Yup, that is the new Taint. The screencap is actually of an "immature" Tainted biome.
Taint now spawns as a biome which at first appears to be normal trees and grass with a purpe tint. However the taint soon begins to spread within the biome and eventually the entire area will be unrecognizable with all manner of strange and dangerous things. This all happens within the confines of the biome however.
The biome can (and does) spread as well, though very slowly - a lot slower than in TC2. You can tweak the spread rate in the config (including turning it off). You cannot switch off the biome however since some things will require its presence.
...Okay, I retract my previous statement. I am COMPLETELY okay with this now. I hated the original stuff because it was a complete world-obliterator and seeing it in an SMP world would have been horrifying due to how easy it is to greif somewhere with it. At least this sounds more managable with the configs.
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
Yup, that is the new Taint. The screencap is actually of an "immature" Tainted biome.
Taint now spawns as a biome which at first appears to be normal trees and grass with a purpe tint. However the taint soon begins to spread within the biome and eventually the entire area will be unrecognizable with all manner of strange and dangerous things. This all happens within the confines of the biome however.
The biome can (and does) spread as well, though very slowly - a lot slower than in TC2. You can tweak the spread rate in the config (including turning it off). You cannot switch off the biome however since some things will require its presence.
So, presumably, with Mystcraft, the "Tainted Biome" will appear as a biome symbol that we could use?
PS. does this invalidate my request for a thaumcraft powered terraformer? Given the existence of a terraformer could (obviously) negate a tainted biome while (ironically) producing more taint.
Yes, you can try and reverse the taint. Currently it is possible to even use something like an IC2 terraformer to do it (since it changes biomes), though I will add my own ways as well.
And yes, there will be ways to create it as well (by the users choice or through accident).
And yes, there will be ways to create it as well (by the users choice or through accident).
I am not too happy with that. The "advantage" I feel - of flux - right now is that it is simply consequential: It happens, and you deal with it. As soon as 'taint' is re-introduced we get dangerously close to turning thaumcraft into a a game of min/maxing.
Taint / Flux whatever I feel should be - simply - proportional to the quantity of magic performed - making it hugely negative but with ways to "control" it reduces thaumaturgy to "the one correct / optimal path".
{As it is, in 3.0 - does anyone actually do *any* thaumcraft production until theyve researched "basic aura management" or whatever the node is that gives access to Alembics and storing essentia in warded jars? Maybe its just me being OCD, but I cannot face the infusion table with the thought that I might be wasting precious, horded, essentia. And the success/fail rates in the research table just make my paranoia worse. I see that its ... necessary, but I don't like it.}
looking forward to the taint, as of right now, dangerous flux just means i have a wisp spawner for unlimited wispy essences. which only furthers my research and thaumy stuff. i'd like to see "dangerous" be... wel.. dangerous.
So can taint only be within the biome that you created? Or can the user accidently/purposely create taint wherever he wants? Because that would be awesome. I always loved the idea of taint.
Also, I saw that when I looked in the thaumcraft book, the scribing tools and glass phial were connected to the wrong items to create it. ex. showed recipe to create thaumium chestplate.
That screenshot looks totally awesome. I never played with earlier versions of TC (I only started in TC3), but that looks incredibly nifty and creepy as hell. If that's "immature" I can't wait to see what a fully grown taint biome looks like.
{As it is, in 3.0 - does anyone actually do *any* thaumcraft production until theyve researched "basic aura management" or whatever the node is that gives access to Alembics and storing essentia in warded jars? Maybe its just me being OCD, but I cannot face the infusion table with the thought that I might be wasting precious, horded, essentia. And the success/fail rates in the research table just make my paranoia worse. I see that its ... necessary, but I don't like it.}
For the record, yes, people do Thaumcraft production before having researched the ability to make Alembics. The effects of Flux aren't that terrible, and I (and I know others as well) simply deal with the effects until we discover Alembics naturally and can start working on storing essentia. Even more to the point - even if you are incredibly careful and use Alembics to store every tiny itty bit of Essentia ever and never cause any aspects to get dumped into the aura from the crucible, there are a number of things that still create Flux on their own, such as the Infernal Furnace (and even having a trio of Arcane Bellows does not totally prevent the creation of Flux).
But, Azanor...'why' do you have to make it that it taints the land, which becomes negative? I like how you changed the taint effects in thaumcraft 3. Instead of corrupting the land around you, the higher taint creates more pixies that try to kill you. I was in the desert where they had an incredible high taint/flux level at a pyramid. It kept spawning constant wisps and witches to attack me, nearly slaughtering me! I had to run and come back with better armor/weapons in order to battle the negative effects.
Why can't you keep it like that? Why do you have to go backwards and try to turn Thaumcrat 3 into Thaumcraft 2 again? I thought the whole point of Thaumcraft 3 was to be evolving from your original idea. But, now you're going backwards. Did you just run out of ideas?
I assume you're probably trying to bring back the chests, along with the research to clean taint, and purifiers. Personally, the only thing taint really gave us were the chests. All the other stuff was simply there to fight off the taint in the first place. And I agree with Farproc. The only thing this will result in, is having Thaumcraft as a mod to fight itself more than anything. You start doing research and experiment, creating more taint. Then you have to keep learning more just to figure out how to control your own magics.
Please...I'm begging you. Consider my words. Don't recreate Thaumcraft 2. What you have now is so much better, and you're going to destroy it.
But what's the point in having all this stuff to build/create and research if there is no negative effect caused by your delving into magic? As it stands now, Flux, in any measure, is but a minor annoyance. The re-adding of Taint adds an aura of fear and far greater consequences to your actions. What do we have now? Little flying balls of light that shoot lightning at you, that can be easily avoided. Incredibly rare Giant zombies. Rain and random potion effects. How does any of this affect you in any major way? It doesn't.
But what are you going to do when your base starts corrupting itself around you, because you delved too deep into the mysteries of thaumaturgy?
Anyways, the point of Thaumcraft 3 was that TC2 was too much of a 'tech' mod, with the piping and the liquids and all that jazz. Taint was never the problem. And I know I speak for myself and others when I say that Taint was probably my favourite part of the mod.
If you actually read what Azanor said, you'll see that TC3's Taint is different from what people who played TC2 are used to. You haven't experienced it, ergo you can have no idea as to the effect it'll have. Just let it be and try it for yourself, instead of whining about an unreleased feature.
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
...does anyone actually do *any* thaumcraft production until theyve researched "basic aura management"...
I do. Flux is a minor nuisance at worst and I feel that it's typically not worth my time trying to manage it.
Besides, wisps are a good source of Mutatio, so I tend to make my home in them Barrow Dens.
I really do have to ask if you actually read his post, because otherwise you'd realize that while you can create your own taint, it's not really a 'byproduct of magic,' and you find it in naturally-generated biomes around the world. Flux was never supposed to be Taint - by its own description, it is more akin to ripples in a pond than it is to pollution of the world. Flux has both good and bad effects, and not even all wisps are hostile. The taint that you'll be able to create will be a deliberate thing that you do on purpose.
He's been talking about bringing back the Taint for months now, and I sincerely doubt that he's going to scrap all of the work he's put into it just because you feel that he's "going backwards." Just because he's bringing back something he left behind doesn't mean that he's trying to turn TC3 into TC2.
I have to say though, I really do hope that pipes come back in some fashion, since liquid primal essentia sounds way more interesting and potentially dynamic than just liquid vis and liquid taint. The fact remains that TC2 retains a lot of nostalgia for me specifically because it DID feel like a tech mod. Sort of. It was like magic and technology fused together and I felt that it totally fit with the "artificer of magical items" idea. I guess I'm just a sucker for dualities and mixing what should be opposites into something even greater.
Harmless, if unlikely suggestions for content/mechanics:
Imagine if Primal Essentia crystals spawned in the world - huge bulking things that could be mined for shards until they're eventually run dry and destroyed, but at higher levels could also be siphoned and turned into liquid essentia crystal for high end machines. Even further along transport of the liquid could be made easier by a "Transthaumospheric liquishifter" which folds space in the Thaumosphere/Aura inside of a special block so liquid could flow from one point in space to another without any visible connection. But keeping the crystals whole could provide some sort of benefit, possibly a passive boost to some machines like some seals used to do in TC2, or maybe help in research, and so maybe using a sort of reversed arcane bore with a really tight focus in a multiblock could make a "Crystalline Reconstitutionalizer". An added benefit of using the liquid essentia to grow a new primal crystal would be that they do sort of grow on their own passively as well, providing a slow, but sort of infinite source of essentia crystals?
I really love piping liquids around and I loved that TC2 actually used liquids as a source of power rather than just "electricity generated in this machine, use a cable to power this machine." And while TC3's wireless power net (the Aura) was certainly interesting for a time, maintenance of it seemed pretty... well, all you really had to do was get a whole buttload of shards from a Squidward Thaumaturge. I would love for the wireless power net (Aura) to remain in some way, but perhaps it could be an area of effect from something physical rather than nodes, nodes everywhere. Like maybe the crystals.
Of course, I'm not suggesting that TC3 turn into TC2, but some overlap certainly wouldn't hurt and 3.1 could become something totally unique compared to either 2 or 3.
[...]You cannot switch off the biome however since some things will require its presence.
The way you said this makes me think. You said that the basics of essentia would function off of a select few base elements. If this is the case, would Mutatio be one of them? A "dark" element to oppose a "light" one?
...Okay, I retract my previous statement. I am COMPLETELY okay with this now. I hated the original stuff because it was a complete world-obliterator and seeing it in an SMP world would have been horrifying due to how easy it is to greif somewhere with it. At least this sounds more managable with the configs.
So, presumably, with Mystcraft, the "Tainted Biome" will appear as a biome symbol that we could use?
PS. does this invalidate my request for a thaumcraft powered terraformer? Given the existence of a terraformer could (obviously) negate a tainted biome while (ironically) producing more taint.
And yes, there will be ways to create it as well (by the users choice or through accident).
WB aza
I am not too happy with that. The "advantage" I feel - of flux - right now is that it is simply consequential: It happens, and you deal with it. As soon as 'taint' is re-introduced we get dangerously close to turning thaumcraft into a a game of min/maxing.
Taint / Flux whatever I feel should be - simply - proportional to the quantity of magic performed - making it hugely negative but with ways to "control" it reduces thaumaturgy to "the one correct / optimal path".
{As it is, in 3.0 - does anyone actually do *any* thaumcraft production until theyve researched "basic aura management" or whatever the node is that gives access to Alembics and storing essentia in warded jars? Maybe its just me being OCD, but I cannot face the infusion table with the thought that I might be wasting precious, horded, essentia. And the success/fail rates in the research table just make my paranoia worse. I see that its ... necessary, but I don't like it.}
my body is ready.
For the record, yes, people do Thaumcraft production before having researched the ability to make Alembics. The effects of Flux aren't that terrible, and I (and I know others as well) simply deal with the effects until we discover Alembics naturally and can start working on storing essentia. Even more to the point - even if you are incredibly careful and use Alembics to store every tiny itty bit of Essentia ever and never cause any aspects to get dumped into the aura from the crucible, there are a number of things that still create Flux on their own, such as the Infernal Furnace (and even having a trio of Arcane Bellows does not totally prevent the creation of Flux).
Well, thats just plain terrifying...
Why can't you keep it like that? Why do you have to go backwards and try to turn Thaumcrat 3 into Thaumcraft 2 again? I thought the whole point of Thaumcraft 3 was to be evolving from your original idea. But, now you're going backwards. Did you just run out of ideas?
I assume you're probably trying to bring back the chests, along with the research to clean taint, and purifiers. Personally, the only thing taint really gave us were the chests. All the other stuff was simply there to fight off the taint in the first place. And I agree with Farproc. The only thing this will result in, is having Thaumcraft as a mod to fight itself more than anything. You start doing research and experiment, creating more taint. Then you have to keep learning more just to figure out how to control your own magics.
Please...I'm begging you. Consider my words. Don't recreate Thaumcraft 2. What you have now is so much better, and you're going to destroy it.
But what's the point in having all this stuff to build/create and research if there is no negative effect caused by your delving into magic? As it stands now, Flux, in any measure, is but a minor annoyance. The re-adding of Taint adds an aura of fear and far greater consequences to your actions. What do we have now? Little flying balls of light that shoot lightning at you, that can be easily avoided. Incredibly rare Giant zombies. Rain and random potion effects. How does any of this affect you in any major way? It doesn't.
But what are you going to do when your base starts corrupting itself around you, because you delved too deep into the mysteries of thaumaturgy?
Anyways, the point of Thaumcraft 3 was that TC2 was too much of a 'tech' mod, with the piping and the liquids and all that jazz. Taint was never the problem. And I know I speak for myself and others when I say that Taint was probably my favourite part of the mod.
If you actually read what Azanor said, you'll see that TC3's Taint is different from what people who played TC2 are used to. You haven't experienced it, ergo you can have no idea as to the effect it'll have. Just let it be and try it for yourself, instead of whining about an unreleased feature.
Edit: and also - TAINTACLES!!!!!
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
I do. Flux is a minor nuisance at worst and I feel that it's typically not worth my time trying to manage it.
Besides, wisps are a good source of Mutatio, so I tend to make my home in them Barrow Dens.
I really do have to ask if you actually read his post, because otherwise you'd realize that while you can create your own taint, it's not really a 'byproduct of magic,' and you find it in naturally-generated biomes around the world. Flux was never supposed to be Taint - by its own description, it is more akin to ripples in a pond than it is to pollution of the world. Flux has both good and bad effects, and not even all wisps are hostile. The taint that you'll be able to create will be a deliberate thing that you do on purpose.
He's been talking about bringing back the Taint for months now, and I sincerely doubt that he's going to scrap all of the work he's put into it just because you feel that he's "going backwards." Just because he's bringing back something he left behind doesn't mean that he's trying to turn TC3 into TC2.
Mod by Tuhljin
Harmless, if unlikely suggestions for content/mechanics:
I really love piping liquids around and I loved that TC2 actually used liquids as a source of power rather than just "electricity generated in this machine, use a cable to power this machine." And while TC3's wireless power net (the Aura) was certainly interesting for a time, maintenance of it seemed pretty... well, all you really had to do was get a whole buttload of shards from a Squidward Thaumaturge. I would love for the wireless power net (Aura) to remain in some way, but perhaps it could be an area of effect from something physical rather than nodes, nodes everywhere. Like maybe the crystals.
Of course, I'm not suggesting that TC3 turn into TC2, but some overlap certainly wouldn't hurt and 3.1 could become something totally unique compared to either 2 or 3.
Mod by Tuhljin
The way you said this makes me think. You said that the basics of essentia would function off of a select few base elements. If this is the case, would Mutatio be one of them? A "dark" element to oppose a "light" one?