I know azanor probably wont see this.. But I have a suggestion.
Biome or Seed specific research: nothing to restrict items to certain areas, but what if the research 'recipes' were slightly different per biome or maybe world seed. I just thought that would be cool so that the mod always seems fresh instead of everyone always having the mod memorized.
Is regenerating TC3 stuff into existing saves broken, or is it known to conflict with any mods? I can't even generate aura nodes without my client just going "Nope" when trying to connect to my server after generating them. The server doesn't show an error at all when this happens.
I'm running CustomNPCs, More Player Models, Mo'Creatures/GUI API, Infernal Mobs, Coro's Weather & Tornadoes, Useful Foods and Balkon's Weaponmod.
I beleive i've found a bug, when mining obsidian with the excavation wand (if youre even supposed to be able to), after about a second, maybe half, the green laser-y thing disapears, but the obsidian still mines in the same time. This has happened like 2/3 of the times i've tested it.
Not minding that, freaking LOVING Thaumcraft 3 so far :3
EDIT: from testing it seems like its only when you break the obsidian from the side or the block, top works fine
To address some of your points: I've only released about 25% of the content I have planned. That includes flux effects of which a lot more is coming, and more 'adventure' type things.
To give you an idea: The Wand of the Apprentice is considered Tier 1. When you research the Wand of the Adept you hit Tier 2 and everything beyond that point is also considered Tier 2 - and there will be more tier 2 stuff coming in the future. The Wand of the Thaumaturge that you can currently only get in creative mode will be the start of Tier 3 with a whole slew of new items and blocks - probably not as much as Tier 2, but time will tell. I have some tentative plans for Tier 4 stuff as well.
Awesome! Well, I do hope you can get an idea or two out of what I've posted here as well. I'm definitely looking forward to anything you come up with.
Okay, stupid question time. Should I be able to physically see nodes, or does it require goggles. I've been unable to locate any wisps. I've collected a couple of zombie brains, but haven't seen a wisp yet. And I need mutatio. Also, again Azanor, love this mod, it's genius.
Do you think you could add a few options to the config file, Azanor?
Node flux reaction time - This adjusts how fast nodes react to having flux, and performing different tasks such as spawning wisps and what not to get rid of flux
Flux Max Cap - I'm recommending this one because I've... overflooded a small node with flux, and it doesn't seem to be going down whatsoever, which is a tad bit of a problem. However, considering the punishments are relatively minor, I can deal with it for now.
Flux removal scale - Customizable option to set the scale on how much wisps take out flux, and how fast they react too.
Mystcraft Accelerate Effect - On or off, allow Silverwood tree saplings to be affected by Mystcraft's Accelerate symbol like normal trees.
And on a side note, is it me, or do nodes generate a LOT of flux when they merge together? i.e. growing trees next to nodes, and then when silverwood trees pop up into full trees, the nodes merge and immediately seem to generate a crapton of flux...