Thaumcraft Aura problem

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Recon

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Jul 29, 2019
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I'm not sure what's up but on our server, I noticed wands do not recharge. Its a pretty new server, like a week old, so there's not much history to draw from but I think it used to work.

I cheated in goggles of revealing and a thaumometer so I could track down the aura node. It said the "local" node had about 750 or so, but it was underground. I had to travel a long distance to get out of range of it, and finally I did end up finding a node above ground.

However, the wands at base would not charge so I cheated in a silverwood sapling and planted it behind my base. After a day of the chunk being loaded, it never grew. I think they need SOME aura to grow, but I'm not sure. Now today I planted a whole stack of the things behind my base to try and get something going. Checking the goggles, there isn't even an interface!! It simply is like wearing an ordinary helmet. Using the thaumometer, the needle does not move at all. Always points forward. What's going on?
 

PeggleFrank

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Jul 29, 2019
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The aura nodes probably reset. It's annoying when it happens, sometimes when there's a big node it'll get reset and leave the surrounding area without aura.

And yes, silverwood trees need 100 aura to grow I believe. It might be less if you don't use a hoe of growth.
 

Recon

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Jul 29, 2019
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I cheated in a few hoes of growth, but they don't make the trees grow. The durability only lasts about 4 or 5 uses then its done.

So how do I fix the aura nodes? I heard there's a trick to it but I can't find anyone confirming a method that works.
 

PeggleFrank

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Jul 29, 2019
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The trees will only grow if there's an aura node nearby.

You can try cheating in a TC3 cheat sheet book, building the aura-moving multiblock, and then pulling a nearby node into your base. It might take a bit, but it should work.
 

Recon

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Jul 29, 2019
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Well as I said, there do not appear to be ANY aura nodes in the world. So none of that is going to work.
 

PeggleFrank

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Jul 29, 2019
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I believe there's something in the TC3 config to force-generate a new set of aura nodes. Set that to true, and reload your server.

EDIT: Do this first.
Code:
world_regeneration {
    B:amber_ore=false
    B:aura_nodes=true
    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=true
    B:structures=false
    B:trees=false
}
 

Recon

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Jul 29, 2019
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Something very odd - after doing a server restart, and NOT applying any config changes, suddenly aura nodes existed again. The nearest one to my base was 220 blocks away, and apparently wands only recharge if within 100 blocks. So I'm attempting to grow a line of silverwood trees between that node and my base and see if I can get something usable in the vicinity. I'm not sure why all nodes appeared to be gone before or why they are back.
 
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NTaylor

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Jul 29, 2019
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Something very odd - after doing a server restart, and NOT applying any config changes, suddenly aura nodes existed again. The nearest one to my base was 220 blocks away, and apparently wands only recharge if within 100 blocks. So I'm attempting to grow a line of silverwood trees between that node and my base and see if I can get something usable in the vicinity. I'm not sure why all nodes appeared to be gone before or why they are back.


The range at which an aura node will work is 0.25*the maximum Vis the node holds that is why it only works from 100 blocks away it must be around 400 in Vis. Knowing that should help you get it in range of your base.
 

Recon

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Jul 29, 2019
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ahh. I was wondering why it wasn't exactly 100 blocks. The node was about 435 vis, but it was deep underground. like level 16. the range seems to take vertical distance into account too, as I bookmarked it and watched the distance at which my wand started charging.
 

Recon

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Jul 29, 2019
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Question: In trying to move the node with a crystal core, what am I doing wrong? I think I set it up correctly, but when I whack it with the wand, nothing happens.

crysta10.jpg
 

NTaylor

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Jul 29, 2019
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Looks like there are some close enough from the picture though just to be sure, the crystal core can only move nodes within 24 blocks of the core so just make sure that is the case.
 

Seraph089

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Jul 29, 2019
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yep. even if I place it nearly right next to them, nothing happens.
If the crystal is in range and still not working, it could be tall grass or flowers interfering, they seem to keep the multiblock from being recognized. Try building it on a 3x3 base of cobble, last time I used crystals that was the only way I could get them to work
 

Seraph089

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Jul 29, 2019
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That's odd. The only other thing I can think of is to try deleting nodes then regenerating them with the TC config options. That should definitely be working.

Hmm, very unlikely second thought. It's possible the Railcraft hidden block (for the Trackman goggles) is interfering. Doubt it, but check the RC config for I:block.hidden and see if it has an ID
 

Recon

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Jul 29, 2019
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I:block.hidden=473

Doesn't appear anything else uses that ID

I'll make a test world and see if the procedure works there.
 

Seraph089

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Jul 29, 2019
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I:block.hidden=473

Doesn't appear anything else uses that ID

I'll make a test world and see if the procedure works there.
Set it to 0. It's not an ID conflict, it's the invisible block existing in the world that causes problems. Along the lines of phantom air blocks, or wrath lamps causing problems.
 

Recon

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Jul 29, 2019
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well I did two single player tests. Set the ID to zero and it complained that the id was missing do I want to load the world anyway. I said yes. Still didn't work. Made a brand new superflat world with the same config set to zero. Found a node, repeated experiment. Still did not work. There must be some other conflict going on.
 

PeggleFrank

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Jul 29, 2019
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Considering it doesn't work in the test world, do you even have the research?

It's a silly question but you would be surprised at the amount of conflicts that are solved just because the person forgot/did the wrong research.
 

Recon

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Jul 29, 2019
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Well, in the server world, I have a cheated in thauminomicon. In the test world I forgot to make one.

So on the test world I just cheated one in and I got a crystal to activate but there was no node nearby. I did a second one but I think it was too far away still. It also activated. A third one I set up right under the node close enough but it wouldn't activate. Even with a fresh wand. Not sure what's up with that. Tried another one with a different node and that didn't work either. So I don't know what's going on. Will play with it some more.