Out of control Thaumcraft node

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Zmaster27

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Jul 29, 2019
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I hope he adds the obelisks in some form, and Eldritch stone. that was an awesome building material :D
 

Zmaster27

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Jul 29, 2019
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future addition or already in? i know about the totems. i am talking about these for those who dont know what i am talking about
Monolith.jpg

I can imagine if these are in so is eldritch stone
 

Remaker

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Jul 29, 2019
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World gen sometimes causes overcharge nodes. I think it has to do with two nodes spawning close to each other.

Anyways, overcharged nodes generate flux at a very high rate. Natural flux discharge will not even come close to keeping up with it. It will continue to climb until you drain out the extra vis.

I've studied Flux a bit using a hex editor, and all that I can tell you is that flux discharge is complicated. Killing wisps has zero effect on flux, contrary to what every one says. The creation of wisps does, uh, complicated things to flux. Like, sometimes the sum total of flux goes up, but it gets spread out across more types. I'm not sure if the extra flux is being created de novo or if flux discharge causes an exchange of flux between nodes.
 

zooqooo

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Jul 29, 2019
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Overcharged nodes create flux simply because they are the largest (duh)

If a node notices a larger node (larger maximum aura) with more vis, the smaller node will take from the bigger node. This causes a sort of water effect when you cast a spell, as vis flows down the chain. Overcharged nodes are dangerous but necessary to the vis ecosystem, without them, vis would be so scarce thaumcraft would be impposible
 

Korenn

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Jul 29, 2019
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Overcharged nodes create flux simply because they are the largest (duh)

If a node notices a larger node (larger maximum aura) with more vis, the smaller node will take from the bigger node. This causes a sort of water effect when you cast a spell, as vis flows down the chain. Overcharged nodes are dangerous but necessary to the vis ecosystem, without them, vis would be so scarce thaumcraft would be impposible
Well that's an overstatement. It's a finite system, but even in a desert without overcharged nodes there's enough vis and infused ores to go around to get you to the point where you can generate your own vis. You just can't throw vis around willy nilly in such a case.
 

Zaik

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Jul 29, 2019
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If you can, surround it in a large cobblestone box, then a smaller area of melee turtles that are stuck in a turtle.attack() infinite loop. It will generate flux constantly while it's vis is above maximum capacity, so you may want to try using a bunch of it too, perhaps on something like enchanted fabric, warded stone, arcane blocks, golems, w/e.
 

Remaker

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Jul 29, 2019
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The business about overcharged nodes creating flux because they are the biggest in the area is just wrong. First off, they aren't always the biggest ones in the area. I've seen small overcharges before (~300/200 type of stuff). Even a tiny 55/50 node will quickly rack up flux, even if it is a pure node, whereas I have seen gigantic 900/900 nodes exist stably with no flux generation at all.

The extra 100-ish vis from overcharged nodes is pitiful compared to the reservoir of vis locked in the ores below. I doubt that the extra even ends up being a 1% bonus. They just don't matter.

The overcharged nodes violate the normal rule of no more that 10% overcharge. I've noticed that merging nodes sometimes come out overcharged, and I think that natural overcharges are an artifact of the world gen placing two nodes too close to each other.
 
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