You could try editing the config line that controls the rarity of special nodes and see if that increases your chance of getting a tainted n ode to spawn in creative.
# 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=18
I haven't tried it personally but I would think it would make a difference.
I've been avoiding doing this, but with all this research related talk I thought I'd share some of what I'm planning - NOTE: This is just plans ATM, I still need to work out the details and see how viable it all is.
Making stuff easier
(1) Research won't be a random anymore. You will select the research you wish to pursue in the thaumonomicon and get research notes which you will take to the table.
(2) "Secondary researches" won't require the minigame - when you select them in the thaumonomicon you will just pay a certain amount of RP to unlock it.
For example - you go into the thaumonomicon and see that you can now research Transmutation in the Alchemy category. You select it, get the research notes and fiddle around in the table as you usually would. You unlock it allowing you to transmute metals into iron. You now go take a look in your thaumonomicon and see all the various other transmutation researches are now available for selection, however these are secondary researches - since they use the same basic principles as iron transmutation you don't need to reinvent the wheel. When you select them you simply unlock them if you have enough RP to do so.
(3) Some research will only be unlocked by scanning or doing certain things. For example, the Ethereal bloom won't be researchable till you have scanned something tainted. This is sort of intended to replace the current lost research, which is a bit lame in my opinion.
Making stuff harder
(1) Since you will be doing the minigame a lot less it will become a bit harder. I have a new version if it in mind that will up the difficulty curve a bit, while at the same time making unsolvable research impossible.
(2) Scanning stuff will only return primal aspects, meaning you will have to spend more time combining them in the research table. The first time you scan something with a new compound aspect you will still get a small amount of that type of RP, but otherwise you will just get the primals that its aspects eventually break down to.
I've read through many of these posts as I am new to Thaumcraft 4 (enjoyed Thaumcraft 3, jumping back into FTB right now). I don't think the minigame is the problem. I think it's the fact that research points are such a limited resource.
It is possible for new people to run out completely and have no way to resupply. This happened to me the first time I tried Thaumcraft 4. In order for me to progress I did have to look up the aspects of researches. There was no way for me to progress without knowing them. If I tried to discover the aspects myself I would always run out of research points. I tried again on another world and was able to get further the next time. I ran into an impossible research and didn't realize it was impossible until I had learned about them in this forum. Now I have spent most of my research points on it and I must once again restart a world in order to play Thaumcraft 4.
I have scanned everything possible. I have scanned all nodes I can find in an few hour radius of my base. There are no other research points to get. I hope the research point system itself is looked at and reconsidered. Thank you for all your hard work and such a beautiful mod.
I've read through many of these posts as I am new to Thaumcraft 4 (enjoyed Thaumcraft 3, jumping back into FTB right now). I don't think the minigame is the problem. I think it's the fact that research points are such a limited resource.
We have covered this so many times. Research points are not limited. Even if you wall yourself into your base and decide to never scan anything
Bonus points will regenerate and so are unlimited. Will regenerate for EVERY aspect - but slowly. But you can use them to research the deconstruction table. Which will generate primal RPs much more quickly. Which you can combine as needed.
So then, even if you do run out of Research Points, you have not run out of Research Points.
The question is why are you running out of Research Points? Even accounting for unsolvable research notes, you should only be using 3 each of each research aspect to complete a note: The first to activate/discover the aspect is being used. The 2nd to deactivate it to move the runes, the 3rd to reactivate the runes to complete the research. Don't toggle the same aspect multiple times on one note - that's blatantly wasteful and I'd be surprised if you were surprised you "ran out" if that's the case.
Next - as much as possible - don't combine aspects. Each time you do a combination you are burning a research point. You only need to do one, maybe two, combinations to "discover" aspects and in both cases the combination is obvious (in the first case its the one combination listed IN the thaumanomicon).
i.e. if you look after your research points, there are so many more than you'd ever need. If you didn't. There are still ways to recover and given the items you haven't scanned yet - (including additional undiscovered nodes) you will quickly be back in the situation of having more than you ever need.
On a more serious note, since I haven't posted this here yet, I got around with Succubism from the FTB forums and we made a guide website for Thaumcraft and all of it's addons. It's been around for a while but it's been going through some polish, let us know what you thing.
That is very VERY nice. I love the UI.
If, however, it is to be the one-stop cheat sheet, there are two reference sheets it is missing:
For thaumaturges researching their aspects the "next" first time:
The (Vanilla) items that can be scanned to discover the aspect. i.e. the items that contain only that aspect or simpler aspects.
and
For thaumaturges looking to toss some "cheap but effective" reagents into a crucible / arcane distillery:
The vanilla items that contain the best ratio of that aspect and are renewable, or easily craftable.
I have been running a tree farm for a while with single species, simple to setup and all. Today i got the bright idea that i could use the order upgrade to farm multiple different trees in the same range of a single use golem (my planter). I can't seem to get it to use any of the other items except the first one, as long as he has access to that item. If i remove all those saplings he will plant the next one, and only the next one until he runs out of those as well. Is there a clever way to tell him to cycle through each? Or am i just doing something wrong...
Unfortunately no, it will keep using the first item it finds available. However this has annoyed me enough as well so I might add an "alternate" toggle to some of the golems.
At the risk of sounding dismissive... no, you haven't. Trust me, there's a million and one things you haven't scanned as of yet. I say this with the certainty of a man who has completed the entire thauminomicon and can bring to mind a few dozen things not yet scanned.
The ultimate key is this: Make stuff, scan stuff. And if you do start over, don't combine to make new aspects. Scan for them.
Actually, there's the core of a suggestion: Could you make it so you CANNOT create a new aspect by combining? Only synthesise aspects you've already discovered. It would cut down on the number of people burning all their research points fruitlessly.
Actually, there's the core of a suggestion: Could you make it so you CANNOT create a new aspect by combining? Only synthesise aspects you've already discovered. It would cut down on the number of people burning all their research points fruitlessly.
As someone who spends a majority of their time combining aspects in order to learn new ones, I would be very disappointed if a change like this were made (unless, of course, there was an option to still allow aspect combining at the table).
In nearly every playthrough I've done (and plan to do), I spend my first moments as a Thaumaturge at the research desk combining aspects until I run out of points to do so, at which point I then start scanning and exploring until I've gained a good bit more, and then it's back to the table to combine more, and then the process repeats until I've finished learning all possible aspects.
Tainted nodes usually contain what aspect? Perditio? And if so, the higher concentration of perditio they have makes the taint spread faster yes?
As far as I'm aware, a Tainted Node's composition has little to no effect on the rate which Taint is spread. That's handled simply by a config option, giving a chance in every X number of ticks to spread.
In nearly every playthrough I've done (and plan to do), I spend my first moments as a Thaumaturge at the research desk combining aspects until I run out of points to do so, at which point I then start scanning and exploring until I've gained a good bit more, and then it's back to the table to combine more, and then the process repeats until I've finished learning all possible aspects.
hmmm. I combine to make the aspect the thaumanomicon tells me to, then spend my time scanning things in the world. I find that _very_ satisfying when I find *the* item that unlocks the next part of the chain.
hmmm. I combine to make the aspect the thaumanomicon tells me to, then spend my time scanning things in the world. I find that _very_ satisfying when I find *the* item that unlocks the next part of the chain.
I quite enjoy the Doodle God feel that aspect combining has, and would go so far as to say that I probably find it equally as satisfying when I discover a new aspect by combining others. Of course, a lot of the 'mystery' surrounding that has tapered off as I do it more and more, though I often find myself forgetting a large portion of the combinations.
Using the creative node can give a tainted one randomly.
Profile pic by Cheshirette c:
Man, it's chance is too low. I've been trying for half an hour.
You know, I've actually never been able to spawn a Tainted node using the creative Node, unless I spawned it in an already existing Tainted Lands.
I haven't tried it personally but I would think it would make a difference.
I've read through many of these posts as I am new to Thaumcraft 4 (enjoyed Thaumcraft 3, jumping back into FTB right now). I don't think the minigame is the problem. I think it's the fact that research points are such a limited resource.
It is possible for new people to run out completely and have no way to resupply. This happened to me the first time I tried Thaumcraft 4. In order for me to progress I did have to look up the aspects of researches. There was no way for me to progress without knowing them. If I tried to discover the aspects myself I would always run out of research points. I tried again on another world and was able to get further the next time. I ran into an impossible research and didn't realize it was impossible until I had learned about them in this forum. Now I have spent most of my research points on it and I must once again restart a world in order to play Thaumcraft 4.
I have scanned everything possible. I have scanned all nodes I can find in an few hour radius of my base. There are no other research points to get. I hope the research point system itself is looked at and reconsidered. Thank you for all your hard work and such a beautiful mod.
We have covered this so many times. Research points are not limited. Even if you wall yourself into your base and decide to never scan anything
Bonus points will regenerate and so are unlimited. Will regenerate for EVERY aspect - but slowly. But you can use them to research the deconstruction table. Which will generate primal RPs much more quickly. Which you can combine as needed.
So then, even if you do run out of Research Points, you have not run out of Research Points.
The question is why are you running out of Research Points? Even accounting for unsolvable research notes, you should only be using 3 each of each research aspect to complete a note: The first to activate/discover the aspect is being used. The 2nd to deactivate it to move the runes, the 3rd to reactivate the runes to complete the research. Don't toggle the same aspect multiple times on one note - that's blatantly wasteful and I'd be surprised if you were surprised you "ran out" if that's the case.
Next - as much as possible - don't combine aspects. Each time you do a combination you are burning a research point. You only need to do one, maybe two, combinations to "discover" aspects and in both cases the combination is obvious (in the first case its the one combination listed IN the thaumanomicon).
i.e. if you look after your research points, there are so many more than you'd ever need. If you didn't. There are still ways to recover and given the items you haven't scanned yet - (including additional undiscovered nodes) you will quickly be back in the situation of having more than you ever need.
That is very VERY nice. I love the UI.
If, however, it is to be the one-stop cheat sheet, there are two reference sheets it is missing:
For thaumaturges researching their aspects the "next" first time:
The (Vanilla) items that can be scanned to discover the aspect. i.e. the items that contain only that aspect or simpler aspects.
and
For thaumaturges looking to toss some "cheap but effective" reagents into a crucible / arcane distillery:
The vanilla items that contain the best ratio of that aspect and are renewable, or easily craftable.
http://forum.feed-the-beast.com/threads/thaumcraft-4-a-quick-way-to-discover-all-aspects.33605/
Unfortunately no, it will keep using the first item it finds available. However this has annoyed me enough as well so I might add an "alternate" toggle to some of the golems.
Tainted Nodes are the only nodes that can produce or "spread" Tainted Lands.
Okay, and what color are tainted nodes when pure?
A node can't be Tainted and Pure. Tainted Nodes are purplish in colour, whereas Pure Nodes are white and have a circular design within them.
Tainted Nodes create Tainted Lands, and Pure Nodes convert Tainted Lands (or any biome, if it's within a Silverwood Tree) into Magical Forests.
Tainted Node Pure Node
At the risk of sounding dismissive... no, you haven't. Trust me, there's a million and one things you haven't scanned as of yet. I say this with the certainty of a man who has completed the entire thauminomicon and can bring to mind a few dozen things not yet scanned.
The ultimate key is this: Make stuff, scan stuff. And if you do start over, don't combine to make new aspects. Scan for them.
Actually, there's the core of a suggestion: Could you make it so you CANNOT create a new aspect by combining? Only synthesise aspects you've already discovered. It would cut down on the number of people burning all their research points fruitlessly.
Tainted nodes usually contain what aspect? Perditio? And if so, the higher concentration of perditio they have makes the taint spread faster yes?
As someone who spends a majority of their time combining aspects in order to learn new ones, I would be very disappointed if a change like this were made (unless, of course, there was an option to still allow aspect combining at the table).
In nearly every playthrough I've done (and plan to do), I spend my first moments as a Thaumaturge at the research desk combining aspects until I run out of points to do so, at which point I then start scanning and exploring until I've gained a good bit more, and then it's back to the table to combine more, and then the process repeats until I've finished learning all possible aspects.
As far as I'm aware, a Tainted Node's composition has little to no effect on the rate which Taint is spread. That's handled simply by a config option, giving a chance in every X number of ticks to spread.
hmmm. I combine to make the aspect the thaumanomicon tells me to, then spend my time scanning things in the world. I find that _very_ satisfying when I find *the* item that unlocks the next part of the chain.
I quite enjoy the Doodle God feel that aspect combining has, and would go so far as to say that I probably find it equally as satisfying when I discover a new aspect by combining others. Of course, a lot of the 'mystery' surrounding that has tapered off as I do it more and more, though I often find myself forgetting a large portion of the combinations.