Um hi, none of you really know me and that is perfectly fine, I am just another fan of thaumcraft, and have played reiterations 1-5 and have always love the idea of just magic and science coming together and forming something amazing. That being said I feel like there could be somethings that could be added to expand upon things, such as being able to use or infuse aspects into things, like infusing vacuous into a chest and it gains a larger storage space for example, and or upgrades to the boots of the traveler so that they give greater uses. But i also feel that their could be more of a story, thus far you get a grasp of something larger at play, you can go into the eldritch and fight for the pearl... but that is all, I assume that this will be added on in the future, but I just wanted to state a idea that I though would be amazing (this is a personal opinion feel free to shoot it down, build it up, modify it, etc.) imagine that after you defeat the eldritch you learn of another plain of existence underneath that of the eldritch, and this plain of existence is what supports the eldritch, and in it their are 6 temples, each one dedicated to 1 of the 6 primal aspects of magic, Terra, Ignis, Aer, Aqua, Ordo, and Enthropy. And these temples are the literal source of magic for 6 primal essences. And by going in and defeating a boss, solving a puzzles, etc. You learn even more knowledge about the basics of magic that will allow you to fight the being that supposedly is the conscious behind the eldritch and abolish the warp and taint from the world? Like I said this is a rough idea and no one has to say anything about it, but it would be nice if you guys would give me feed back on the idea?
I hope azanor adds the thaumcraft 2 sigil system, I don't care if it doesn't add portals I just really liked that system.
hmm, i dont know. thaumcraft 5 combination of golems and sigils was amazing imo. thaumcraft 5 was just amazing in general as a best of of every previous version.
which makes me sad, that it wont get additional development with the relaunch of the mod.
hmm, i dont know. thaumcraft 5 combination of golems and sigils was amazing imo. thaumcraft 5 was just amazing in general as a best of of every previous version.
which makes me sad, that it wont get additional development with the relaunch of the mod.
Yeah, it's a bit sad saying goodbye to TC5, but with each rewrite of Thaumcraft it's generally better then the previous version.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I haven't even started on TC 5 yet. Still stuck on MC 1.7.10. Huza!
I am back on TC4 due to a fabulous little modpack called "Simply Magic" (found in FTB) and an awesome modded mc server network called Grumpycraft. Having to do TC4 style research is filling me with dread, but I've found a hungry node quite close to my base (it found me to be quite accurate), and am looking forward to building a CV network again.
I wanted to use the requisition seal to designate an inventory from which a stock of items in another inventory can be automatically refilled by golems. IE I want to have a chest full of iron bars, and if there is less than a stack of iron in some chest somewhere, a golem will take enough from that big storage chest to refill the requesting chest.
But requisition seals don't seem to work that way. So IDK how to get what I need.
I think the biggest thing I want to see in any new version is the charging of wands from the atmosphere like what was done in the latest version. Also...hover golems.
I have an idea.
In TC the biggest problem with the aura and such is that it can be drained out, Right? But magic is often portrayed as dangerously powerful or unpredictable if misused.
So what if the problem with tapping Vis from the aura wasn't that there is too little, But that there was too much?
Limiting the amount of vis consumed would become just as important as limiting how much is used in that case, And as i'd imagine that the aura is a bit like an ocean; The more there is, The bigger the 'pressure' it exhibits, And once an opening is found it would attempt to rush in to fill up the empty space.
I'd love that principle. Tear a hole in reality and raw Aura will flow into the world. Unless you contain it somehow. First the way to contain it, would be to build a room around the tear made of something dense, like obsidian. Then a piston can be used to let some raw aura escape the room. (I know this does not work with Obsidian)
This raw aura can be used to do some basic Thaumaturgy and later it can be purified for more complex mechanics.
Later some Thaumic device should be able to contain the tear for a more efficient (or higher quality) aura yield.
I know all of this may not be applicable to the way that Thaumcraft Aura is seen by most people here, but it is mostly the mechanic that interests me. Maybe some kind of Eldritch element could be harvested this way instead?
Giving the element a fluid shape would also make it possible for it to interact with Vanilla Minecraft in interesting ways.
Well, We already have tears in our worlds which are even naturally stable in their resting state, Only we call them Aura nodes. : )
I'm thinking more mechanically for how it would affect things, Such as, For example, When performing an infusion. The infusion process obviously consumes aural vis, Which will naturally attempt to fill back up, Which, Without the proper safety precautions, Would cause an out of control feedback effect of the magic being consumed and then rushing in to fill the sudden 'pressure' drop, Incidentally causing it to push itself into the infusion to fill the void it leaves in the process, Overloading it with energy. Like creating a door mechanism beneath the ocean; Designed improperly and you will be unable to close it as the full might of the ocean overwhelms your poor creation.
Well, We already have tears in our worlds which are even naturally stable in their resting state, Only we call them Aura nodes. : )
I'm thinking more mechanically for how it would affect things, Such as, For example, When performing an infusion. The infusion process obviously consumes aural vis, Which will naturally attempt to fill back up, Which, Without the proper safety precautions, Would cause an out of control feedback effect of the magic being consumed and then rushing in to fill the sudden 'pressure' drop, Incidentally causing it to push itself into the infusion to fill the void it leaves in the process, Overloading it with energy. Like creating a door mechanism beneath the ocean; Designed improperly and you will be unable to close it as the full might of the ocean overwhelms your poor creation.
Hmm, now I'm trying to imagine what saturating the general area with raw magicks would do to all those vis-sensitive equipment you worked hard on making.
Hmm, now I'm trying to imagine what saturating the general area with raw magicks would do to all those vis-sensitive equipment you worked hard on making.
Heh, You'd have to magically Faraday cage all your equipment as standard safety obviously.
Probably only for stronger/delicate machinery though, Something like the arcane lamp most likely wouldn't consume enough Vis to trigger the runaway process.
Unless you have like, Sixteen side by side. Then it might need protection.
Would probably give meaning to all those wizard towers.
I am reminded of the Vis system in TC3, which I loved - for the very reason it was also widely criticized on forums - it was quite possible to screw up your world, especially if you were new to Thaumcraft and/or playing on a server:
The issue was, in TC3, Aura nodes did not generate Vis: They simply moved it around - nodes would exchange vis with nearby nodes if their relative fullness was different, and if they were unable to find vis, they would search for nearby infused stone, and convert it to depleted infused stone to release some vis.
The result would be, if you didn't plan ahead, ALL the infused stone in your area would be depleted, and your aura would permanently drop to zero leaving you unable to do any thumaturgy at all.
The only way to generate new vis was player driven - you would create crystal clusters and place them near nodes and they would boost that nodes aura, allowing it to recharge nearby nodes - and excess vis would then, in theory, re-infuse depleted infused stones, and rumour had it, actually convert regular stone to infused, but I personally never managed to confirm this.
You could also use deleted crystals to create vis batteries that would quickly store and release vis to balance the closest node, so a large vis battery room was necessary to allow you to perform vis hungry crafts without smashing the local aura to nothing (which caused flux).
Personally I loved the mechanisim as it meant that the thaumcraft endgame was about regenerating the aura that your early crafting had all but destroyed, and it was loverly watching the vis flow between the nodes as they recharged each other.
Converesly it meant that, on servers, you might build your base and when you got around to thaumcraft, find that the local aura is empty, and all the infused stone in your area was depleted.
I have an idea.
In TC the biggest problem with the aura and such is that it can be drained out, Right? But magic is often portrayed as dangerously powerful or unpredictable if misused.
So what if the problem with tapping Vis from the aura wasn't that there is too little, But that there was too much?
Limiting the amount of vis consumed would become just as important as limiting how much is used in that case, And as i'd imagine that the aura is a bit like an ocean; The more there is, The bigger the 'pressure' it exhibits, And once an opening is found it would attempt to rush in to fill up the empty space.
This is quite an interesting take on the aura system.
Edit:
Ok, how about this as a way of bridging the TC5 system with the above concept.
The Auras and nodes remain as they are in TC5, with nodes being tiny holes into some alternate dimensions that is simply bursting at the seams with magic. Thus all the magic in the 'normal' world has leaked through nodes which act almost like natural safety valves - they only allow so much magic in. Once enough magic has seeped into the aura to reach a balance point the nodes stop leaking.
If you keep draining the aura for whatever reason it means the nodes keep opening wider and wider to keep the balance, but since they are quite delicate (mystically speaking) they sometimes 'wear out' and either disappear, or worse, tear open completely.
NOTE - this is just fun theory-crafting, not something I may implement.
I had/have plans for TC6 to flavor flux events more. Currently flux mostly just results in taint, but honestly any kind of magic can be bad - taint is just one flavor. I was thinking of adding other types of flux nastiness based on the primals.
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.
While I like a bit of theorycrafting - this system seems on the surface to be dynamically unstable and particularly punishing on non expert players - and will lead to a bad experience on servers where players are perhaps encountering thaumcraft for the first time, but other players have already depleted or ripped open the existing nodes.
As I like to play on servers - which typically limit exploration via world borders - I favor a system of nodes in which it is very difficult for players to damage nodes permanently.
Alternatively, perhaps nodes could be ephemeral in nature - instead we invent the idea of a "rift" - a rift is a tear between realities, through which vis can seep. Vis seeping through a rift is manifested as nodes.
The idea being that a rift is permanent, and cannot be changed. The nodes that spawn around it can be individually depleted, or destroyed, more nodes would then randomly spawn around the rift.
(rifts would spawn hundreds of blocks apart, and nodes associated with each rift would spawn within hundreds of blocks of each rift).
This is quite an interesting take on the aura system.
Edit:
Ok, how about this as a way of bridging the TC5 system with the above concept.
The Auras and nodes remain as they are in TC5, with nodes being tiny holes into some alternate dimensions that is simply bursting at the seams with magic. Thus all the magic in the 'normal' world has leaked through nodes which act almost like natural safety valves - they only allow so much magic in. Once enough magic has seeped into the aura to reach a balance point the nodes stop leaking.
If you keep draining the aura for whatever reason it means the nodes keep opening wider and wider to keep the balance, but since they are quite delicate (mystically speaking) they sometimes 'wear out' and either disappear, or worse, tear open completely.
NOTE - this is just fun theory-crafting, not something I may implement.
I had/have plans for TC6 to flavor flux events more. Currently flux mostly just results in taint, but honestly any kind of magic can be bad - taint is just one flavor. I was thinking of adding other types of flux nastiness based on the primals.
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.
I like the idea of taint, flux and the stuff going wrong resulting in a few different things.
Because to be honest, Taint being the only outcome for magic gone wrong was fine, but adding too it would really make it awesomer.
Again, if you kept it the way it was, I'd have no problem with it and I think yours fans would be fine too.
But making more outcomes would make it so much more chaotic, I mean when you make a mistake with the magic it usually seemed to mean to be about chaos and all but the outcome was competently predictable.
Adding a lot of different things could be amazing, because I guarantee you I would try to cause the bad things to happen a couple times out of sheer curiosity, I'm a bit of a mad scientist I guess. lol
But again, there's nothing wrong with taint and flux being the only outcome, but having a lot more could really be fun to explore or be surprised by once it occurs.
Trying to think of a clever way to fix the problem would be a lot funner than just placing a dirt block on the flux and and digging it up over and over would be cool as well.
Though, whatever you do I recommend making it fun even if it went wrong, because the key to a good game is to make it fun to lose, because it'll make the players happy regardless of most anything.
Alright, my post is long enough, I'm shutting up now. lol X3
This is quite an interesting take on the aura system.
Edit:
Ok, how about this as a way of bridging the TC5 system with the above concept.
The Auras and nodes remain as they are in TC5, with nodes being tiny holes into some alternate dimensions that is simply bursting at the seams with magic. Thus all the magic in the 'normal' world has leaked through nodes which act almost like natural safety valves - they only allow so much magic in. Once enough magic has seeped into the aura to reach a balance point the nodes stop leaking.
If you keep draining the aura for whatever reason it means the nodes keep opening wider and wider to keep the balance, but since they are quite delicate (mystically speaking) they sometimes 'wear out' and either disappear, or worse, tear open completely.
NOTE - this is just fun theory-crafting, not something I may implement.
I had/have plans for TC6 to flavor flux events more. Currently flux mostly just results in taint, but honestly any kind of magic can be bad - taint is just one flavor. I was thinking of adding other types of flux nastiness based on the primals.
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.
As long as it doesn't just start spreadin on it's own like taint, I'm all for it.
Would be cool to maybe rarely find these tears formed naturally, causing an overflow of a single vis, so maybe a
-fiery tear would burn away all vegetation and turn obsidian back into lava (is nether full of ignis??), maybe avaporate water?
-an aer tear would wear dirt away into sand and dry up water, maybe also moving sand around (so it fills cracks)
-earth tear would cause grass to spawn plants, vines and saplings, possibly growing trough buildings
-a water tear could slowly turn an area into a swamp (or a lake if strong enough), washing away dirt and sand, replacing it with water, turning sand into clay
-an ordo tear would probably try to flaten an area or crystalise it or something, not sure. maybe it would cause everything to fall, colapsing the caves under it?
-and a perdito tear would just slowly erode away soft blocks into dust, leaving just stone and harder materials? or maybe just destroyall plantlife? what is perditio even?
-and the purple one would cause taint as usual (maybe taint appears if an area is flooded with more than 3 types of vis?)
Also if nodes are portals, does it go both ways? Would a node start to absorb vis if the area is extremely full? I mean you say an ocean but there's got to be a limit to the preassure even if it's infinite (maybe it's quite shallow?).
Would be cool if you'd have to seal a large node with a device, like the old node stabiliser? Or maybe some weak nodes could be proded a bit to open them, but overdoing them would cause a flood of vis (random chance)? Also nodes fusing can't be good for the reality around them, so fused nodes would definetly be more open (so you can't just get loads of small nodes all over your base, even if they're silverwood made ones).
Also I think using a wand in such an overcharged area would probably detonate it or something.
This is quite an interesting take on the aura system.
Edit:
Ok, how about this as a way of bridging the TC5 system with the above concept.
The Auras and nodes remain as they are in TC5, with nodes being tiny holes into some alternate dimensions that is simply bursting at the seams with magic. Thus all the magic in the 'normal' world has leaked through nodes which act almost like natural safety valves - they only allow so much magic in. Once enough magic has seeped into the aura to reach a balance point the nodes stop leaking.
If you keep draining the aura for whatever reason it means the nodes keep opening wider and wider to keep the balance, but since they are quite delicate (mystically speaking) they sometimes 'wear out' and either disappear, or worse, tear open completely.
NOTE - this is just fun theory-crafting, not something I may implement.
I had/have plans for TC6 to flavor flux events more. Currently flux mostly just results in taint, but honestly any kind of magic can be bad - taint is just one flavor. I was thinking of adding other types of flux nastiness based on the primals.
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.
Well I whould enjoy seeing something like, random items move through inventorys and things just start flying around or away ^^
The Node compresses slowly, Gradually starting to... Vibrate, Moving towards violently shaking, Nay, Rumbling with unseen energies as it shrinks. Then, Like a star going supernova, It bursts outwards! (N.B. The following is a radical dramatization, Viewer discretion is advised.) An arcane tornado of magical energy manifests. The skies themselves changes, Flowing with Magenta and Sky-Blue, and the land warps. In the center of this vortex of magic lies now a rift, Tainting the world around it, The skies striking down with unearthly energy, Ceaselessly exuding magic that shortly after collapses back on itself like a mighty tsunami retreating back to the ocean before crashing back. The storm eventually calms, leaving behind only a open torn node; A rift, And the land that it tainted.
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild.
Think on that a moment and you will realize why that could possibly be even worse than taint.
Great stars above... If ordo truly is order at its most extreme, Then we may witness the very cessation of movement, Mayhaps even of time!
A place where nothing grows or changes. A grey land, Stuck in perpetual stasis. I can only hope that the possession of a soul would mitigate such effects, if only enough to survive. Or we may perhaps require use of magical "radiation" suits when wandering into areas warped by an overabundance of Vis.
This is quite an interesting take on the aura system.
Edit:
Ok, how about this as a way of bridging the TC5 system with the above concept.
The Auras and nodes remain as they are in TC5, with nodes being tiny holes into some alternate dimensions that is simply bursting at the seams with magic. Thus all the magic in the 'normal' world has leaked through nodes which act almost like natural safety valves - they only allow so much magic in. Once enough magic has seeped into the aura to reach a balance point the nodes stop leaking.
If you keep draining the aura for whatever reason it means the nodes keep opening wider and wider to keep the balance, but since they are quite delicate (mystically speaking) they sometimes 'wear out' and either disappear, or worse, tear open completely.
NOTE - this is just fun theory-crafting, not something I may implement.
I had/have plans for TC6 to flavor flux events more. Currently flux mostly just results in taint, but honestly any kind of magic can be bad - taint is just one flavor. I was thinking of adding other types of flux nastiness based on the primals.
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.
This is definitely an idea to take and run with. Small natural nodes would have little effect on their environment, but the more vis you draw, the larger the tear in reality becomes, and the more they start to affect what's around them. The first sign you're drawing too much Ignis might be when flammable materials near the node start catching fire on their own. Keep at it, and all the vegetation in the area burns off, then dirt gets baked into hardened clay and enclosed pools of water boil off. Don't heed the warning, and sand starts fusing into glass, and eventually the glass, clay and stone alike melt into a lava lake. Eventually of course the lava lake will consume whatever was drawing all that Ignis, and things will slowly start to cool off, leaving a sterile plain of cooled lava and basalt.
Drawing too much Perditio? First mobs — and you — start taking damage when near the node. Trees and other plants die, solid rock fractures into cobble, fertility drains out of the soil, and eventually all that remains is a wasteland of gravel where nothing will grow and nothing can live for long. Runic shielding will protect you, for a while, but without it anything with durability starts taking damage. Eventually whatever working was drawing all that Perditio is destroyed, and the erosion stops. Perhaps you can find a way to restore the ruined land...
Too much Ordo? Everything eventually becomes petrified into stone and covered with jagged crystalline growths. And so on.
There would be ways to contain a node and keep it from ripping open too far, of course. Hope that you discover how before things get out of hand. And maintaining sufficient flow of vis for your needs without it getting out of hand might be a delicate, dangerous balance requiring careful planning.
please keep part of the idea. the best way I could think of doing it would be as such. think of taint as an overflow of magic or when magic is runing wild. so in a way you could say make a differnt themed taint event for each of the primal elements. wind could be like a hungry node, water a taint storm, earth a taint biome fire something like a volcano. these are just idea but it would be fun to see what you think of each.
Um hi, none of you really know me and that is perfectly fine, I am just another fan of thaumcraft, and have played reiterations 1-5 and have always love the idea of just magic and science coming together and forming something amazing. That being said I feel like there could be somethings that could be added to expand upon things, such as being able to use or infuse aspects into things, like infusing vacuous into a chest and it gains a larger storage space for example, and or upgrades to the boots of the traveler so that they give greater uses. But i also feel that their could be more of a story, thus far you get a grasp of something larger at play, you can go into the eldritch and fight for the pearl... but that is all, I assume that this will be added on in the future, but I just wanted to state a idea that I though would be amazing (this is a personal opinion feel free to shoot it down, build it up, modify it, etc.) imagine that after you defeat the eldritch you learn of another plain of existence underneath that of the eldritch, and this plain of existence is what supports the eldritch, and in it their are 6 temples, each one dedicated to 1 of the 6 primal aspects of magic, Terra, Ignis, Aer, Aqua, Ordo, and Enthropy. And these temples are the literal source of magic for 6 primal essences. And by going in and defeating a boss, solving a puzzles, etc. You learn even more knowledge about the basics of magic that will allow you to fight the being that supposedly is the conscious behind the eldritch and abolish the warp and taint from the world? Like I said this is a rough idea and no one has to say anything about it, but it would be nice if you guys would give me feed back on the idea?
hmm, i dont know. thaumcraft 5 combination of golems and sigils was amazing imo. thaumcraft 5 was just amazing in general as a best of of every previous version.
which makes me sad, that it wont get additional development with the relaunch of the mod.
Yeah, it's a bit sad saying goodbye to TC5, but with each rewrite of Thaumcraft it's generally better then the previous version.
I am back on TC4 due to a fabulous little modpack called "Simply Magic" (found in FTB) and an awesome modded mc server network called Grumpycraft. Having to do TC4 style research is filling me with dread, but I've found a hungry node quite close to my base (it found me to be quite accurate), and am looking forward to building a CV network again.
It's me again, with another golem question.
I wanted to use the requisition seal to designate an inventory from which a stock of items in another inventory can be automatically refilled by golems. IE I want to have a chest full of iron bars, and if there is less than a stack of iron in some chest somewhere, a golem will take enough from that big storage chest to refill the requesting chest.
But requisition seals don't seem to work that way. So IDK how to get what I need.
I think the biggest thing I want to see in any new version is the charging of wands from the atmosphere like what was done in the latest version. Also...hover golems.
I have an idea.
In TC the biggest problem with the aura and such is that it can be drained out, Right? But magic is often portrayed as dangerously powerful or unpredictable if misused.
So what if the problem with tapping Vis from the aura wasn't that there is too little, But that there was too much?
Limiting the amount of vis consumed would become just as important as limiting how much is used in that case, And as i'd imagine that the aura is a bit like an ocean; The more there is, The bigger the 'pressure' it exhibits, And once an opening is found it would attempt to rush in to fill up the empty space.
This wait is giving me blue balls. I have waited for so long for new Eldritch lore and machinery. How long has it been? Two years?
Well, We already have tears in our worlds which are even naturally stable in their resting state, Only we call them Aura nodes. : )
I'm thinking more mechanically for how it would affect things, Such as, For example, When performing an infusion. The infusion process obviously consumes aural vis, Which will naturally attempt to fill back up, Which, Without the proper safety precautions, Would cause an out of control feedback effect of the magic being consumed and then rushing in to fill the sudden 'pressure' drop, Incidentally causing it to push itself into the infusion to fill the void it leaves in the process, Overloading it with energy. Like creating a door mechanism beneath the ocean; Designed improperly and you will be unable to close it as the full might of the ocean overwhelms your poor creation.
Hmm, now I'm trying to imagine what saturating the general area with raw magicks would do to all those vis-sensitive equipment you worked hard on making.
Heh, You'd have to magically Faraday cage all your equipment as standard safety obviously.
Probably only for stronger/delicate machinery though, Something like the arcane lamp most likely wouldn't consume enough Vis to trigger the runaway process.
Unless you have like, Sixteen side by side. Then it might need protection.
Would probably give meaning to all those wizard towers.
I am reminded of the Vis system in TC3, which I loved - for the very reason it was also widely criticized on forums - it was quite possible to screw up your world, especially if you were new to Thaumcraft and/or playing on a server:
The issue was, in TC3, Aura nodes did not generate Vis: They simply moved it around - nodes would exchange vis with nearby nodes if their relative fullness was different, and if they were unable to find vis, they would search for nearby infused stone, and convert it to depleted infused stone to release some vis.
The result would be, if you didn't plan ahead, ALL the infused stone in your area would be depleted, and your aura would permanently drop to zero leaving you unable to do any thumaturgy at all.
The only way to generate new vis was player driven - you would create crystal clusters and place them near nodes and they would boost that nodes aura, allowing it to recharge nearby nodes - and excess vis would then, in theory, re-infuse depleted infused stones, and rumour had it, actually convert regular stone to infused, but I personally never managed to confirm this.
You could also use deleted crystals to create vis batteries that would quickly store and release vis to balance the closest node, so a large vis battery room was necessary to allow you to perform vis hungry crafts without smashing the local aura to nothing (which caused flux).
Personally I loved the mechanisim as it meant that the thaumcraft endgame was about regenerating the aura that your early crafting had all but destroyed, and it was loverly watching the vis flow between the nodes as they recharged each other.
Converesly it meant that, on servers, you might build your base and when you got around to thaumcraft, find that the local aura is empty, and all the infused stone in your area was depleted.
This is quite an interesting take on the aura system.
Edit:
Ok, how about this as a way of bridging the TC5 system with the above concept.
The Auras and nodes remain as they are in TC5, with nodes being tiny holes into some alternate dimensions that is simply bursting at the seams with magic. Thus all the magic in the 'normal' world has leaked through nodes which act almost like natural safety valves - they only allow so much magic in. Once enough magic has seeped into the aura to reach a balance point the nodes stop leaking.
If you keep draining the aura for whatever reason it means the nodes keep opening wider and wider to keep the balance, but since they are quite delicate (mystically speaking) they sometimes 'wear out' and either disappear, or worse, tear open completely.
NOTE - this is just fun theory-crafting, not something I may implement.
I had/have plans for TC6 to flavor flux events more. Currently flux mostly just results in taint, but honestly any kind of magic can be bad - taint is just one flavor. I was thinking of adding other types of flux nastiness based on the primals.
So instead of your area being flooded with taint, it could instead be flooded with Ordo-gone-wild. Think on that a moment and you will realize why that could possibly be even worse than taint.
While I like a bit of theorycrafting - this system seems on the surface to be dynamically unstable and particularly punishing on non expert players - and will lead to a bad experience on servers where players are perhaps encountering thaumcraft for the first time, but other players have already depleted or ripped open the existing nodes.
As I like to play on servers - which typically limit exploration via world borders - I favor a system of nodes in which it is very difficult for players to damage nodes permanently.
Alternatively, perhaps nodes could be ephemeral in nature - instead we invent the idea of a "rift" - a rift is a tear between realities, through which vis can seep. Vis seeping through a rift is manifested as nodes.
The idea being that a rift is permanent, and cannot be changed. The nodes that spawn around it can be individually depleted, or destroyed, more nodes would then randomly spawn around the rift.
(rifts would spawn hundreds of blocks apart, and nodes associated with each rift would spawn within hundreds of blocks of each rift).
I like the idea of taint, flux and the stuff going wrong resulting in a few different things.
Because to be honest, Taint being the only outcome for magic gone wrong was fine, but adding too it would really make it awesomer.
Again, if you kept it the way it was, I'd have no problem with it and I think yours fans would be fine too.
But making more outcomes would make it so much more chaotic, I mean when you make a mistake with the magic it usually seemed to mean to be about chaos and all but the outcome was competently predictable.
Adding a lot of different things could be amazing, because I guarantee you I would try to cause the bad things to happen a couple times out of sheer curiosity, I'm a bit of a mad scientist I guess. lol
But again, there's nothing wrong with taint and flux being the only outcome, but having a lot more could really be fun to explore or be surprised by once it occurs.
Trying to think of a clever way to fix the problem would be a lot funner than just placing a dirt block on the flux and and digging it up over and over would be cool as well.
Though, whatever you do I recommend making it fun even if it went wrong, because the key to a good game is to make it fun to lose, because it'll make the players happy regardless of most anything.
Alright, my post is long enough, I'm shutting up now. lol X3
Friendship is magic!
As long as it doesn't just start spreadin on it's own like taint, I'm all for it.
Would be cool to maybe rarely find these tears formed naturally, causing an overflow of a single vis, so maybe a
-fiery tear would burn away all vegetation and turn obsidian back into lava (is nether full of ignis??), maybe avaporate water?
-an aer tear would wear dirt away into sand and dry up water, maybe also moving sand around (so it fills cracks)
-earth tear would cause grass to spawn plants, vines and saplings, possibly growing trough buildings
-a water tear could slowly turn an area into a swamp (or a lake if strong enough), washing away dirt and sand, replacing it with water, turning sand into clay
-an ordo tear would probably try to flaten an area or crystalise it or something, not sure. maybe it would cause everything to fall, colapsing the caves under it?
-and a perdito tear would just slowly erode away soft blocks into dust, leaving just stone and harder materials? or maybe just destroyall plantlife? what is perditio even?
-and the purple one would cause taint as usual (maybe taint appears if an area is flooded with more than 3 types of vis?)
Also if nodes are portals, does it go both ways? Would a node start to absorb vis if the area is extremely full? I mean you say an ocean but there's got to be a limit to the preassure even if it's infinite (maybe it's quite shallow?).
Would be cool if you'd have to seal a large node with a device, like the old node stabiliser? Or maybe some weak nodes could be proded a bit to open them, but overdoing them would cause a flood of vis (random chance)? Also nodes fusing can't be good for the reality around them, so fused nodes would definetly be more open (so you can't just get loads of small nodes all over your base, even if they're silverwood made ones).
Also I think using a wand in such an overcharged area would probably detonate it or something.
Well I whould enjoy seeing something like, random items move through inventorys and things just start flying around or away ^^
Oh god! I can only imagine how that would go.
[Imagination Vision Engaging]
The Node compresses slowly, Gradually starting to... Vibrate, Moving towards violently shaking, Nay, Rumbling with unseen energies as it shrinks. Then, Like a star going supernova, It bursts outwards! (N.B. The following is a radical dramatization, Viewer discretion is advised.) An arcane tornado of magical energy manifests. The skies themselves changes, Flowing with Magenta and Sky-Blue, and the land warps. In the center of this vortex of magic lies now a rift, Tainting the world around it, The skies striking down with unearthly energy, Ceaselessly exuding magic that shortly after collapses back on itself like a mighty tsunami retreating back to the ocean before crashing back. The storm eventually calms, leaving behind only a open torn node; A rift, And the land that it tainted.
Great stars above... If ordo truly is order at its most extreme, Then we may witness the very cessation of movement, Mayhaps even of time!
A place where nothing grows or changes. A grey land, Stuck in perpetual stasis. I can only hope that the possession of a soul would mitigate such effects, if only enough to survive. Or we may perhaps require use of magical "radiation" suits when wandering into areas warped by an overabundance of Vis.
( ͡☉ ͜ʖ ͡☉) A Compliment! I Will devour it with zest!
This is definitely an idea to take and run with. Small natural nodes would have little effect on their environment, but the more vis you draw, the larger the tear in reality becomes, and the more they start to affect what's around them. The first sign you're drawing too much Ignis might be when flammable materials near the node start catching fire on their own. Keep at it, and all the vegetation in the area burns off, then dirt gets baked into hardened clay and enclosed pools of water boil off. Don't heed the warning, and sand starts fusing into glass, and eventually the glass, clay and stone alike melt into a lava lake. Eventually of course the lava lake will consume whatever was drawing all that Ignis, and things will slowly start to cool off, leaving a sterile plain of cooled lava and basalt.
Drawing too much Perditio? First mobs — and you — start taking damage when near the node. Trees and other plants die, solid rock fractures into cobble, fertility drains out of the soil, and eventually all that remains is a wasteland of gravel where nothing will grow and nothing can live for long. Runic shielding will protect you, for a while, but without it anything with durability starts taking damage. Eventually whatever working was drawing all that Perditio is destroyed, and the erosion stops. Perhaps you can find a way to restore the ruined land...
Too much Ordo? Everything eventually becomes petrified into stone and covered with jagged crystalline growths. And so on.
There would be ways to contain a node and keep it from ripping open too far, of course. Hope that you discover how before things get out of hand. And maintaining sufficient flow of vis for your needs without it getting out of hand might be a delicate, dangerous balance requiring careful planning.
please keep part of the idea. the best way I could think of doing it would be as such. think of taint as an overflow of magic or when magic is runing wild. so in a way you could say make a differnt themed taint event for each of the primal elements. wind could be like a hungry node, water a taint storm, earth a taint biome fire something like a volcano. these are just idea but it would be fun to see what you think of each.