So newbie question...reading about taint etc...would it make sense to try and get a silverwood tree planted in the area (to get one that has a pure node in it (prior to really doing anything with crucibles & infusions)...mostly as as preventative measure to avoid tainting the biome (there are some areas on my current map that are horribly tainted (I had to migrate my base to a different location because of this). (Ironically enough this is one of my long term challenges---to try and effectively neutralize these biomes)....
If I were to hook up an ender quarry, full speed upgrade & the upgrade to leave an open hole, would this at least mitigate the hostile mob spawns?
To answer your question, yes, if you covered up the hole dug, it would decrease hostile spawns because of the hostile mob cap. However, there would still be a few tainted swarms spawning because of the spaners (though fewer than usual.) Make sure to cover up the quarry though! Keep it dark, otherwise it won't do nothing.
(He is talking about mitigating hostile mobs in a tainted lands biome using a big hole to reach the hostile mob cap, I think)
I have a question about combining nodes. I apologize if this has been asked and answered, but this thread is 1400 pages long, so...
Can one node which is "feeding" off another node increase the capacity of an essence beyond the capacity of the node off of which it's feeding?
What I mean is, let's say I start with two nodes, one with 20 ignis, 25 aqua and one with 25 perditio, 10 terra. The first node begins feeding off the second, and adds Terra to its traits. Will it stop at 10 Terra, or (if I control the feeding and don't allow the second one to be fully devoured) can it keep feeding off that 10 Terra to go beyond that?
I have a question about combining nodes. I apologize if this has been asked and answered, but this thread is 1400 pages long, so...
Can one node which is "feeding" off another node increase the capacity of an essence beyond the capacity of the node off of which it's feeding?
What I mean is, let's say I start with two nodes, one with 20 ignis, 25 aqua and one with 45 perditio, 10 terra. The first node begins feeding off the second, and adds Terra to its traits. Will it stop at 10 Terra, or (if I control the feeding and don't allow the second one to be fully devoured) can it keep feeding off that 10 Terra to go beyond that?
Does that make sense at all?
If i'm not wrong, the node that is feeding from the other one should gather more than 10 units of essentia. As long as you keep feeding it, it will gather essentia. (Maybe the cap limit of essentia is up to 100? I don't really know.)
PD: Concerning a node feeding into another, the node with a smaller (total) amount of essentia should not be able to "eat" other nodes. What I mean is, a node with 20 units of total essentia will not be able to feed into one with 40 units of total essentia, at the contrary, the greater one will "eat" the lesser one.
(Hope this makes sense, english is not my first language, and I might also be wrong :P)
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It is not up to me to decide whether you live or die, triumph or fail. I'm merely an observer, someone who you can ask things, but not someone who will change your fate.
Also,a node will absorb another nodes nature, in a sense,meaning if you feed a pure node a tainted/sinister one you have a 50/50 chance per feed of it getting the potency of its effectivity or the sinistrification/fluxification piggybacking along with the vis aspects of the eaten node.
If i'm not wrong, the node that is feeding from the other one should gather more than 10 units of essentia. As long as you keep feeding it, it will gather essentia. (Maybe the cap limit of essentia is up to 100? I don't really know.)
PD: Concerning a node feeding into another, the node with a smaller (total) amount of essentia should not be able to "eat" other nodes. What I mean is, a node with 20 units of total essentia will not be able to feed into one with 40 units of total essentia, at the contrary, the greater one will "eat" the lesser one.
(Hope this makes sense, english is not my first language, and I might also be wrong :P)
Also,a node will absorb another nodes nature, in a sense,meaning if you feed a pure node a tainted/sinister one you have a 50/50 chance per feed of it getting the potency of its effectivity or the sinistrification/fluxification piggybacking along with the vis aspects of the eaten node.
Yeah, I got that. I went out to find a normal, bright node and I'm controlled-feeding it normal pale nodes, using Stabilizers to keep from draining any of them. As soon as its count is larger than the largest of the pale nodes I have, I'm going to set it loose on all three and let it devour them completely, then move it into an area where I can do one of the neat 7x7x7 setups and have it able to always access 8 other nodes until it becomes a Normal Bright supernode.
That's the plan, anyway. These things take forever!
Thanks, guys
Rollback Post to RevisionRollBack
When you know not of what you speak, your mouth is best used for chewing.
-Walter Slovotzky
I have a question about combining nodes. I apologize if this has been asked and answered, but this thread is 1400 pages long, so...
Can one node which is "feeding" off another node increase the capacity of an essence beyond the capacity of the node off of which it's feeding?
What I mean is, let's say I start with two nodes, one with 20 ignis, 25 aqua and one with 25 perditio, 10 terra. The first node begins feeding off the second, and adds Terra to its traits. Will it stop at 10 Terra, or (if I control the feeding and don't allow the second one to be fully devoured) can it keep feeding off that 10 Terra to go beyond that?
Does that make sense at all?
This is what I know - or suspect - about node bullying:
Bully nodes run off minecrafts "random ticks" - so that node bullying can be accelerated by using tick accelerators - time torches and the tree of time being items from other mods that do this.
When the bully node 'ticks' it has to choose an action to do - first it needs to select a victim and depending on the distance - and its own size, choose to do nothing or perform an action - the bully process happens faster for nodes that are closer together - and faster for larger bullies.
If it does decide to 'bully' the node it can choose just one of the following:
* drain a point of an aspect from the victim. If the victim is reduced to 0 then it maximum for this aspect will be damaged.
* recharge a point of one of its own aspects that are not fully charged.
* increase the max of one of its fully charged aspects by one (this has a 1/n chance of happening where n is the current max for that aspect).
* decrease the max of one of the victims aspects by one (possibly also with a 1/n chance of happening where n is the victims current max for that aspect.
There are several take aways:
The chance to drain a point is high enough that a bully node will typically drain a single victim faster than it can recharge. BUT if you give a bully several victims, it can only choose one of them per event, giving them all a chance to recharge.
You must prevent victim nodes being fully drained or the bully node will damage them to nothing before it can gain the max benefit. Manage this by giving it multiple victims and/or micromanaging the process using node stabilizers to protect victims giving them a chance to recharge (at half speed).
The speed of growth is not sped up by having multiple nodes within bully range. Because you don't want victims to bully each other this means using multiple victims (e.g. in the corners of a 7x7x7 cube) will be a slow process. But if your modpack includes time torches or time tree saplings you can use those.
A bully node - starting from zero - in an aspect has good odds of growing an aspect by about the same amount that it drains - its possible that it can gain more, or less ... However it gets harder and harder to grow an aspect so a bully with a high total in an aspect can eat up and consume a victim potentially without gaining anything.
This is what I know - or suspect - about node bullying:
Bully nodes run off minecrafts "random ticks" - so that node bullying can be accelerated by using tick accelerators - time torches and the tree of time being items from other mods that do this.
When the bully node 'ticks' it has to choose an action to do - first it needs to select a victim and depending on the distance - and its own size, choose to do nothing or perform an action - the bully process happens faster for nodes that are closer together - and faster for larger bullies.
If it does decide to 'bully' the node it can choose just one of the following:
* drain a point of an aspect from the victim. If the victim is reduced to 0 then it maximum for this aspect will be damaged.
* recharge a point of one of its own aspects that are not fully charged.
* increase the max of one of its fully charged aspects by one (this has a 1/n chance of happening where n is the current max for that aspect).
* decrease the max of one of the victims aspects by one (possibly also with a 1/n chance of happening where n is the victims current max for that aspect.
There are several take aways:
The chance to drain a point is high enough that a bully node will typically drain a single victim faster than it can recharge. BUT if you give a bully several victims, it can only choose one of them per event, giving them all a chance to recharge.
You must prevent victim nodes being fully drained or the bully node will damage them to nothing before it can gain the max benefit. Manage this by giving it multiple victims and/or micromanaging the process using node stabilizers to protect victims giving them a chance to recharge (at half speed).
The speed of growth is not sped up by having multiple nodes within bully range. Because you don't want victims to bully each other this means using multiple victims (e.g. in the corners of a 7x7x7 cube) will be a slow process. But if your modpack includes time torches or time tree saplings you can use those.
A bully node - starting from zero - in an aspect has good odds of growing an aspect by about the same amount that it drains - its possible that it can gain more, or less ... However it gets harder and harder to grow an aspect so a bully with a high total in an aspect can eat up and consume a victim potentially without gaining anything.
A fairly good summary. There's also the Wiki page on nodes, which has a section on Node Bullying, including description and image of a node "room" (outdoors for visibility) with spaces for feeder nodes. From experience, a bully with multiple victims can indeed gain far more of an aspect than the victims had to begin with.
The catch is, this is slooow. The bully node will gain a fair bit of aspects early on, but if you wait for it to finish consuming the victims, you'll be waiting a very long time, because (1) the process is limited by the bully, which only attacks one node at a time, and (2) If when you give the victims time to regenerate, it will lose maximum only occasionally. Your best bet is to install the bully nodes in your node room, but with stabilizers to let you drain them without risking letting them be bullied in turn, when you drain the nodes yourself.
The idea of tick accelerators is tempting: Mystcraft can also produce Ages with extra ticks ("Accelerated"), but those will be unstable unless you prevent ore generation by using a non-stone base material.
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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.
Suggestion: A Thaumonomicon article on Taint! As someone on the wiki pointed out, there isn't one -- even the "All things bad" article doesn't mention it.
Rollback Post to RevisionRollBack
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.
Arzanor, did you get the idea of warp from BloodBorne's "insight" and "madman's knowledge"?
Yes, because knowledge that's not meant for mortal minds is a concept unique to only Bloodborne...and was a concept that Azanor stole long before the game's development was even leaked...
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.
SO i seem to be getting MASSIVE FPS hit when i see silverwood or greatwood trees. i go from my capped 120 to about 23. Anyway i can mitigate this? btw im using the curse client with Thaumcraft installed from the curse website.
Yeah, most of this I had managed to find out on my own, I just wasn't certain whether a bully node's aspect capacity would be limited by the weaker one's, but experience has since taught me that is not the case. Tonight I'm gonna set up my 7x7x7 room and start capturing nodes so I've got at least one of each primal aspect for the bully to feed from. It'll take time, but I think this is gonna pay off.
Thanks for all the help, guys
Rollback Post to RevisionRollBack
When you know not of what you speak, your mouth is best used for chewing.
-Walter Slovotzky
There's a running theme of 'forbidden knowledge' throughout history, be it that of Lovecraft or not. I recall more of a theme of 'oh gosh what is that aah AHHH AHHH MY MIND IS MELTING' in his stuff, which you do get sort of a feel for from the Taint. We need more things so forsaken and repugnant that we go blind just looking at them too long, clearly. The Taint is all well and good, as are the Eldritch Lands, but we must go deeper.
one its missing is thaumic horizons. together with automagy its the best thaumcraft addon imo.
So newbie question...reading about taint etc...would it make sense to try and get a silverwood tree planted in the area (to get one that has a pure node in it (prior to really doing anything with crucibles & infusions)...mostly as as preventative measure to avoid tainting the biome (there are some areas on my current map that are horribly tainted (I had to migrate my base to a different location because of this). (Ironically enough this is one of my long term challenges---to try and effectively neutralize these biomes)....
If I were to hook up an ender quarry, full speed upgrade & the upgrade to leave an open hole, would this at least mitigate the hostile mob spawns?
Could you translate your question to English, please?
To answer your question, yes, if you covered up the hole dug, it would decrease hostile spawns because of the hostile mob cap. However, there would still be a few tainted swarms spawning because of the spaners (though fewer than usual.) Make sure to cover up the quarry though! Keep it dark, otherwise it won't do nothing.
(He is talking about mitigating hostile mobs in a tainted lands biome using a big hole to reach the hostile mob cap, I think)
I have a question about combining nodes. I apologize if this has been asked and answered, but this thread is 1400 pages long, so...
Can one node which is "feeding" off another node increase the capacity of an essence beyond the capacity of the node off of which it's feeding?
What I mean is, let's say I start with two nodes, one with 20 ignis, 25 aqua and one with 25 perditio, 10 terra. The first node begins feeding off the second, and adds Terra to its traits. Will it stop at 10 Terra, or (if I control the feeding and don't allow the second one to be fully devoured) can it keep feeding off that 10 Terra to go beyond that?
Does that make sense at all?
-Walter Slovotzky
If i'm not wrong, the node that is feeding from the other one should gather more than 10 units of essentia. As long as you keep feeding it, it will gather essentia. (Maybe the cap limit of essentia is up to 100? I don't really know.)
PD: Concerning a node feeding into another, the node with a smaller (total) amount of essentia should not be able to "eat" other nodes. What I mean is, a node with 20 units of total essentia will not be able to feed into one with 40 units of total essentia, at the contrary, the greater one will "eat" the lesser one.
(Hope this makes sense, english is not my first language, and I might also be wrong :P)
It is not up to me to decide whether you live or die, triumph or fail. I'm merely an observer, someone who you can ask things, but not someone who will change your fate.
Things that I like:
Also,a node will absorb another nodes nature, in a sense,meaning if you feed a pure node a tainted/sinister one you have a 50/50 chance per feed of it getting the potency of its effectivity or the sinistrification/fluxification piggybacking along with the vis aspects of the eaten node.
I have no idea what im doing 90% of the time.
This makes perfect sense, thank you
Yeah, I got that. I went out to find a normal, bright node and I'm controlled-feeding it normal pale nodes, using Stabilizers to keep from draining any of them. As soon as its count is larger than the largest of the pale nodes I have, I'm going to set it loose on all three and let it devour them completely, then move it into an area where I can do one of the neat 7x7x7 setups and have it able to always access 8 other nodes until it becomes a Normal Bright supernode.

That's the plan, anyway. These things take forever!
Thanks, guys
-Walter Slovotzky
This is what I know - or suspect - about node bullying:
Bully nodes run off minecrafts "random ticks" - so that node bullying can be accelerated by using tick accelerators - time torches and the tree of time being items from other mods that do this.
When the bully node 'ticks' it has to choose an action to do - first it needs to select a victim and depending on the distance - and its own size, choose to do nothing or perform an action - the bully process happens faster for nodes that are closer together - and faster for larger bullies.
If it does decide to 'bully' the node it can choose just one of the following:
* drain a point of an aspect from the victim. If the victim is reduced to 0 then it maximum for this aspect will be damaged.
* recharge a point of one of its own aspects that are not fully charged.
* increase the max of one of its fully charged aspects by one (this has a 1/n chance of happening where n is the current max for that aspect).
* decrease the max of one of the victims aspects by one (possibly also with a 1/n chance of happening where n is the victims current max for that aspect.
There are several take aways:
The chance to drain a point is high enough that a bully node will typically drain a single victim faster than it can recharge. BUT if you give a bully several victims, it can only choose one of them per event, giving them all a chance to recharge.
You must prevent victim nodes being fully drained or the bully node will damage them to nothing before it can gain the max benefit. Manage this by giving it multiple victims and/or micromanaging the process using node stabilizers to protect victims giving them a chance to recharge (at half speed).
The speed of growth is not sped up by having multiple nodes within bully range. Because you don't want victims to bully each other this means using multiple victims (e.g. in the corners of a 7x7x7 cube) will be a slow process. But if your modpack includes time torches or time tree saplings you can use those.
A bully node - starting from zero - in an aspect has good odds of growing an aspect by about the same amount that it drains - its possible that it can gain more, or less ... However it gets harder and harder to grow an aspect so a bully with a high total in an aspect can eat up and consume a victim potentially without gaining anything.
A fairly good summary. There's also the Wiki page on nodes, which has a section on Node Bullying, including description and image of a node "room" (outdoors for visibility) with spaces for feeder nodes. From experience, a bully with multiple victims can indeed gain far more of an aspect than the victims had to begin with.
The catch is, this is slooow. The bully node will gain a fair bit of aspects early on, but if you wait for it to finish consuming the victims, you'll be waiting a very long time, because (1) the process is limited by the bully, which only attacks one node at a time, and (2) If when you give the victims time to regenerate, it will lose maximum only occasionally. Your best bet is to install the bully nodes in your node room, but with stabilizers to let you drain them without risking letting them be bullied in turn, when you drain the nodes yourself.
The idea of tick accelerators is tempting: Mystcraft can also produce Ages with extra ticks ("Accelerated"), but those will be unstable unless you prevent ore generation by using a non-stone base material.
Arzanor, did you get the idea of warp from BloodBorne's "insight" and "madman's knowledge"?
Um, you do realize that this mod has been out for far longer than Bloodborne right?
Suggestion: A Thaumonomicon article on Taint! As someone on the wiki pointed out, there isn't one -- even the "All things bad" article doesn't mention it.
Yes, because knowledge that's not meant for mortal minds is a concept unique to only Bloodborne...and was a concept that Azanor stole long before the game's development was even leaked...
SO i seem to be getting MASSIVE FPS hit when i see silverwood or greatwood trees. i go from my capped 120 to about 23. Anyway i can mitigate this? btw im using the curse client with Thaumcraft installed from the curse website.
Yeah, most of this I had managed to find out on my own, I just wasn't certain whether a bully node's aspect capacity would be limited by the weaker one's, but experience has since taught me that is not the case. Tonight I'm gonna set up my 7x7x7 room and start capturing nodes so I've got at least one of each primal aspect for the bully to feed from. It'll take time, but I think this is gonna pay off.

Thanks for all the help, guys
-Walter Slovotzky
Does it matter? If you're asking just to say "I knew it!", you can go on it right now without an answer. Because it wouldn't change anything.
There's a running theme of 'forbidden knowledge' throughout history, be it that of Lovecraft or not. I recall more of a theme of 'oh gosh what is that aah AHHH AHHH MY MIND IS MELTING' in his stuff, which you do get sort of a feel for from the Taint. We need more things so forsaken and repugnant that we go blind just looking at them too long, clearly. The Taint is all well and good, as are the Eldritch Lands, but we must go deeper.
so much deeper
OMG Thank you for introducing me to Thaumic Horizons THE EPICNESS, Thaumcraft was already awesome how much more can it get.