it pooled up, Its reach expanded, Dragging more and more flux into the center.
Our careless Thaumaturge only now, several minutes after critical mass, Begins to notice some of the side effects, But quickly dismisses it as a result of their failed experiment, Rather than its consequence.
The Thaumaturge was yet to start to catch on that something isn't quite as right, Until the heavens rumbled ominously; Quite unlike the rumbling of a thunderstorm, Which is more of a foreboding rumble than ominous.
Then the chunk is filled. Unable to hold anymore flux the aura lets out a proverbial tremble. And it begins to rain.
This was a pragmatic necessity to ensure that all the aspects were (relatively) equally useful in research. Before the change, ignis (For example) was almost unused in research.
Funny you should mention this. I actually played with this idea just a few weeks ago. Instead of moving from the highest to lowest level, lower levels would move towards higher levels. There was a reason I decided against it, but it escapes me now. It suddenly feels like an interesting idea again.
Oh, Question.
If Nodes might be leaving does that mean those note stabilizer machines will too?
Because I loved those. ;~;
I mainly loved Thaumcraft because the awesome looking machines.
Of course I'd still play and love it if they were gone though.