Node not reviving

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Cosmology27

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Jul 29, 2019
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I've sucked a node dry, and I'm sitting here afk waiting for it to come back. It's got like 6-12 in each type, but it's not going any higher like it used to.
Does sucking on nodes make them worse? Or is there some other reason why it's not coming back to full? I've been afk for hours now.

Thaumcraft- 4.2.3.5
 

mathchamp

New Member
Jul 29, 2019
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I've sucked a node dry, and I'm sitting here afk waiting for it to come back. It's got like 6-12 in each type, but it's not going any higher like it used to.
Does sucking on nodes make them worse? Or is there some other reason why it's not coming back to full? I've been afk for hours now.

Thaumcraft- 4.2.3.5

Sucking one or more of a node's aspects to zero may damage it. To avoid damaging a node, never let an aspect go below 1.
 

JjStAr992_Gaming

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Jul 29, 2019
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If you got an aspect of a node down to 0, it has a chance to leave the node completely iirc. I don't know for sure though. Nodes are confusing little buggers >:V

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sgbros1

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Jul 29, 2019
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If you drain an aspect out of a node completely, that aspect has a chance of not recovering.
 

Azzanine

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Jul 29, 2019
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Is it in an advanced node stabilizer? Those things totally halt a nodes ability to regenerate.
Also regular stabilizers half the rate.
I know, it's dumb.
When you say suck dry do you mean with an iron capped wand, like down to zero? Do you have node preserver researched?


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GreenZombie

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Jul 29, 2019
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Also, it is not necessary to be AFK near nodes. As of Thaumcraft 4.1 or 4.2 Thaumcraft tracks the time passed while the node is in an unloaded chunk, and when the node's chunk is reloaded it gets credited for the recharging it would have done.
This was important as, in the early game most of the nodes a player might depend on to recharge their wand are far enough apart that they spend most of their time unloaded, and returning days later to a node with 1 in each aspect was annoying.
 

JjStAr992_Gaming

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Jul 29, 2019
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Also, it is not necessary to be AFK near nodes. Thaumcraft 4 tracks the time passed while the node is in an unloaded chunk, and when the node's chunk is reloaded it gets credited for the recharging it would have done.
Huh, did not know that. That's actually pretty cool.

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rhn

Too Much Free Time
Nov 11, 2013
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Isn't there also certain types of nodes that doesn't regen? Or at least only regen very slowly?
Like in 4.1 when you bottled nodes they became Faded etc. Didn't that affect the regen?
 

GreenZombie

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Jul 29, 2019
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Isn't there also certain types of nodes that doesn't regen? Or at least only regen very slowly?
Like in 4.1 when you bottled nodes they became Faded etc. Didn't that affect the regen?

Fading nodes do not regenerate, and Pale nodes regenerate at a reduced rate.
 
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epidemia78

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Jul 29, 2019
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I think you may have damaged your node. You should go out and find a new one. My advice if you want it to be easy as possible, find a sinister node (not tainted, sinister) and energize it so it turns into a CV node which doesnt need to recharge. Almost all sinister nodes contain compound aspects which convert into all 5 primal aspects once energized but you will want to consult your book to make sure you get them all. If the eerie biome change bothers you a lot, you can unbottle a pure node nearby and it will gradually convert it to a magical forest.
 

Azzanine

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Jul 29, 2019
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Despite the fact I previously trashed the Advanced Node Stabilizer. One of its uses is that it can upgrade fading nodes in to pale over time. At least if the thaumonomicon is correct.

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mathchamp

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Jul 29, 2019
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Note that if you drain all aspects from a node, it is even possible for the node to disappear entirely (from Thaumonomicon), or even change type (according to Thaumcraft wiki).

You can also upgrade nodes beyond pale (to normal and bright) by giving them other nodes to bully. I don't know what the probability is, though, so it might take a long time.

As well, note that special nodes' effects will stop once energized, so a Tainted node will stop making taint, and a Sinister node will stop making Eerie biome and should stop spawning furious zombies. A hungry node will stop eating stuff (if you manage to energize one in the first place, that is). It is likely that you can also use an Ethereal bloom to revert any biome conversion due to the Sinister node pre-energization. Unlike a Silverwood with a pure node, the Ethereal bloom does not create a magical forest, but just reverts the area back to its original biome.

Out of the common Sinister aspects:
  • Mortuus (Death) contains Aqua, Terra, and Perdito.
  • Exanimis (Undead) contains all the aspects except Ignis.
  • Tenebrae (Darkness) contains Aer, Ignis, and Perdito.
You can also find other nodes with secondary aspects that have all the primals and convert them to Energized nodes for all 6 primal CV. For example, Humanus contains all six primals, and thus any aspects derived from it also contains all six (e.g. Instrumentum, and Fabrico, which is why people like to feed crafting tables to their deconstruction tables and hungry nodes).

While 6-primal energized nodes are nice for versatility, specialized nodes are better for more throughput for a specific device that needs a specific aspect(s) only. The best, of course, is a Hungry node that you managed to feed a ton of stuff to. Close behind would be a node that you have fed a good number of other nodes to through the bullying mechanic.