i think player-based data is more unstable somehow? i was playing 1.7.10 lan with a few mods (tinkers, IE, galacticraft) and got disconnected. lost all my stuff. then i logged on maybe a week later and everything was back in my inventory and i was at my previous location. TC just ties some really critical stuff to the player instead of to the world/items.
Ok, that was weird -- I just had a massive item duplication:
I've got a Thaumium smelter with 3 bellows, fed by a hopper+chest. I just tossed a bunch of stuff in the chest, including my 4 taint tendrils somewhere down the list (chiseled stone was in the smelter slot). Fed it a lump of coal, came back later when the prior stuff was done, looked in the furnace and found the slot containing 45 taint tendrils. Fed it a lump of coal, watched it cook down to to an empty slot. Got nearly-full jars of Vitium and Auram essentia as it finished to empty slot. Exited the GUI ,then reopened it to see -- 4 taint tendrils. Picked them up, bone meal started feeding in from the hopper. Put them back (displacing the bone meal), and added another lump of coal. Now the 4 cooked normally, and were followed by the bone meal and other items from the hopper.
ETA: And it happened a second time. 3 sugar cane left over in the smelter slot, the hopper had 16 crafting tables and some cobblestone. Came back to find over a jar and a half of Fabrico and 35 crafting tables in the smelter.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
So when it comes to tubes and transfusers I've thought of a simple solution that'll allow them both to coexist. Just add a little bit of loss when using transfusers. Not too much, the loss should be a minor amount, but just enough that people using them know they're doing things a little inefficiently. Transfusers would be the simple, but less efficient method of essentia transport, but for those who understand tube mechanics they can setup completely lossless systems.
Building essentia systems using tubes is quite enjoyable to me. It requires a technical building skill and feels similar to working with redstone. It is very satisfying when you build a complex tube network that functions flawlessly.
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.
Most of the reports are usually "halp i lost research". Some reports add TC version. Even less forge version, if on a server or not, if playing single player, lan or multi, if onlino or offline. An infinitesimal part actually report what actually happened, and what were the steps prior to losing one's research. Pretty much nobody bothers to check if the backup .thaum file actually still has the lost research (i suppose there's a very little % of people that knows where research is saved, actually).
It's pretty difficult to check if there's an error in your code, in forge, in vanilla minecraft etc this way.
If you want specifics, you'll have to wait for Azanor since i'm not a programmer
I have lost research (to be specific, not research itself, but all knowledge of aspects, and could not re-scan things) in 1.7.10/TC4 after quitting and then loading the game in SP.
I have not (yet) lost research in TC5.
I don't expect TC4 bugs to be fixed. I'm mostly just curious why it is so hard thing to fix this particular issue and why is it resurfacing ever and ever.
And if Thaumcraft does backups of research state, it's great, but why can't it recover it from backup automatically?
And we could be using just a single type of essentia too. I don't think either change would improve the game. Heck, I don't even like it when the aspect tree is pruned. (And I still want Praecantatio back)
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!!!
So when it comes to tubes and transfusers I've thought of a simple solution that'll allow them both to coexist. Just add a little bit of loss when using transfusers. Not too much, the loss should be a minor amount, but just enough that people using them know they're doing things a little inefficiently. Transfusers would be the simple, but less efficient method of essentia transport, but for those who understand tube mechanics they can setup completely lossless systems.
Building essentia systems using tubes is quite enjoyable to me. It requires a technical building skill and feels similar to working with redstone. It is very satisfying when you build a complex tube network that functions flawlessly.
Id prefer no loss... The state of my Arua is crippling enough not to mention the lack of 1 for 1 in the melting process. I have never gotten the hang of the new pipes since they were changed back in thamcraft 3 where we changed the research mechanic. Even now i only use really small pipe networks that only do really small and spesific tasks. Thamcraft 4 even seamed to not respect its own 'these pipes arnt connected any more' when you had pipes that were paralell... noticeable lag. Not sure if they are better now because i cant bring myself to melt down enough stuff to warent pipes... but still
IF there must be a diffrence between sending the essential through the air or though the pipes then make it something like SPEED and not LOSS. Loss implies more damage to the arua which makes the new toy just another unnessisary risk. If pipes transfer fluids faster than the air method then there is a valid reason for them to exsist over the less complicated air method.
There are currently a few systems, blocks and items that are holdovers from previous versions that may or may not be cluttering up the mod without actually adding anything.
Tubes, for example, might fall into this category. I like tubes, but a lot of people seem to dislike them and they are obviously not very easy to use. The new transfusers are easy to use and it stands to reason that they can easily replace tubes completely. If they should is a different matter and that is why I put up the poll.
Another example is something a bit more abstract: Does vis also need to follow the aspect system?
(Note: I'm specifically talking about vis here, not essentia.)
Think about it for a bit. Vis is just a measure of magical energy and from a gameplay perspective acts as a gating mechanic. Want to craft gizmo A? Well, you need X amount of vis in your wand to do it.
Its second purpose is to be a limited resource and something you must be careful to not overuse. Overuse it and you get flux.
Neither of those purposes require there to be 6 different types of it. It is literally just flavour.
In theory you could make it so that there is just one generic type of vis. It will make things more boring, but how much will you really be losing? Purely from a code perspective it will be a big win in performance and simplicity. It will speed up aura calculations almost 6 times.
Will you be losing out on gameplay? Good question and that is something to consider.
I had no problem with the old Aura system in one of the early thaumcrafts. Vis in the air and was just an untyped power. It had a limit of what i could do or build without worrying about the small things other than like taint buildup. Even then I rarely did enought to cause an apocolypse, maybe just an anoying lightning bolt or Wisp outbreak. Both of those were fine. THe new threat however is not fine.
Even with me being super careful to not cause taint there is still taint production in the process of breaking stuff down. I dont know if its enough to cause issues in small amounts but in trying to get those steam vent things I nearly caused the Arua to go critical regardless.
I am torn about the new system. I like how there are penalties for doing magic all care free and stuff... but I hate that even if I do care there are not enough resources to prevent desaster. Alot of the current recourses REQUIRE you to have a massive accident in the first place (taint shards).
Now You must get hundreds of suggestions and stuff buddy but I think this one is important to maintain ballance. We could use a device that uses the Taint in the Arua. We have all sorts of other tools that use the other sorts of vis and TAINT wants to get out of the air and be on the ground so making a device that gives it an easy place to go should be simple enough once it is uncovered. Could be as simple as crystalizing the taint or as complex as a giant airfilter for the Arua. If we can move massive amounts of Arua taint via totems then the next leap from there shouldnt be too hard In all honesty it sounds more complex to move a node than to force taint to become physical in a controlled fassion
I dont agree about the tubes being uneccesary. they are really cool looking, and are useful for sorting essentia. however, I do agree about the separation of vis and essentia. it makes a lot of sense.
Pipes: eh, maybe. Essentia needs a good way to be moved and transfusors are not always an option, although I love-love-LOVE the render they use. (Pipes with windows in them, perhaps. . essentia tubes always felt a little wimpy and small.)
Vis: Maybe? As long as it has a 'presence'; the raw Magicstuff. It's more of an annoyance than anything to regenerate a specific type-- and the wand cores are only so useful with regeneration when most foci use more than one type of vis. Maybe they could come with some perk like inherent Focal buffs or Potency for specific wand foci? Plus, if you don't have to worry about types, maybe you could make a 'ley line' phenomena between pure-vis nodes.
Essentia: Keep essentia intact, as it's what makes a lot of Thaumcraft into. . well, Thaumcraft. It's fuel, it's Conceptstuff, et cetera.
Flux: AAAAAAAA I've complained about this already, recovery of an area should never be totally impossible without deliberate user failure. Currently it's very easy to cause an unrecoverable situation.
Flavor: Vis types aren't a huge source of the flavor, though I like the fact they color nodes (maybe some closer tie-in with the Essentia mechanics, like some form of. . condensator, or a research-grabber-wotsit). I think a part of Thaumcraft's flavor is its design (see: my previous suggestions on infusion stabilizers), its 'feel' (bizarre mysticism), and just how magical it really is. Perhaps more abstract notifiers of vis quantity than numbers could be used, like ranks of how charged/dead an area is?
TL;DR: Give more power to the player (don't necessarily nerf flux, at least not too much), narrow down Vis to just Vis (compound nodes are unnecessarily confusing, if pretty, and we no longer energize them anyway), don't touch Essentia, maybe slightly rework tubes but consider keeping them. Also add more sp00ky.
Id prefer no loss... The state of my Arua is crippling enough not to mention the lack of 1 for 1 in the melting process. I have never gotten the hang of the new pipes since they were changed back in thamcraft 3 where we changed the research mechanic. Even now i only use really small pipe networks that only do really small and spesific tasks. Thamcraft 4 even seamed to not respect its own 'these pipes arnt connected any more' when you had pipes that were paralell... noticeable lag. Not sure if they are better now because i cant bring myself to melt down enough stuff to warent pipes... but still
IF there must be a diffrence between sending the essential through the air or though the pipes then make it something like SPEED and not LOSS. Loss implies more damage to the arua which makes the new toy just another unnessisary risk. If pipes transfer fluids faster than the air method then there is a valid reason for them to exsist over the less complicated air method.
When I said loss I meant the essentia being completely 100% destroyed. Not being converted into flux, but being totally destroyed. Flux is already enough of an issue and I don't want transfusers usage being discouraged completely. I also made sure to mention that the loss should not occur very often. Just enough to know that it's not 100% efficient to use. I'm aware that there's already loss in the smelting process, that why the loss should be very small and not occur often. Maybe like a 1-5% chance of loss when it moves essentia.
I just think it'd be neat to have an easy to use, less efficient method and a complex, lossless method of moving essentia so that both ways of transporting essentia can exist without conflicting with each other.
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.
as for tubes I don't think they should be removed just transfusers should be a bit harder to get (an advanced research system mentioned several dozens ago could fix this) also I liked tubes mechanics in TC2 (I might be unfamiliar with some later mechanics as I went from TC2 to TC5) and following my like of TC2 I'd suggest re-adding vis storage tanks which unlike jars would be able to hold 1000 esentia of different types (though that would increase chances of tank blowing up) and additionally couldn't be accessed by anything other than pipe. also pumps the would be really useful as esentia could be driven through system more easily + diferentiate between esentia buffer (make it maybe even more advanced than it is now, smoehow) and a large pipe that could accept more than jut one esentia and its done pipes are useful again
I recommend trying some TC4 modpack, such as Simply Magic. There are tons of addons for TC4 (not yet converted to TC5) that add stuff that TC is missing. Big vis tanks being among them. Also, other magic packs with features that are missing even in TC addons. My favourite is Light spell from Ars Magica 2.
I've played TC in 1.6.4 and 1.7.10 and by far my favorite version is 1.8.9. I call it the "leaner and meaner" version. Aspects have been streamlined and alchemy and research is a lot easier. And making golems is pretty cool now. I never got the hang of making an effective pipe system in earlier versions.
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"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."
In that scheme, we could see it as the magical stuff that held the various essences together to form compound essences.
And the aura network in TC3 was a thing of beauty - every time you performed any magic, vis would start to woosh around, visibly, between nodes. It was damn gorgeous.
The infused stone, as the battery, was a pain however, as it went against the very lore that the nodes were the source of Vis. I don't know that it makes sense to re-introduce the nodes recharging each other directly with the new system, but for looks alone I'd vote for that.
There are currently a few systems, blocks and items that are holdovers from previous versions that may or may not be cluttering up the mod without actually adding anything.
Tubes, for example, might fall into this category. I like tubes, but a lot of people seem to dislike them and they are obviously not very easy to use. The new transfusers are easy to use and it stands to reason that they can easily replace tubes completely. If they should is a different matter and that is why I put up the poll.
Eh, the only real thing I use transfusers for is having a room full of jars and having a transfuser sort them into the jars and another taking the essentia to a machine. I like the idea of tubes to the main work and the transfusers to sort them but maybe it could be more something about the resources you have, like for transfusers if you have a strong aura and tubes if you have lots of ore, I think tubes should just be changed so they are easier to use or add something to make them more easy to use (something redstone related or some better way to sort essentia).
Rollback Post to RevisionRollBack
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Hey I was wondering if anyone could help me out, I'm trying to use an eldrich altar infuser and when I click on the runic interface with my wand nothing happens, I have all the ingredients here, I don't know what's going wrong here. I'll include a screenshot as a point of reference
There are currently a few systems, blocks and items that are holdovers from previous versions that may or may not be cluttering up the mod without actually adding anything.
Tubes, for example, might fall into this category. I like tubes, but a lot of people seem to dislike them and they are obviously not very easy to use. The new transfusers are easy to use and it stands to reason that they can easily replace tubes completely. If they should is a different matter and that is why I put up the poll.
Another example is something a bit more abstract: Does vis also need to follow the aspect system?
(Note: I'm specifically talking about vis here, not essentia.)
Think about it for a bit. Vis is just a measure of magical energy and from a gameplay perspective acts as a gating mechanic. Want to craft gizmo A? Well, you need X amount of vis in your wand to do it.
Its second purpose is to be a limited resource and something you must be careful to not overuse. Overuse it and you get flux.
Neither of those purposes require there to be 6 different types of it. It is literally just flavour.
In theory you could make it so that there is just one generic type of vis. It will make things more boring, but how much will you really be losing? Purely from a code perspective it will be a big win in performance and simplicity. It will speed up aura calculations almost 6 times.
Will you be losing out on gameplay? Good question and that is something to consider.
I think having two aspected systems (vis and essentia) is redundant and doesn't add much depth from either a lore or gameplay perspective. Everything you currently need 'aspected' vis to do can be replaced with either simply 'pure' vis or a combination of vis and essentia. Essentia covers the building blocks / crafting gameplay while vis can cover all power management and gating aspects of play. The fun of essentia comes from combining different aspects to make different things, the fun from vis comes from managing the power system and balancing output vs. flux.
I can't think of a compelling reason from a gameplay perspective to also have aspects apply to vis. Wand focuses that use aspected vis? Well now charge the focus with the proper type of essentia (building block/resource system) and charge the wand core with pure vis (power system), casting the spell will consume both vis and essentia. Perhaps the spell itself is influenced by the essentia used to charge the focus. Have the infernal furnace and arcane bore draw from both the vis aura and essentia sources if it is available. Many arcane workbench recipes could easily be replaced with a pure vis cost, ones that can't from a lore perspective can require a phial of the proper essentia.
I seriously cannot think of one aspect of gameplay that would suffer or become simplistic (perhaps simpler but that is not a bad thing) due to vis losing its aspects. There is nothing to lose that couldn't be replaced by using the essentia system since the two systems are currently extremely redundant.
Why it's so hard to fix the disappearing research (or parts of it) bug? It exists for years already.
i think player-based data is more unstable somehow? i was playing 1.7.10 lan with a few mods (tinkers, IE, galacticraft) and got disconnected. lost all my stuff. then i logged on maybe a week later and everything was back in my inventory and i was at my previous location. TC just ties some really critical stuff to the player instead of to the world/items.
Supposed to be fixed. did you update?
I made a D flip-flop!
Ok, that was weird -- I just had a massive item duplication:
I've got a Thaumium smelter with 3 bellows, fed by a hopper+chest. I just tossed a bunch of stuff in the chest, including my 4 taint tendrils somewhere down the list (chiseled stone was in the smelter slot). Fed it a lump of coal, came back later when the prior stuff was done, looked in the furnace and found the slot containing 45 taint tendrils. Fed it a lump of coal, watched it cook down to to an empty slot. Got nearly-full jars of Vitium and Auram essentia as it finished to empty slot. Exited the GUI ,then reopened it to see -- 4 taint tendrils. Picked them up, bone meal started feeding in from the hopper. Put them back (displacing the bone meal), and added another lump of coal. Now the 4 cooked normally, and were followed by the bone meal and other items from the hopper.
ETA: And it happened a second time. 3 sugar cane left over in the smelter slot, the hopper had 16 crafting tables and some cobblestone. Came back to find over a jar and a half of Fabrico and 35 crafting tables in the smelter.
We don't even talk about the long standing TC3 bug that made nodes in the world disappear if you made a vanilla map.
So when it comes to tubes and transfusers I've thought of a simple solution that'll allow them both to coexist. Just add a little bit of loss when using transfusers. Not too much, the loss should be a minor amount, but just enough that people using them know they're doing things a little inefficiently. Transfusers would be the simple, but less efficient method of essentia transport, but for those who understand tube mechanics they can setup completely lossless systems.
Building essentia systems using tubes is quite enjoyable to me. It requires a technical building skill and feels similar to working with redstone. It is very satisfying when you build a complex tube network that functions flawlessly.
I have lost research (to be specific, not research itself, but all knowledge of aspects, and could not re-scan things) in 1.7.10/TC4 after quitting and then loading the game in SP.
I have not (yet) lost research in TC5.
I don't expect TC4 bugs to be fixed. I'm mostly just curious why it is so hard thing to fix this particular issue and why is it resurfacing ever and ever.
And if Thaumcraft does backups of research state, it's great, but why can't it recover it from backup automatically?
And we could be using just a single type of essentia too. I don't think either change would improve the game. Heck, I don't even like it when the aspect tree is pruned. (And I still want Praecantatio back)
Id prefer no loss... The state of my Arua is crippling enough not to mention the lack of 1 for 1 in the melting process. I have never gotten the hang of the new pipes since they were changed back in thamcraft 3 where we changed the research mechanic. Even now i only use really small pipe networks that only do really small and spesific tasks. Thamcraft 4 even seamed to not respect its own 'these pipes arnt connected any more' when you had pipes that were paralell... noticeable lag. Not sure if they are better now because i cant bring myself to melt down enough stuff to warent pipes... but still
IF there must be a diffrence between sending the essential through the air or though the pipes then make it something like SPEED and not LOSS. Loss implies more damage to the arua which makes the new toy just another unnessisary risk. If pipes transfer fluids faster than the air method then there is a valid reason for them to exsist over the less complicated air method.
I had no problem with the old Aura system in one of the early thaumcrafts. Vis in the air and was just an untyped power. It had a limit of what i could do or build without worrying about the small things other than like taint buildup. Even then I rarely did enought to cause an apocolypse, maybe just an anoying lightning bolt or Wisp outbreak. Both of those were fine. THe new threat however is not fine.
Even with me being super careful to not cause taint there is still taint production in the process of breaking stuff down. I dont know if its enough to cause issues in small amounts but in trying to get those steam vent things I nearly caused the Arua to go critical regardless.
I am torn about the new system. I like how there are penalties for doing magic all care free and stuff... but I hate that even if I do care there are not enough resources to prevent desaster. Alot of the current recourses REQUIRE you to have a massive accident in the first place (taint shards).
Now You must get hundreds of suggestions and stuff buddy but I think this one is important to maintain ballance. We could use a device that uses the Taint in the Arua. We have all sorts of other tools that use the other sorts of vis and TAINT wants to get out of the air and be on the ground so making a device that gives it an easy place to go should be simple enough once it is uncovered. Could be as simple as crystalizing the taint or as complex as a giant airfilter for the Arua. If we can move massive amounts of Arua taint via totems then the next leap from there shouldnt be too hard In all honesty it sounds more complex to move a node than to force taint to become physical in a controlled fassion
I dont agree about the tubes being uneccesary. they are really cool looking, and are useful for sorting essentia. however, I do agree about the separation of vis and essentia. it makes a lot of sense.
My first mod =D
Pipes: eh, maybe. Essentia needs a good way to be moved and transfusors are not always an option, although I love-love-LOVE the render they use. (Pipes with windows in them, perhaps. . essentia tubes always felt a little wimpy and small.)
Vis: Maybe? As long as it has a 'presence'; the raw Magicstuff. It's more of an annoyance than anything to regenerate a specific type-- and the wand cores are only so useful with regeneration when most foci use more than one type of vis. Maybe they could come with some perk like inherent Focal buffs or Potency for specific wand foci? Plus, if you don't have to worry about types, maybe you could make a 'ley line' phenomena between pure-vis nodes.
Essentia: Keep essentia intact, as it's what makes a lot of Thaumcraft into. . well, Thaumcraft. It's fuel, it's Conceptstuff, et cetera.
Flux: AAAAAAAA I've complained about this already, recovery of an area should never be totally impossible without deliberate user failure. Currently it's very easy to cause an unrecoverable situation.
Flavor: Vis types aren't a huge source of the flavor, though I like the fact they color nodes (maybe some closer tie-in with the Essentia mechanics, like some form of. . condensator, or a research-grabber-wotsit). I think a part of Thaumcraft's flavor is its design (see: my previous suggestions on infusion stabilizers), its 'feel' (bizarre mysticism), and just how magical it really is. Perhaps more abstract notifiers of vis quantity than numbers could be used, like ranks of how charged/dead an area is?
TL;DR: Give more power to the player (don't necessarily nerf flux, at least not too much), narrow down Vis to just Vis (compound nodes are unnecessarily confusing, if pretty, and we no longer energize them anyway), don't touch Essentia, maybe slightly rework tubes but consider keeping them. Also add more sp00ky.
When I said loss I meant the essentia being completely 100% destroyed. Not being converted into flux, but being totally destroyed. Flux is already enough of an issue and I don't want transfusers usage being discouraged completely. I also made sure to mention that the loss should not occur very often. Just enough to know that it's not 100% efficient to use. I'm aware that there's already loss in the smelting process, that why the loss should be very small and not occur often. Maybe like a 1-5% chance of loss when it moves essentia.
I just think it'd be neat to have an easy to use, less efficient method and a complex, lossless method of moving essentia so that both ways of transporting essentia can exist without conflicting with each other.
You can solve "feature is not fun" issue in two ways
1. Remove feature
or
2. Make feature fun
I recommend trying some TC4 modpack, such as Simply Magic. There are tons of addons for TC4 (not yet converted to TC5) that add stuff that TC is missing. Big vis tanks being among them. Also, other magic packs with features that are missing even in TC addons. My favourite is Light spell from Ars Magica 2.
I've played TC in 1.6.4 and 1.7.10 and by far my favorite version is 1.8.9. I call it the "leaner and meaner" version. Aspects have been streamlined and alchemy and research is a lot easier. And making golems is pretty cool now. I never got the hang of making an effective pipe system in earlier versions.
"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."
Vis made a lot more sense when it was untyped.
In that scheme, we could see it as the magical stuff that held the various essences together to form compound essences.
And the aura network in TC3 was a thing of beauty - every time you performed any magic, vis would start to woosh around, visibly, between nodes. It was damn gorgeous.
The infused stone, as the battery, was a pain however, as it went against the very lore that the nodes were the source of Vis. I don't know that it makes sense to re-introduce the nodes recharging each other directly with the new system, but for looks alone I'd vote for that.
Eh, the only real thing I use transfusers for is having a room full of jars and having a transfuser sort them into the jars and another taking the essentia to a machine. I like the idea of tubes to the main work and the transfusers to sort them but maybe it could be more something about the resources you have, like for transfusers if you have a strong aura and tubes if you have lots of ore, I think tubes should just be changed so they are easier to use or add something to make them more easy to use (something redstone related or some better way to sort essentia).
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016
Hey I was wondering if anyone could help me out, I'm trying to use an eldrich altar infuser and when I click on the runic interface with my wand nothing happens, I have all the ingredients here, I don't know what's going wrong here. I'll include a screenshot as a point of reference
I think having two aspected systems (vis and essentia) is redundant and doesn't add much depth from either a lore or gameplay perspective. Everything you currently need 'aspected' vis to do can be replaced with either simply 'pure' vis or a combination of vis and essentia. Essentia covers the building blocks / crafting gameplay while vis can cover all power management and gating aspects of play. The fun of essentia comes from combining different aspects to make different things, the fun from vis comes from managing the power system and balancing output vs. flux.
I can't think of a compelling reason from a gameplay perspective to also have aspects apply to vis. Wand focuses that use aspected vis? Well now charge the focus with the proper type of essentia (building block/resource system) and charge the wand core with pure vis (power system), casting the spell will consume both vis and essentia. Perhaps the spell itself is influenced by the essentia used to charge the focus. Have the infernal furnace and arcane bore draw from both the vis aura and essentia sources if it is available. Many arcane workbench recipes could easily be replaced with a pure vis cost, ones that can't from a lore perspective can require a phial of the proper essentia.
I seriously cannot think of one aspect of gameplay that would suffer or become simplistic (perhaps simpler but that is not a bad thing) due to vis losing its aspects. There is nothing to lose that couldn't be replaced by using the essentia system since the two systems are currently extremely redundant.