Is anyone else having problems with the Outer Lands in the latest version? Enemies are despawning instantly for some reason. (I'm not in peaceful mode--I checked).
Relevant versions:
Forge: 10.13.2.1277
Thaumcraft: 4.2.3.0
Update: This bug seems to be occurring only on a server--mobs spawn correctly in a single-player game.
I have loved playing Thaumcraft since I discovered it in a FTB pack at the time of Minecraft 1.6. or so. It was early TC3 when using the research table consumed vast ammounts of resources, and since then I think Thaumcraft has just become better and better. I'm amazed by the the depth you add to the game, Azanor, and I love to make mage towers with research libraries, alchemy labs full of jars (often in bibliocraft shelves), and with the infusion altar / runic matrix at the top floor, decorating it with all the beautiful things you make.
ALCHEMY & ASPECTS
Removing a couple of essentias is OK with me, espescially the ones that are compounds of instrumentum (perfodio, meto, fabrico), and adding more taint / flux producing effects to that would be cool (and more realistic too).
In my opinion, every machine and contraption that breaks down essentia should produce some flux pollution when used. Void jars could have a chance of failing to send the excess essentia into the void and in stead let it out as flux goo or gas (or be replaced with some essentia annihilators or chimneys that let out some of the destroyed essentia as flux gas). As of now, centrifuges actually throw away 50% of the essentia you input, and the deconstruction table only keeps one primal aspect of all the ones the item contained (and not even all the time). So where does it go? Nowhere, at the moment, even though doing the same with a crucible creates vast amounts of goo..
Btw, I'd like to still be able to have jars with many colors of essentia in my alchemy labs, they look so good and tasty
RESEARCH
I really like the research minigame the way it is now, though I must admit that when I start over again I do get a little tired of scanning EVERYTHING all over again. Making the deconstruction table hold more than one measly research point could be a way to solve the problem (I'm suggesting it could hold 8 research points, or be upgradable with something like the mnemonic matrix), in addition to having some machine (or golem perhaps) scan through all the stuff in your chests, or making the thaumometer able to scan your entire inventory with one simple click.
I'm not against creating more variation to the research puzzles, to increase the replay value of Thaumcraft, but I'm not sure how to make the puzzles any better.
OTHER STUFF
Creating golems out of voidmetal would be cool. I assume they would have an insane self repair ability, and could be prone to warp effects or increase your chance of having a warp seizure when being around them. If anyone would be crazy enough to make advanced voidmetal golems, they (the advanced voidmetal golems) should start the rumored golem uprising I've been waiting for ages for that golem uprising to happen and I'm counting on you to make that dream (or nightmare) come true, Azanor
To sum it up, I want more consequences for our actions in Thaumcraft, in ways that creates more depth to the world (just like you've already done, only more of it), and I want the research mechanic (and aspects) to stay pretty much as it is, only with ways to make the scanning/gaining research points more efficient.
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
The main problem with aspect balance is that, regardless the balancing of the combinations most of the blocks are made mainly of terra. Which leads to a lot of compounds of terra. That's the main issue, the aspect's tree can be even in perfect balance but the base objects from which you take aspects are not balanced at all, the problem imo lies more in the "balance the aspects in base materials" than in the "balance the compound aspects".
you could reason in this terms, instead of thinking what's it made of you should think what makes it special? so like sand could be made out of just air since it's tiny and wind can move it, gravel could be water all those rocks modeled by the stream of a river, cobble can be perdito alone... all kinds of stone can remain terra but just making that you got rid of like 50% of terra aspects you usually come across. It's like thinking of the true essence of a block instead of what makes the block imo I hope that was somewhat clear I can't say it any better.
well. tempestas is one of the aspects thats probably just going to be cut down.
I'd honestly love to see a use for tempestas, like a Thaumostatic Weather Generator or something, that can control or clear the weather depending on what essentia you feed the machine, just a thought of mine.
As for the aspect topic, I like the current system, though more aspects need more uses(Tempastus, Gelum, Limus, Meto, Perfodio) and I do find some of the aspects to be quite redundant(Like Arbor, Messis, Meto and Perfodio)
I'm thinking I should give the aspect "tree" a good once-over and rework the combinations - getting rid of the pointless compounds and possibly flattening the tree quite a bit. Maybe limit things to only 3 or so tiers of combination. This should also reduce the number of "super compounds" that can be broken down into all or most of the primals.
I miss quite a bit of the old TC2 mechanics like the location based aura, the gunky pipes and things like that. I would love to bring quite a few of them back.
Something like the gunky pipes however adds a layer of complexity on an already complex system if you use the current essentia model and pipe mechanics. I would have to give it some thought if there is a way to reconcile the two, but if that is not possible I will just keep with the current system since it seems to be popular
Research needs a lot more thought. Looking at the poll, scanning seems about as popular as I thought - only about half likes it and the rest either dislikes it or don't care either way. It obviously needs work.
I embrace the idea of having gunky pipes, and I'm okay with reducing the amount of essentia aspects, but only if you keep compounds. I think reducing them to the 3rd tier would be okay, provided that there's still a large variety. 6 primals * 6 primals = 36 possible tier 2 compound aspects. 36 * (36+6) = 1656 possible tier 3 compound aspects. 1656+36+6=1698. I'm pretty sure 1700 different combinations should be enough to rework the system without needing tier 4's 5's or 6's.
The technical standpoint of adding gunk to the current system might be a bit much. I don't have first hand experience coding in minecraft, so I don't know how heavy it would be on servers and such to have to deal with even more information... You could perhaps treat is as a special kind of essentia that doesn't obey the same rules as the others. You said in the 4.1 update that having such a large number of essentias running through the same pipes meant strain on servers... but what if it was just 2 different kinds? Again, I lack the experience for this, but there's an idea for you to play with.
Worst case though, as said by many people, there's plenty of ways to implement flux into the current system of pipes without actually having the gunk going through the pipes. It's not the same, I know, but it's something at least.
Since the Christmas season has ended, I have some ideas for a bit of late game stuff. Firstly a new aspect which is the aspect of giving/selflessness which would be a combination of Lucrum (greed) and Permutatio (exchange). Items that would have that aspect in them would be things that give you something. Like a lever and redstone blocks give you a redstone signal and golems give you their services and dispensers give you items so they will have a bit of the aspect of giving.
With using this aspect a new infusion is available. The purple thaumium sleigh. The target item is a mine cart with these items around it: thaumostatic harness, traveling trunk (for space for presents on the go or just storage), some thaumium ingots and some gold.
The infusion would take these aspects: magic, energy, flight, travel, metal and the new giving aspect. How much of each I am not sure but it would be a medium to late game infusion.
The model would be mostly purple with some gold highlights as a sleigh. Right clicking it on the ground to place it then you right click to get in it. It has two seats so you can have a passenger. Behind the seats is the traveling trunk chest built into the sleigh for some easy item transport.
To power this flying machine, while seated there would be a key that opens its interface like the thaumostatic harness has. It will have two warded jar slots. One for the energy aspect and one for this giving aspect. The energy makes it fly but it uses a lot of it and the giving aspect is like a fuel enhancer so that the energy aspect lasts longer. I'm not sure on the rates of fuel aspect use but say one jar of energy without the giving lasts for 10 minutes but a jar of both energy and giving lasts 30 minutes.
Now what is a sleigh without some reindeer! By infusing flight and travel aspects onto a golem animation core, you create the golem flight core. The sleigh has space for three golems. depending on the speed of the golem used will increase the speed of the sleigh at cost of some more energy aspect while the strength of the golem will make the energy and giving aspects last longer for more flight time. For example one straw golem and two iron golems as the golem reindeer.
I'm all up for the location based aura (if that's what it was like in early TC3), as long as the repair enchantments and wands don't automatically draw vis directly from the nodes you happen to be near. I remember fighting a lot of monsters a bit outside my base for fun (and testing out my fully enchanted thaumium equipment) only to create A LOT of flux when the equipment repaired itself... This also meant that my best equipment was rather a nuisance to use anywhere outside the location of a powerfull (and hopefully pure) node.
A suggestion for simplified gunky pipes (though I don't know anything about coding) could be to let vitium essentia be the gunky one that can cause problems (inspired by Megaprr's post). While it wouldn't clog the pipes more than any other essentia would, it could leak out of open valves and disconnected (dead end) pipes as flux goo or gas. If the vitium reached a machine, the machine would stop working untill it was cleaned, either by piping out the vitium, or perhaps by pouring in an essentia with purifying properties.
Or you could simply avoid gunk in pipes altogether by letting the gunk only happen in machines.
EDIT: If you want wands and repair enchantments to automatically draw from the local aura, the nodes should be bigger or more robust than I remember them to be in TC3. If I remember correctly, I managed to create moderate flux in early TC3 simply by crafting the thaumaturge's robes in less than 5 minutes.
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
In survival, you can use "node bullying" to (slowly and indirectly) merge nodes together. If you're willing to cheat, I've gotten good results with Ingame NBT Edit, although you shouldn't make my mistake and try to move nodes by editing their coordinates with that.
The gunky pipes were good, and I certainly wouldnt mind seeing them come back. There are plenty of unused chances for gunk in the current setup though - As mentioned before, things like right clicking jars/alembics causing the essentia to just vanish do kinda clash with how the crucible works, and so on. Maybe switch pipes back to working how they did originally, when they were super easy, but have a high chance of "gunking" with multiple essentias? Different flavors of gunk, even, for different combinations! Just some random thoughts.
If you want to be able to messily vent essentia into the environment, you could try using a crystallizer feeding into a spare crucible.
Quote from Bartelia»
Anyone ran into an issue with Nausea never ending? It just counts down from 3 to 0 and goes back to 3 for the last hour or so now.
Reality check: you weren't standing on a vishroom while you waited,right?
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
are any differences between the 4.0.5 and 4.2.3.0?
Wow, you certainly are outdated. To answer your question: Yes, there are large differences and many of them. As well as a lot of new content and mechanics.
Rollback Post to RevisionRollBack
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.
Hi azanor, thank you for your amazing mod, I love playing it and it is always my first mod to go. The pipe system is very fun and make a good system is always satisfying. Here is some pics of my actual progression, it will maybe give ideas to ppl.
Edit : Added secret spa, cause thaumaturge need to take care of his body too ! http://imgur.com/a/YTWYh
.
Good year and keep up the good work, we need moaaar
Random suggestion, probably better suited for an addon than anything else, but hey, whatever. I love the Thaumostatic Harness, but of course it does take fuel. And, I gotta feel bad for the all the horses I see wandering around, never getting used cuz they are such a pain and there are so many travel options from mods. My suggestion is some Thaumic way to make a horse useful, whether it was Thaumostatic Wings that would let it fly, but possibly free (muscle action!) but slower than the harness, or something like that - or even just some early-gamish way to let them run faster, jump higher, and golly, run through tree leaves without getting stuck every 5 seconds..
Research needs a lot more thought. Looking at the poll, scanning seems about as popular as I thought - only about half likes it and the rest either dislikes it or don't care either way. It obviously needs work.
I like scanning for aspects. Sometimes I wish it were a little more informative — principally, I wish that it would be more informative when I know SOME but not all of an object's aspects. "This clearly contains Ordo, but there is also something else that you do not yet fully understand. You think it might have something to do with knowledge." This particular thought-example being Instrumentum — you know Ordo, you don't have Humanus yet, but you have Cognitio...
An interesting extension here would be if you already have Ordo, Cognitio, and Bestia, and you're studying something that has Instrumentum, so you already have the tier immediately below Humanus and you're looking at the tier immediately above it, perhaps that could give you a chance to have a moment of inspiration and get both Humanus and Instrumentum together, even though you're not at that moment actually studying anything that has Humanus directly. You understand the components that make it; you're looking at something made from it; and in a flash of brilliant insight you deduce what must lie in between.
An interesting extension here would be if you already have Ordo, Cognitio, and Bestia, and you're studying something that has Instrumentum, so you already have the tier immediately below Humanus and you're looking at the tier immediately above it, perhaps that could give you a chance to have a moment of inspiration and get both Humanus and Instrumentum together, even though you're not at that moment actually studying anything that has Humanus directly. You understand the components that make it; you're looking at something made from it; and in a flash of brilliant insight you deduce what must lie in between.
Is anyone else having problems with the Outer Lands in the latest version? Enemies are despawning instantly for some reason. (I'm not in peaceful mode--I checked).
Update: This bug seems to be occurring only on a server--mobs spawn correctly in a single-player game.
This bug is driving me crazy. Removing MineFactory Reloaded (MFR) solves the issue. However, running with just Thaumcraft and MFR (and dependencies) works fine. Any suggestions?
are any differences between the 4.0.5 and 4.2.3.0?
None whatsoever, Azanor just bumps the version number occasionally to see who's paying attention and keep us all guessing.
.....OK, seriously, on the very first page of this thread, right below the download links, there is a changelog. It's the very first green spoiler button. You could, well, you know ... open it and read it.
Having great fun with this mod Azanor - keep up the fantastic work! Although I'm more of a tech person, I can't help but love this mod, and I'm sure, like me, a few people have loved this mod so much that they have wanted to try to make a mod themselves.
Just quickly, I was wondering if hungry nodes could become normal or pale nodes if they were placed in the stabilizer - is this something that can happen?
I'd like to toss out some ideas I have for research minigames, in this case based on each research category in non-expanded Thaumcraft 4.2.3.0. More under the cut, in one spoiler tag, since this might be a little long winded. I'll provide the mechanics and justification for each and, potentially, how Research Expertise might affect it. Note that I haven't quite keyed them into Research Point usage yet.
Basic Information: The previous research system, made by linking runes. Emphasizes an idea of further exploring and discerning information. Also, it's really cool, and I like it, so yeah. Research Expertise will affect the ability to move, reveal, and activate nodes, as it did.
Thaumaturgy: The current research system, made by linking aspects and. Emphasizes the general flow of vis and knowledge and the ways that they are intricately connected. Research Expertise will simplify links, possibly extend their range/allow 'jumps', and the like.
Alchemy: A system of mixing colored fluids and substances to hit a certain amount of some arbitrary variable-- thickness, potency. Essentially, a simplistic chemistry system, with reagents that affect the amount of various levels until a certain need is matched. Emphasizes getting 'the right mix' and throwing together substances to create something new. Research Expertise will allow a better idea of what reagents will do what and to what extent, and possibly reduce the number of 'side effects' (reducing one while boosting another). Yes, this could potentially come up with some broken ones.
Artifice: Jigsaw puzzles! Or 'swap the parts'. Essentially, 'finish the picture/research icon' type ones, whether sliding or otherwise (please no sliding puzzles). Emphasizes the idea of 'piecing an idea together'and creating something from (possibly disparate) parts, as well as the concept of studying broken artifacts. Research Expertise would make it possibly to scramble the pieces for inspiration or a better shot at completion, as well as reduce the total number of pieces comprising the end result to make the puzzle easier.
Golemancy: Dot-lighting puzzles. Essentially, needing to match a certain pattern of lit and unlit dots in a grid, or simply fill the grid. Emphasizes the idea of giving purpose and energy to something's 'magical neurons'. Research Expertise would increase the chance of beneficial spaces and reduce the chance of detrimental ones, although I'm not sure how to work that with something turn- and end-based.
Eldritch: Either a mix of everything, or a 'rotation puzzle' reminiscent of those in Assassin's Creed that follows a randomized, yet consistent internal logic of some sort. Emphasizes discerning the transmundane and learning the twisted internal logic of Warp. Research Expertise might allow a way to influence what type of puzzle is given and generally make the whole thing less horribly confusing. It should be a brain-twister, at least at first, to emphasize just what you're dealing with.
Whoo, hot golly. Those were complex. And some are probably pretty incomprehensible! That's half the charm, though. I'll refrain from dittoing anybody else's recent suggestions until a later post. Except pipe gunk. That one's cool. More magical pollution!
Update: This bug seems to be occurring only on a server--mobs spawn correctly in a single-player game.
ALCHEMY & ASPECTS
Removing a couple of essentias is OK with me, espescially the ones that are compounds of instrumentum (perfodio, meto, fabrico), and adding more taint / flux producing effects to that would be cool (and more realistic too).
In my opinion, every machine and contraption that breaks down essentia should produce some flux pollution when used. Void jars could have a chance of failing to send the excess essentia into the void and in stead let it out as flux goo or gas (or be replaced with some essentia annihilators or chimneys that let out some of the destroyed essentia as flux gas). As of now, centrifuges actually throw away 50% of the essentia you input, and the deconstruction table only keeps one primal aspect of all the ones the item contained (and not even all the time). So where does it go? Nowhere, at the moment, even though doing the same with a crucible creates vast amounts of goo..
Btw, I'd like to still be able to have jars with many colors of essentia in my alchemy labs, they look so good and tasty
RESEARCH
I really like the research minigame the way it is now, though I must admit that when I start over again I do get a little tired of scanning EVERYTHING all over again. Making the deconstruction table hold more than one measly research point could be a way to solve the problem (I'm suggesting it could hold 8 research points, or be upgradable with something like the mnemonic matrix), in addition to having some machine (or golem perhaps) scan through all the stuff in your chests, or making the thaumometer able to scan your entire inventory with one simple click.
I'm not against creating more variation to the research puzzles, to increase the replay value of Thaumcraft, but I'm not sure how to make the puzzles any better.
OTHER STUFF
Creating golems out of voidmetal would be cool. I assume they would have an insane self repair ability, and could be prone to warp effects or increase your chance of having a warp seizure when being around them. If anyone would be crazy enough to make advanced voidmetal golems, they (the advanced voidmetal golems) should start the rumored golem uprising I've been waiting for ages for that golem uprising to happen and I'm counting on you to make that dream (or nightmare) come true, Azanor
To sum it up, I want more consequences for our actions in Thaumcraft, in ways that creates more depth to the world (just like you've already done, only more of it), and I want the research mechanic (and aspects) to stay pretty much as it is, only with ways to make the scanning/gaining research points more efficient.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
you could reason in this terms, instead of thinking what's it made of you should think what makes it special? so like sand could be made out of just air since it's tiny and wind can move it, gravel could be water all those rocks modeled by the stream of a river, cobble can be perdito alone... all kinds of stone can remain terra but just making that you got rid of like 50% of terra aspects you usually come across. It's like thinking of the true essence of a block instead of what makes the block imo I hope that was somewhat clear I can't say it any better.
I'd honestly love to see a use for tempestas, like a Thaumostatic Weather Generator or something, that can control or clear the weather depending on what essentia you feed the machine, just a thought of mine.
As for the aspect topic, I like the current system, though more aspects need more uses(Tempastus, Gelum, Limus, Meto, Perfodio) and I do find some of the aspects to be quite redundant(Like Arbor, Messis, Meto and Perfodio)
I embrace the idea of having gunky pipes, and I'm okay with reducing the amount of essentia aspects, but only if you keep compounds. I think reducing them to the 3rd tier would be okay, provided that there's still a large variety. 6 primals * 6 primals = 36 possible tier 2 compound aspects. 36 * (36+6) = 1656 possible tier 3 compound aspects. 1656+36+6=1698. I'm pretty sure 1700 different combinations should be enough to rework the system without needing tier 4's 5's or 6's.
The technical standpoint of adding gunk to the current system might be a bit much. I don't have first hand experience coding in minecraft, so I don't know how heavy it would be on servers and such to have to deal with even more information... You could perhaps treat is as a special kind of essentia that doesn't obey the same rules as the others. You said in the 4.1 update that having such a large number of essentias running through the same pipes meant strain on servers... but what if it was just 2 different kinds? Again, I lack the experience for this, but there's an idea for you to play with.
Worst case though, as said by many people, there's plenty of ways to implement flux into the current system of pipes without actually having the gunk going through the pipes. It's not the same, I know, but it's something at least.
With using this aspect a new infusion is available. The purple thaumium sleigh. The target item is a mine cart with these items around it: thaumostatic harness, traveling trunk (for space for presents on the go or just storage), some thaumium ingots and some gold.
The infusion would take these aspects: magic, energy, flight, travel, metal and the new giving aspect. How much of each I am not sure but it would be a medium to late game infusion.
The model would be mostly purple with some gold highlights as a sleigh. Right clicking it on the ground to place it then you right click to get in it. It has two seats so you can have a passenger. Behind the seats is the traveling trunk chest built into the sleigh for some easy item transport.
To power this flying machine, while seated there would be a key that opens its interface like the thaumostatic harness has. It will have two warded jar slots. One for the energy aspect and one for this giving aspect. The energy makes it fly but it uses a lot of it and the giving aspect is like a fuel enhancer so that the energy aspect lasts longer. I'm not sure on the rates of fuel aspect use but say one jar of energy without the giving lasts for 10 minutes but a jar of both energy and giving lasts 30 minutes.
Now what is a sleigh without some reindeer! By infusing flight and travel aspects onto a golem animation core, you create the golem flight core. The sleigh has space for three golems. depending on the speed of the golem used will increase the speed of the sleigh at cost of some more energy aspect while the strength of the golem will make the energy and giving aspects last longer for more flight time. For example one straw golem and two iron golems as the golem reindeer.
Thoughts?
A suggestion for simplified gunky pipes (though I don't know anything about coding) could be to let vitium essentia be the gunky one that can cause problems (inspired by Megaprr's post). While it wouldn't clog the pipes more than any other essentia would, it could leak out of open valves and disconnected (dead end) pipes as flux goo or gas. If the vitium reached a machine, the machine would stop working untill it was cleaned, either by piping out the vitium, or perhaps by pouring in an essentia with purifying properties.
Or you could simply avoid gunk in pipes altogether by letting the gunk only happen in machines.
EDIT: If you want wands and repair enchantments to automatically draw from the local aura, the nodes should be bigger or more robust than I remember them to be in TC3. If I remember correctly, I managed to create moderate flux in early TC3 simply by crafting the thaumaturge's robes in less than 5 minutes.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
In survival, you can use "node bullying" to (slowly and indirectly) merge nodes together. If you're willing to cheat, I've gotten good results with Ingame NBT Edit, although you shouldn't make my mistake and try to move nodes by editing their coordinates with that.
If you want to be able to messily vent essentia into the environment, you could try using a crystallizer feeding into a spare crucible.
Reality check: you weren't standing on a vishroom while you waited,right?
Wow, you certainly are outdated. To answer your question: Yes, there are large differences and many of them. As well as a lot of new content and mechanics.
.
Good year and keep up the good work, we need moaaar
I like scanning for aspects. Sometimes I wish it were a little more informative — principally, I wish that it would be more informative when I know SOME but not all of an object's aspects. "This clearly contains Ordo, but there is also something else that you do not yet fully understand. You think it might have something to do with knowledge." This particular thought-example being Instrumentum — you know Ordo, you don't have Humanus yet, but you have Cognitio...
An interesting extension here would be if you already have Ordo, Cognitio, and Bestia, and you're studying something that has Instrumentum, so you already have the tier immediately below Humanus and you're looking at the tier immediately above it, perhaps that could give you a chance to have a moment of inspiration and get both Humanus and Instrumentum together, even though you're not at that moment actually studying anything that has Humanus directly. You understand the components that make it; you're looking at something made from it; and in a flash of brilliant insight you deduce what must lie in between.
Oh I like that idea, I really like that idea.
This bug is driving me crazy. Removing MineFactory Reloaded (MFR) solves the issue. However, running with just Thaumcraft and MFR (and dependencies) works fine. Any suggestions?
None whatsoever, Azanor just bumps the version number occasionally to see who's paying attention and keep us all guessing.
.....OK, seriously, on the very first page of this thread, right below the download links, there is a changelog. It's the very first green spoiler button. You could, well, you know ... open it and read it.
Just quickly, I was wondering if hungry nodes could become normal or pale nodes if they were placed in the stabilizer - is this something that can happen?
Click here for the YouTube channel for help and info!
Basic Information: The previous research system, made by linking runes. Emphasizes an idea of further exploring and discerning information. Also, it's really cool, and I like it, so yeah. Research Expertise will affect the ability to move, reveal, and activate nodes, as it did.
Thaumaturgy: The current research system, made by linking aspects and. Emphasizes the general flow of vis and knowledge and the ways that they are intricately connected. Research Expertise will simplify links, possibly extend their range/allow 'jumps', and the like.
Alchemy: A system of mixing colored fluids and substances to hit a certain amount of some arbitrary variable-- thickness, potency. Essentially, a simplistic chemistry system, with reagents that affect the amount of various levels until a certain need is matched. Emphasizes getting 'the right mix' and throwing together substances to create something new. Research Expertise will allow a better idea of what reagents will do what and to what extent, and possibly reduce the number of 'side effects' (reducing one while boosting another). Yes, this could potentially come up with some broken ones.
Artifice: Jigsaw puzzles! Or 'swap the parts'. Essentially, 'finish the picture/research icon' type ones, whether sliding or otherwise (please no sliding puzzles). Emphasizes the idea of 'piecing an idea together' and creating something from (possibly disparate) parts, as well as the concept of studying broken artifacts. Research Expertise would make it possibly to scramble the pieces for inspiration or a better shot at completion, as well as reduce the total number of pieces comprising the end result to make the puzzle easier.
Golemancy: Dot-lighting puzzles. Essentially, needing to match a certain pattern of lit and unlit dots in a grid, or simply fill the grid. Emphasizes the idea of giving purpose and energy to something's 'magical neurons'. Research Expertise would increase the chance of beneficial spaces and reduce the chance of detrimental ones, although I'm not sure how to work that with something turn- and end-based.
Eldritch: Either a mix of everything, or a 'rotation puzzle' reminiscent of those in Assassin's Creed that follows a randomized, yet consistent internal logic of some sort. Emphasizes discerning the transmundane and learning the twisted internal logic of Warp. Research Expertise might allow a way to influence what type of puzzle is given and generally make the whole thing less horribly confusing. It should be a brain-twister, at least at first, to emphasize just what you're dealing with.
Whoo, hot golly. Those were complex. And some are probably pretty incomprehensible! That's half the charm, though. I'll refrain from dittoing anybody else's recent suggestions until a later post. Except pipe gunk. That one's cool. More magical pollution!