Dark Flux Nodes

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Dragonfel

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Jul 29, 2019
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Hey guys, I built my base next to one of those barrow mounds from thaumcraft because I liked being able to easily gather wisp essences. I'm curious about how exactly it works. Normally it seams to build up flux (it's chunk loaded on a server) and has a few wisps for me to kill when I get home from work. Sometimes I notice it suddenly create 4-8 wisps in quick succession for no apparent reason.

Recently I also observed a build up of wisps when other players on my server where creating flux (some are pre-alembic in terms of progress). I found this odd because none of them are currently near me. I'm a good 1000 blocks from the closest person.

Does anyone have any more insight or observations on dark flux nodes? Also is it possible to remove them or convert them into normal nodes?
 

MrZwij

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Jul 29, 2019
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I'm not clear on how this all works either. I have two crucibles with four alembics each just for the purpose of not creating flux, but it keeps going up in my neighborhood. Not in my base, mind you, that stays a solid 93/93. But the aura node I can see from my front door (about 60-80 blocks away), seems to be strongly affected by what I'm doing. I made a bunch of golems yesterday (not overflowing any flux AFAIK), and that area suddenly acquired three or four wisps. I'm guessing any magic at all generates flux.
 

Poppycocks

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Jul 29, 2019
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I'm not clear on how this all works either. I have two crucibles with four alembics each just for the purpose of not creating flux, but it keeps going up in my neighborhood. Not in my base, mind you, that stays a solid 93/93. But the aura node I can see from my front door (about 60-80 blocks away), seems to be strongly affected by what I'm doing. I made a bunch of golems yesterday (not overflowing any flux AFAIK), and that area suddenly acquired three or four wisps. I'm guessing any magic at all generates flux.
Well, the thaumonomicon does state quite clearly that flux is like ripples on the pond of magic, you disturb it and they appear, dumping stuff into the aura merely creates more.

I just wish flux really was more like that though. Vis exchange between nodes should count as flux, like a direct representation of the exchange. Dumping excess essence should deplete vis. Once the exchange stops, all flux should be gone.

I also strongly believe that nodes should regenerate. More life means more vis, as the thaunomicon says, right? So that's how I'd program it, more living things would regenerate minute amount of vis(silverwoods, greatwoods, and villagers should count for more). I also think that magical beings should drain it, like wisps, and blazes. More flux means more wisps, which would mean less vis and once again more flux. This way the players actions would really have consequence.

One last pet peve. There should be a node egg in creative. And a tool for killing nodes as well.