Regarding ThaumCraft Flux

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Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
Is there any way to disable/remove Flux completely in the config files?

Code:
    # The chance per chunk (1 in n) of a Taint biome spawning during world gen. Setting it to 0 prevents the spawning of Taint biomes.
    I:biome_taint_chance=2000

to

Code:
    # The chance per chunk (1 in n) of a Taint biome spawning during world gen. Setting it to 0 prevents the spawning of Taint biomes.
    I:biome_taint_chance=0
 

Mannen

New Member
Jul 29, 2019
81
0
0
Code:
    # The chance per chunk (1 in n) of a Taint biome spawning during world gen. Setting it to 0 prevents the spawning of Taint biomes.
    I:biome_taint_chance=2000

to

Code:
    # The chance per chunk (1 in n) of a Taint biome spawning during world gen. Setting it to 0 prevents the spawning of Taint biomes.
    I:biome_taint_chance=0
I forgot to mention that I'm on TC 3 and I can't seem to find those lines within the .cfg file.

Here is mine:
# Configuration file

####################
# block
####################

block {
I:BlockArcaneDoor=2415
I:BlockArcaneFurnace=2406
I:BlockCandle=2411
I:BlockChestHungry=2410
I:BlockCosmeticOpaque=2421
I:BlockCosmeticSolid=2422
I:BlockCrucible=2407
I:BlockCrystal=2420
I:BlockCustomOre=2402
I:BlockCustomPlant=2403
I:BlockFluxGoo=2400
I:BlockHole=2401
I:BlockInfusionWorkbench=2412
I:BlockJar=2414
I:BlockLifter=2418
I:BlockMagicalLeaves=2405
I:BlockMagicalLog=2404
I:BlockMarker=2408
I:BlockMirror=2423
I:BlockNitor=2419
I:BlockSecure=2416
I:BlockTable=2409
I:BlockWooden=2413
I:BlockWoodenDevice=2417
}


####################
# enchantments
#===================
# Custom enchantments
####################

enchantments {
I:ench_charging=152
I:ench_frugal=151
I:ench_haste=154
I:ench_potency=150
I:ench_repair=155
I:ench_wandfortune=153
}


####################
# entities
#===================
# Entity id's
####################

entities {
I:alumentum=216
I:dart=215
I:firebat=211
I:followitem=207
I:frostshard=214
I:giantsmartzombie=209
I:golemclay=201
I:golemclayadv=212
I:golemstone=203
I:golemstoneadv=213
I:golemstraw=208
I:golemtallow=206
I:golemtallowadv=217
I:golemwood=202
I:smartzombie=204
I:specialitem=200
I:wisp=205
I:wizardvillager=210
}


####################
# general
####################

general {
# Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
B:allow_cheat_sheet=false

# If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
B:allow_warded_stone=true

# Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed.
B:display_aspects=false

# If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them.
B:golem_chest_interact=true

# How rare nodes are in the world. The number means there will be (on average) one node per N chunks. Nodes are genned with a minimum distance of 64 blocks between them so setting the number to 1 will probably not result in 1 node per chunk.
I:node_rarity=23

# This is a comma-delimited list of any block-id's the portable hole is not allowed to pass through.
S:portablehole_blacklist=71

# The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
I:special_node_rarity=75
}


####################
# item
####################

item {
I:ArcaneDoorKey=25048
I:BlockJarFilledItem=25035
I:BootsTraveller=25031
I:ElementalAxe=25043
I:ElementalHoe=25044
I:ElementalPickaxe=25042
I:ElementalShovel=25041
I:ElementalSword=25040
I:HandMirror=25049
I:Hellrod=25037
I:HoverHarness=25050
I:ItemArcaneDoor=25029
I:ItemEssence=25005
I:ItemGoggles=25016
I:ItemGolemCore=25026
I:ItemGolemDecoration=25036
I:ItemGolemPlacer=25015
I:ItemInkwell=25010
I:ItemNugget=25030
I:ItemNuggetBeef=25033
I:ItemNuggetChicken=25032
I:ItemNuggetPork=25034
I:ItemPortableHole=25012
I:ItemResearchNotes=25009
I:ItemResource=25007
I:ItemShard=25008
I:ItemThaumometer=25013
I:ItemThaumonomicon=25011
I:ItemWispEssence=25006
I:Robeboots=25047
I:Robechest=25045
I:Robelegs=25046
I:ThaumPick=25022
I:Thaumaxe=25023
I:Thaumboots=25020
I:Thaumchest=25018
I:Thaumhelm=25017
I:Thaumhoe=25025
I:Thaumlegs=25019
I:Thaumshovel=25021
I:Thaumsword=25024
I:TripleMeatTreat=25039
I:WandCastingAdept=25001
I:WandCastingApprentice=25000
I:WandCastingMage=25002
I:WandExcavation=25028
I:WandFire=25003
I:WandFrost=25038
I:WandLightning=25004
I:WandTrade=25027
}


####################
# monster_spawning
#===================
# Will these mobs spawn
####################

monster_spawning {
B:spawn_angry_zombies=true
B:spawn_fire_bats=true
}


####################
# research
#===================
# Various research related things.
####################

research {
# The base % chance of success for experimental research
I:base_exp_chance=33

# The base % chance of success for 'safe' research
I:base_safe_chance=15

# The base % chance of item loss for 'safe' research
I:base_safe_loss=25

# The base % chance of success for 'thorough' research
I:base_thorough_chance=55

# The base % chance of item loss for 'thorough' research
I:base_thorough_loss=75
}


####################
# world_regeneration
#===================
# If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised.
####################

world_regeneration {
B:amber_ore=false
B:aura_nodes=false
B:cinnibar_ore=false
B:infused_stone=false

# This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time.
S:regen_key=DEFAULT

# Do not load auras in chunks the next time the game/server is run. This will have the effect of deleting the aura in that chunk. This setting will automatically be set back to false. USE WITH CAUTION... obviously
B:remove_aura_nodes=false
B:structures=false
B:trees=false
}
 

Mannen

New Member
Jul 29, 2019
81
0
0
yea, that's a problem since I was talking about TC4
but thinking about TC3.... did it even add taint? it's been so long that I forgot
I honestly havn't heard of taint, only of flux. I'm quite new to TC so yeah I'm not sure :(
 

UrNotFunny

New Member
Jul 29, 2019
64
0
0
There's only in game ways to deal with Flux in TC3. If you're feeling like just getting rid of it (via config editing) you might as well just spawn in some ways to deal with flux. Planting a whole lot of silverwood trees so that you create a large pure node is a good way to make it easier to deal with. Pure nodes have less negative effects from high flux, slowly reduce flux over time and they are pretty. Edit: also the higher vis level of a node, the more flux it can handle.

You could also get some bees with the purify aura effect (pure bees by default) and just have them in auto-repopulating apiaries/alvearies. They reduce flux and turn into into crystalized essense items that you can use again.

Put alembics on your crucible so you capture essentia instead of it dissipating into the nodes. Put a golem with a warded jar on duty to empty the alembics into nearby warded jars.

Surround your nearby node in glass, then add a MFR grinder pointing at it. Any wisps that it spawns will be trapped and killed and you get the essence drops from them.

With some preparation and practice, flux can be easily managed and even be beneficial (since you can extract crystalized pure forms of each essentia you can use them in crafting with the crucible more precisely and thus generate less flux in the future because less is being wasted).