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).
Can we expect biome changing abilities/blocks/etc for all biomes, including mod added ones?
The progressive taint(ing) biome is amazing. I'm hoping there will be an Anti-Taint Debuff suit or something, though.
I think I like both Ross and Farproc's idea. Yeah, I really didn't like the idea that using the teleporter would be a taint 'punishment' per say, back in TC2.
But Farproc's idea I think is also pretty awesome. For those who love taint, they could work on trying to make a portal to reach a taint dimension...an entire world of nothing but taint! Those that love taint would finally reach heaven. And people like me who hate it would never have to see it. And if it's another world, I might even visit it myself, since I'd have no concern or care of it going anywhere.
And instead of going backwards to TC2, you'd basically be evolving it to something much cooler than it use to be.
I just think that's a great idea...that's all. But if that's too much work or not to your liking, I understand.
Hahaha, no worries. Thanks to Mirco for kindly pointing out my intents with the "baby" reference.
Thaumcraft has been around since almost the beginning of MC modding and each iteration had it's own distinctive flair and unique mechanics. Maybe it's just me, but seeing Az build up TC then tear it down and build it up again shows a real joy in trying to take his vision and make it true. From TC-TC2-TC3 and the various updates for each of those versions, we're watching a mad scientist ply his craft. So yeah, I have a tendency to think of TC as Az's "baby" given how long he's been at it and how much he's overhauled it along the way.
Which reminds me, anyone who has MultiMC and time to spare, it's worth trying to set up a MC 1.1 instance and play the original TC if it's still available.
Time to get the power drill and start cordoning off chunks again. That, or antimatter. That usually solves everything.
Rollback Post to RevisionRollBack
What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
Maybe its just me being crazy but I feel like TC2 was more about the destination/end result and TC3 is more about the journey. Which brings me to my question. Az, are you planning on adding lots of nick-nacks like in TC2 or are you trying to cut down on that?
If you want my opinion on it, Azanor, here's what you should do - Make Taint happen from either magical mishaps or deliberate corruption attempts, but PLEASE, do not make it a byproduct of simple use of machinery. I utterly refused to use runes in TC2 due to how much they ramped the taint up, and I'd really - REALLY - appreciate it if you didn't discourage the use of certain machines like that.
Layman's: Give screwups and deliberate attempts high Taint output, but do NOT apply passive taint stuff to machines. Either that, or allow the machines part to be turned off seperately from the accidents.
really? man i spammed seals everywhere in tc2 Trying to get taint to appear, made a crucible of souls mob grinder and everything. it diddn't work so in the end i had to use those totems of dusk. even that was so slow so i set up a portal to a tainted area thinking it would spread throught the portal.and a tainted creeper came through and exploded finally granting my wish (and also killed me).
TLDR i like the idea of taint as a punishment its cool and there needs to be something to stop people from just throwing stacks of leather and such into crfucibles. just look at dire and his silverwood tre farm he got it all the way up to dangerous and nothing really happened a few wisps spawned but that was about it.
Hey can someone please help? I'm new to Thaumcraft 3 and I just got the Thauminomicon, and everything is researched... Can someone help me fix this? Or like un-research it XD
Again, not even all flux is negative. Some Flux randomly bonemeals the ground, some wisps are friendly, and occasionally you can get speed or jump boost potion effects. Heck, Motus flux events actually clean flux out of the atmosphere. Motus is fluxlax.
I feel that if Taint could be caused as a result of Thaumaturgy, that it be caused VERY SLOWLY because of a particular type or branch of Thaumaturgy, and I would rather it be mid-to-high tier stuff that causes it.
thats something i actually really liked about flux. i hope, the concept of of flux wont be replaced by taint. it would be more interesting, if taint is more of a flux effect of the overuse of aspects like malum and/or alienis.
On another note: I'm still debating if I will cause Taint as a result of magical mishaps like in TC2. If I do I will allow that specific part of it to be switched off in the config.
personally, what i would want is more drastic flux effects, when you overdo it with magic. positive and negative ones. taint being more on the negative side.
Still having a problem whereby some of the recipes in my thaumonomicon are incorrect and show random things from other mods I have installed. What other mods I have installed makes no difference whatsoever and I've tried e.g. removing 10 mods which then fixes it and if I then add back in ANY one of those mods, it breaks it again all with different random recipes in my thaumonomicon. I've been checking to see if it's ID conflicts but can't find anything of the like (although I may be wrong).
I have ~80 mods installed which is on par with the FTB packs and they do not have this problem, many of the mods are also very similar to the ones in FTB. I do have magic bees and thaumic tinkerer installed but have tried removing them and it makes no difference.
EDIT: As an example, if I go into my thaumonomicon and click on scribing tools to see the recipe I get a recipe for willow logs (which I think is from Natura). If I then remove Natura, I get another recipe from a different mod (i.e. it still doesn't show the recipe for scribing tools but it doesn't show the willow log recipe either).
Your items are overwriting one another. You need to go into the configs and figure out which, and then fix them. This will likely take several hours. Or five minutes. Depends on the severity of the conflicts. Also, Essentia is a bit iffy and likes to dink up some mods.There should be some fluxes which actually alter the environment drastically over time, like mushrooms causing mycelium and giant mushroom grown, and end causing the environment to bleach out and have increased enderman spawns, and Nether, well, causing above world nether. (Yes, I'm aware the different Essences have names other than that, but you know what i f-ing meant.) Maybe a thaumatic terraformer if not that, but either way, currently flux is either really passive aggressive, or a straight sledgehammer to the nuts. Really would be interesting to see it have more obvious results that aren't wisps and pain.
Rollback Post to RevisionRollBack
What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
The first time i crafted a wand of equal trade everything was fine but it broke.
So i went back to make another, i made it but it does not work. By this i mean i can't swap blocks i can't even select the block and the gui thing for it doesn't even show.
This lead me to checking the configs.
Which made me realise i might have a some id conflicts so i changed them.
This didn't fix the problem with the wand.
So after this, i realised the in-game ids and config ids were completely different.
Regardless of what i make it, it always ends up around 200-400 ahead of whats set in the configs.
Anyone esle having this problem, is it a mod conflict or something?
So I've been using 3.0.5e for a while in a private modpack I put together, and while I haven't done much with Thaumcraft yet, I have had an issue where, when I look at greatwood leaf blocks they turn into silverwood leaves, and when I look at cinderpearls they turn into an "unnamed item" with a bad texture. I've tried both with and without Optifine, and it happens just the same, so that's not the problem.
I'm going to give 3.0.5f a try and see if that fixes the problem, and if not, I'll post again here with a logfile and try to do some troubleshooting privately. If anyone happens to have ideas on resolving this, feel free to speak up. Even if it means I lose the chance for cheaty silverwood saplings.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
So I've been using 3.0.5e for a while in a private modpack I put together, and while I haven't done much with Thaumcraft yet, I have had an issue where, when I look at greatwood leaf blocks they turn into silverwood leaves, and when I look at cinderpearls they turn into an "unnamed item" with a bad texture. I've tried both with and without Optifine, and it happens just the same, so that's not the problem.
I'm going to give 3.0.5f a try and see if that fixes the problem, and if not, I'll post again here with a logfile and try to do some troubleshooting privately. If anyone happens to have ideas on resolving this, feel free to speak up. Even if it means I lose the chance for cheaty silverwood saplings.
On another note: I'm still debating if I will cause Taint as a result of magical mishaps like in TC2. If I do I will allow that specific part of it to be switched off in the config.
Magical mishaps. Excellent!
Once too much flux is in the air, whenever you try to boil water, it should turn black as sin. Taint is spread everywhere from the cauldron with a massive monster potentially rising up that the player has to defeat, and it drops all the excess essentia in the form of wisp essence when slain. Destroying the monster could immediately suck down the flux level, as the explosion of negative energy is enough for a black hole of positive energy to be born momentarily with some lightning or weather effects.
Ideas for new items:
-Purity Cores: Allows for golems to be rendered immune to the corruption effect (if there is one like in TC2)
-Cleansing Cores: Whenever golems detect taint, they will attempt to help remove it by carrying the source power of a holy totem, damaging nearby taint creatures and slowly causing the taint to recede away from them.
-Unholy Core: Another method of rendering the golems immune that would be cheaper, but you won't want to keep them around your base. They'll be fully tainted, yet won't be out of control and will still oppose the taint, though they tend to emit flux waves and may spread small bits of taint wherever they go. Useful for helping to keep taint around for a controlled environment so iron golems can attack taint creatures while ensuring the taint doesn't drop.
Taint through Flux Nodes:
History and it's evolution are known to be susceptible to different events arising. It would appear to be a normality for dark spirits to awaken the unholy creatures of the dead at night. Sometimes, the creatures even have their own portals set up where they can flood through endlessly if left unchecked... The barrow hills has been home to many of the undead, a prison constructed to ensure they don't leave. Whoever built these sure intended to warn off adventurers, and as long as violence isn't detected, the flux node will continue to slumber, slowly oozing itself into the atmosphere...
However, should a flux node be awoken, it may attempt to increase itself in size and flux outpouring. These 'portals' to lands where the most anti-life creatures are will slowly push itself through the portal, working to corrupt and destroy all of mother nature... and you. Because the chamber is covered with the unholy essence of undeath, it is very easily corruptible, able to immediately house a mighty Heart of Taint that beats with an evil presence, spreading it's disease forcefully with each big heart beat by one black in a circular radius.
There is a way to combat this, with a node moving crystal. If an adventurer were to be more cautious, he will take the opportunity to drag the flux node out of the barrow hill -- just outside will even be sufficient enough. It will cut off the negative connection with the inner sanctum it has been eroding away at, greatly hindering it's speed. Cleansing aura nodes can also help by directly engaging the flux node, as if an angel and a demon were fighting.
Anti-Taint through Quartz:
Quartz comes from the Nether realm, which is a place of blazing heat and flame. Very few fires can be put out and the way the netherrack burns is one in which it cleans itself from corruption. Hence, Netherrack blocks that are on fire are subsequently immune to the effect of taint. Some fires have been burning so long since their creation that they've slowly cooked raw crystals, Quartz, into existence over the span of several centuries. These quartz crystals are unique in fighting the taint because of this, since they have been kept so clean and pure over countless decades of being alight with fire. All it takes is a little extra glowstone to make it activate and show it's true potential as the stand against the Taint. Then, the light shall blaze through the foul darkness and disintegrate it, driving it back to the depths of whatever Hell it crawled out of.
i think it woild be cool if there was to much flux in the air of say the victus aspect all the dead wispy essences spring back to life so that you have to kill them again.
it would also be cool if you could place them in the world or atleast "paint" nitor
Hi folks. I've just gotten back to this mod after playing with it briefly when 3 first came out. In my current world, I'm not finding any of what I think y'all are calling barrows (the underhill sort of things with bars), but I'm finding TONS of obelisks and quite a few of these things that are obsidian looking platforms with a treasure chest in the middle. Firstly, does anyone know the spawn conditions or areas for barrows? I thought it was plains but I've been around a lot of that and not found any. Or were they pulled? Secondly, what are those platform things? I've avoided them because I don't know if I'm going to get struck by lightning or what if I get close and I'm not quite strong enough in this new world to deal with that yet.
Edited to add: I should add that hints for the latter question are more than adequate. Or even a "You'll figure it out as you get farther in research." I just don't know if I should keep avoiding them or loot the chests or dig around them or what.
Hi folks. I've just gotten back to this mod after playing with it briefly when 3 first came out. In my current world, I'm not finding any of what I think y'all are calling barrows (the underhill sort of things with bars), but I'm finding TONS of obelisks and quite a few of these things that are obsidian looking platforms with a treasure chest in the middle. Firstly, does anyone know the spawn conditions or areas for barrows? I thought it was plains but I've been around a lot of that and not found any. Or were they pulled? Secondly, what are those platform things? I've avoided them because I don't know if I'm going to get struck by lightning or what if I get close and I'm not quite strong enough in this new world to deal with that yet.
Edited to add: I should add that hints for the latter question are more than adequate. Or even a "You'll figure it out as you get farther in research." I just don't know if I should keep avoiding them or loot the chests or dig around them or what.
you should be relatively safe when harvesting the pillar like structures they will be more useful later on as you go. As for the platforms there is no need to avoid them. Just be prepared. ill say no more......
Barrows have not had any real change in spawn conditions as far as I know. Just a flat enough place should trigger them to generate. They can spawn anywhere, but they can look like a natural land formation until you are familiar with them, or happen to come across the side with a door.
Those platforms are mostly safe, just be wary of the unstable node and wisp around em. If you want to loot them early on, you have to get in and out in a sec or two. There are a few tricks to dealing with them early on, but I'll leave it up to you to figure out how.
You called? (Slow response, I know.)
Can we expect biome changing abilities/blocks/etc for all biomes, including mod added ones?
The progressive taint(ing) biome is amazing. I'm hoping there will be an Anti-Taint Debuff suit or something, though.
PS: Tainted Crawler \o/
But Farproc's idea I think is also pretty awesome. For those who love taint, they could work on trying to make a portal to reach a taint dimension...an entire world of nothing but taint! Those that love taint would finally reach heaven. And people like me who hate it would never have to see it. And if it's another world, I might even visit it myself, since I'd have no concern or care of it going anywhere.
And instead of going backwards to TC2, you'd basically be evolving it to something much cooler than it use to be.
I just think that's a great idea...that's all. But if that's too much work or not to your liking, I understand.
Hahaha, no worries. Thanks to Mirco for kindly pointing out my intents with the "baby" reference.
Thaumcraft has been around since almost the beginning of MC modding and each iteration had it's own distinctive flair and unique mechanics. Maybe it's just me, but seeing Az build up TC then tear it down and build it up again shows a real joy in trying to take his vision and make it true. From TC-TC2-TC3 and the various updates for each of those versions, we're watching a mad scientist ply his craft. So yeah, I have a tendency to think of TC as Az's "baby" given how long he's been at it and how much he's overhauled it along the way.
Which reminds me, anyone who has MultiMC and time to spare, it's worth trying to set up a MC 1.1 instance and play the original TC if it's still available.
Time to get the power drill and start cordoning off chunks again. That, or antimatter. That usually solves everything.
b is for barf when Bieber walks by
really? man i spammed seals everywhere in tc2 Trying to get taint to appear, made a crucible of souls mob grinder and everything. it diddn't work so in the end i had to use those totems of dusk. even that was so slow so i set up a portal to a tainted area thinking it would spread throught the portal.and a tainted creeper came through and exploded finally granting my wish (and also killed me).
TLDR i like the idea of taint as a punishment its cool and there needs to be something to stop people from just throwing stacks of leather and such into crfucibles. just look at dire and his silverwood tre farm he got it all the way up to dangerous and nothing really happened a few wisps spawned but that was about it.
thats something i actually really liked about flux. i hope, the concept of of flux wont be replaced by taint. it would be more interesting, if taint is more of a flux effect of the overuse of aspects like malum and/or alienis.
personally, what i would want is more drastic flux effects, when you overdo it with magic. positive and negative ones. taint being more on the negative side.
Your items are overwriting one another. You need to go into the configs and figure out which, and then fix them. This will likely take several hours. Or five minutes. Depends on the severity of the conflicts. Also, Essentia is a bit iffy and likes to dink up some mods.There should be some fluxes which actually alter the environment drastically over time, like mushrooms causing mycelium and giant mushroom grown, and end causing the environment to bleach out and have increased enderman spawns, and Nether, well, causing above world nether. (Yes, I'm aware the different Essences have names other than that, but you know what i f-ing meant.) Maybe a thaumatic terraformer if not that, but either way, currently flux is either really passive aggressive, or a straight sledgehammer to the nuts. Really would be interesting to see it have more obvious results that aren't wisps and pain.
So i went back to make another, i made it but it does not work. By this i mean i can't swap blocks i can't even select the block and the gui thing for it doesn't even show.
This lead me to checking the configs.
Which made me realise i might have a some id conflicts so i changed them.
This didn't fix the problem with the wand.
So after this, i realised the in-game ids and config ids were completely different.
Regardless of what i make it, it always ends up around 200-400 ahead of whats set in the configs.
Anyone esle having this problem, is it a mod conflict or something?
I'm going to give 3.0.5f a try and see if that fixes the problem, and if not, I'll post again here with a logfile and try to do some troubleshooting privately. If anyone happens to have ideas on resolving this, feel free to speak up. Even if it means I lose the chance for cheaty silverwood saplings.
"Well then, let's get awesome!"
Do you have NEI's block highlight tips on?
Profile pic by Cheshirette c:
Magical mishaps. Excellent!
Once too much flux is in the air, whenever you try to boil water, it should turn black as sin. Taint is spread everywhere from the cauldron with a massive monster potentially rising up that the player has to defeat, and it drops all the excess essentia in the form of wisp essence when slain. Destroying the monster could immediately suck down the flux level, as the explosion of negative energy is enough for a black hole of positive energy to be born momentarily with some lightning or weather effects.
Ideas for new items:
-Purity Cores: Allows for golems to be rendered immune to the corruption effect (if there is one like in TC2)
-Cleansing Cores: Whenever golems detect taint, they will attempt to help remove it by carrying the source power of a holy totem, damaging nearby taint creatures and slowly causing the taint to recede away from them.
-Unholy Core: Another method of rendering the golems immune that would be cheaper, but you won't want to keep them around your base. They'll be fully tainted, yet won't be out of control and will still oppose the taint, though they tend to emit flux waves and may spread small bits of taint wherever they go. Useful for helping to keep taint around for a controlled environment so iron golems can attack taint creatures while ensuring the taint doesn't drop.
Taint through Flux Nodes:
History and it's evolution are known to be susceptible to different events arising. It would appear to be a normality for dark spirits to awaken the unholy creatures of the dead at night. Sometimes, the creatures even have their own portals set up where they can flood through endlessly if left unchecked... The barrow hills has been home to many of the undead, a prison constructed to ensure they don't leave. Whoever built these sure intended to warn off adventurers, and as long as violence isn't detected, the flux node will continue to slumber, slowly oozing itself into the atmosphere...
However, should a flux node be awoken, it may attempt to increase itself in size and flux outpouring. These 'portals' to lands where the most anti-life creatures are will slowly push itself through the portal, working to corrupt and destroy all of mother nature... and you. Because the chamber is covered with the unholy essence of undeath, it is very easily corruptible, able to immediately house a mighty Heart of Taint that beats with an evil presence, spreading it's disease forcefully with each big heart beat by one black in a circular radius.
There is a way to combat this, with a node moving crystal. If an adventurer were to be more cautious, he will take the opportunity to drag the flux node out of the barrow hill -- just outside will even be sufficient enough. It will cut off the negative connection with the inner sanctum it has been eroding away at, greatly hindering it's speed. Cleansing aura nodes can also help by directly engaging the flux node, as if an angel and a demon were fighting.
Anti-Taint through Quartz:
Quartz comes from the Nether realm, which is a place of blazing heat and flame. Very few fires can be put out and the way the netherrack burns is one in which it cleans itself from corruption. Hence, Netherrack blocks that are on fire are subsequently immune to the effect of taint. Some fires have been burning so long since their creation that they've slowly cooked raw crystals, Quartz, into existence over the span of several centuries. These quartz crystals are unique in fighting the taint because of this, since they have been kept so clean and pure over countless decades of being alight with fire. All it takes is a little extra glowstone to make it activate and show it's true potential as the stand against the Taint. Then, the light shall blaze through the foul darkness and disintegrate it, driving it back to the depths of whatever Hell it crawled out of.
it would also be cool if you could place them in the world or atleast "paint" nitor
Edited to add: I should add that hints for the latter question are more than adequate. Or even a "You'll figure it out as you get farther in research." I just don't know if I should keep avoiding them or loot the chests or dig around them or what.
you should be relatively safe when harvesting the pillar like structures they will be more useful later on as you go. As for the platforms there is no need to avoid them. Just be prepared. ill say no more......
Those platforms are mostly safe, just be wary of the unstable node and wisp around em. If you want to loot them early on, you have to get in and out in a sec or two. There are a few tricks to dealing with them early on, but I'll leave it up to you to figure out how.
First thing I do after downloading TC 3.1: Find a seed that spawns a taint biome nearby and assist its growth if possible.