First : Nice addon i like it. Second : I try to make a Thaumcraft addon do u know whats the particle names used in nitor are ? Third : I can´t find any help in the api. what do you used for the essentia need (Like the arcane bore(Perdito))
I have been unable to active the Arcane Furnace research at all (I previously edited one in via creative to test it). I have no other outstanding research and have tried every single aspect available to me. Other than that, would it be possible to make the engine compatible with Ender IO energy conduits and Thermal Expansion Redstone Flux?
I can't do anything about the arcane furnace, that's a vanilla Thaumcraft block.
EnderIO conduits should already be compatible with the essentia engine, as long as they properly implement the BC API IPowerReceptor. If they do not, it's bad coding practice and I'm not going to hack around my code to make it work with their stuff Yes, the engine will eventually produce EU and RF at some point.
A suggestion for the essential engine. Have potentia (as the pure energy essentia) power an engine normally, have other forms of essentia produce flux gas as a by-product of energy generation (impurities).
Perhaps something where you could use a jar of perfodio( mining aspect) to temporarily suspend damage to the pick within a arcane bore? In the form of some nearby machine?
I don't even. I'll have to go back when I have time and reread your post.
Quote from Corbent »
From here I really like the Node Modifier. I like the idea of being able to work with nodes and changing their traits. But that's it. Buffing nodes (Increasing it's aspects as I understand it) is a no go for me.
Understandable. But personally, while I find lots and lots of very large aqua nodes (80), finding large ones of the other types is rather rare. The intent behind the ability to 'pump up' nodes is that you're now dealing with a wand that can hold a grand total of 3000 vis. That takes a LONG time to fill, and you can only fit so many pale nodes (and the occasional normal or bright) around a recharge pedestal. This allows you to choose (and hopefully, you put a lot of thought into which nodes you choose to modify) in order to a) increase the amount of buffered aspect you have available to charge your wand and potentially reduce the number of nodes required to fully charge your wand.
Quote from Corbent »
About the rest, I don't like it. The wand is an exaggeration
As mentioned in the first post, it's little more than convenience. I personally carry around 5 silverwood wands simply so I don't have to ping pong back and forth to my base 50 times in order to grab more than one node. Aside from the seemingly ludicrous capacity, which is balanced out both by the recipe requirements as well as logic, I play ThaumLite, which means no spare backbacks, etc. Those extra 4 spots are precious.
Quote from Corbent »
and the fertilizer fills the same role of the lamp of growth unless I'm misunderstanding something.
It does, but guess who had which item first? The lamp of growth showed up in Thaumcraft several weeks after the fertilizer was auditioned. Now I'm not saying the idea was stolen, but you do have to wonder...
Quote from Corbent »
Also I don't agree with making aspects easier to get. Al most every aspect is very easy to get and I like the fact that there are 2 or 3 aspects that are a bit rare to come by. I don't agree with making things easy just for the hell of it.
I'm not sure where you're getting the idea that increasing the aspect pool of a node is going to be easy. Second, there are grossly LARGE differences between your version of 'very easy' and mine. Explain to me how you have chests full of Auram essentia. Or Vitium. Or say Limus. Sano? There are aspects that are annoying or hard to get, even in the late stages of Thaumcraft. To get Auram in any sort of large amount, you'd need to set up a wisp farm of some sort. Vitium, camp tainted biomes and manually collect the materials, which by the way happen to deteriorate in your inventory. Limus, that one's either way, if you spawn near a slime chunk, it's no biggie. if you do not, well... And as far as Sano, have fun brewing up those health and regen potions.
Quote from Corbent »
Once again it is my personal point of view and it is not a request to change anything. Make your mod the way you are satisfied with it and me not using it means nothing.
Everyone's entitled to their own opinion; however, constructive criticism is much more valuable to me as a modder with a small following. I'm not going to be another Thaumcraft addon which I will not name that has retarded items and poorly thought out features. If 90% of the people interested in my mod tell me that they like the idea of the node modifier, then so be it. If that same 90% also tells me that the node modifier is too cheap/easy/overpowered, then I will also take that feedback into account and make changes accordingly. I haven't heard a complaint about the wand as of yet. Most people seem to think that a wand with 500 vis capacity is equivalent to carrying around 5 wands with 100 vis capacity. /shrug
oh frack me. I meant the Essentia Engine not the Arcane Furnace, my brain some days!
I can't get the Essentia Engine research to activate, not the Arcane Furnace. I swear, one of these days I'll actually get the right words out and we'll be able to take care of problems instead of sit there and wonder what I'm talking about.
There are grossly LARGE differences between your version of 'very easy' and mine. Explain to me how you have chests full of Auram essentia. Or Vitium. Or say Limus. Sano? There are aspects that are annoying or hard to get, even in the late stages of Thaumcraft. To get Auram in any sort of large amount, you'd need to set up a wisp farm of some sort. Vitium, camp tainted biomes and manually collect the materials, which by the way happen to deteriorate in your inventory. Limus, that one's either way, if you spawn near a slime chunk, it's no biggie. if you do not, well... And as far as Sano, have fun brewing up those health and regen potions.
We had a bit of a misunderstanding. By very easy of course I don't mean any of those aspects. I mean the super useful ones like praecantatio, potentia, ignis, herba, perditio are super easy to get. Then I said that a few were rare aspects (the ones you mentioned). I strongly agree that Auram is painful. But I think it's not ok to just make those rare aspects be on common items. Exanimis is on brains which aren't that bad, limus isn't used a lot, taint can be obtained in a more or less creative way and albeit it is not known by everyone, cake is a better source of sano than potions. Making all aspects common for mass production is a bad diea in my opinion. It makes it meaningless. Too much convenience.
Alrighty. According to several people, the node modifier is way too cheap / easy to use, and I'd have to agree after some real-time playing with my mod outside the dev environment. As such, I posed the problem in #thaumcraft, and the best idea that was mentioned was to involve auram and essences in the process. I ground out all of the TC and TT research in less than three days, and at this point, I consider myself at the end-game stage of Thaumcraft. That being said, I still have zero auram essentia, and I have maybe 4-5 essences. This gives me a general indication that without actively seeking these resources, they're fairly rare.
That being said, I intend to require essence(s) and likely auram for many of the operations you'll be able to perform on a node. I am posting this to the forum because I tend to suck at creative and balance thinking.
There are about a dozen operations you'll be able to perform on a node, as follows: (sorry about the funny names, it's copied directly from code)
Each of these should require ONE (and only one) type of essentia, and 1-6 of either ANY essence, or a SPECIFIC essence (eg, increasing an aspect should require Auram and at least one essence of that particular aspect).
I am more interested in assigning an essentia type to each operation, and whether they should use specific or any essence. Feel free to suggest essentia amounts, too, but keep in mind, this is supposed to be a very difficult process. You should not expect to be churning out bright nodes with 6 aspects all at 200 max capacity. I of course reserve the right to adjust as necessary. Feel free to give feedback!
Once I am done with the node modifier modifications (heh), I think it will be time to bring AT out of the beta stage and officially release it, then start adding in some of the suggestions people have posted.
Also, while Advanced Thaumaturgy is an accurate description of the mod, it's a pain in the ass to type. If anyone has a better suggestion that I like, I think release time would be a good time for the mod to adopt a new name
Thaumic Mastery?
I would say aruam for the add aspect, praecanto/potentia for the increase aspect
Perhaps a chance on modifing a node with the more costly modifiers, to completely destroy the node?( very low %, increased by the number of modifers/ times modified? )
I can't do anything about the arcane furnace, that's a vanilla Thaumcraft block.
EnderIO conduits should already be compatible with the essentia engine, as long as they properly implement the BC API IPowerReceptor. If they do not, it's bad coding practice and I'm not going to hack around my code to make it work with their stuff Yes, the engine will eventually produce EU and RF at some point.
Okay, as above, this was totally me being a Derp and replacing the words Essentia Engine with Arcane Furnace. I can't get the Essentia Engine research to activate. I swear, I can think cognitively and I'm not some sort of crazy AI with a misplaced string.
Understandable. But personally, while I find lots and lots of very large aqua nodes (80), finding large ones of the other types is rather rare. The intent behind the ability to 'pump up' nodes is that you're now dealing with a wand that can hold a grand total of 3000 vis. That takes a LONG time to fill, and you can only fit so many pale nodes (and the occasional normal or bright) around a recharge pedestal. This allows you to choose (and hopefully, you put a lot of thought into which nodes you choose to modify) in order to a) increase the amount of buffered aspect you have available to charge your wand and potentially reduce the number of nodes required to fully charge your wand.
About 90% off all the nodes I've found are super water nodes and may have one or two other aspects. The hardest to get seems to be Aer and Ordo, I tend to find very few good Aer nodes, and can count all the powerful Ordo nodes I've seen on one hand, and this is after hours of exploration and play in our server's game world. There are certainly not enough powerful nodes to go around, and I wholly agree with adding a way to "pump up" exiting nodes, and I'll talk more on that later in the post.
It does, but guess who had which item first? The lamp of growth showed up in Thaumcraft several weeks after the fertilizer was auditioned. Now I'm not saying the idea was stolen, but you do have to wonder...
Ahem, we're all adults here, no need to wonder about anything, you both approached the idea in a different way and both ways are equally valid and there's no reason both can't be used together for greater effect. If you think about it you've both given us a way to make the two most common essentia useful where they weren't terribly so originally. That said, the Thauminomicon entry about "keeping those blasted golems busy" does have me wondering, are the golems supposed to be used to keep it full of Aqua essentia?
I'm not sure where you're getting the idea that increasing the aspect pool of a node is going to be easy. Second, there are grossly LARGE differences between your version of 'very easy' and mine. Explain to me how you have chests full of Auram essentia. Or Vitium. Or say Limus. Sano? There are aspects that are annoying or hard to get, even in the late stages of Thaumcraft. To get Auram in any sort of large amount, you'd need to set up a wisp farm of some sort. Vitium, camp tainted biomes and manually collect the materials, which by the way happen to deteriorate in your inventory. Limus, that one's either way, if you spawn near a slime chunk, it's no biggie. if you do not, well... And as far as Sano, have fun brewing up those health and regen potions.
alright, we can all take a step back and breath, I have to say that yes his post was pretty negative, however it's just gonna leave you feeling upset if you get too mad over it.
Now, some things.
Vitium, you can get it from thaumic slimes, an easy way to do this is to create a crucible in a pit, fill it with crap until it overflows, and then just shoot lightning down onto the slimes until they die, if you use item grates you can then let the tainted goo fall through into a stream to carry it directly to hoppers attached to a furnace, I have to say I'm guilty of doing something similar on occasion. It does make for some pretty easy vitium gathering .
Limus is in Sticky Pistons and Slime Balls which you mentioned, however it's also in Mana Beans, my mana been farm turns out Limus at a disturbing rate compared to everything else, I've got 15 jars easy and just about nothing to use it on.
Sano is in, of all things, Milk buckets. If you've got any type of mod installed that adds capsules/cans (such as Forestry or IC2) then a filled one of those is worth 15 (I'm positive that has to be some sort of weirdo accident, but I'm not even sure how this works).
Aurum is the only one I can't get directly, that said I get a small amount from my bean farm. Emphasis on Small, it seems to be the opposite of Limus where beans are concerned, I blew through almost all of my stash just making my Mercurial Crystal Wand.
Alrighty. According to several people, the node modifier is way too cheap / easy to use, and I'd have to agree after some real-time playing with my mod outside the dev environment. As such, I posed the problem in #thaumcraft, and the best idea that was mentioned was to involve auram and essences in the process. I ground out all of the TC and TT research in less than three days, and at this point, I consider myself at the end-game stage of Thaumcraft. That being said, I still have zero auram essentia, and I have maybe 4-5 essences. This gives me a general indication that without actively seeking these resources, they're fairly rare.
That being said, I intend to require essence(s) and likely auram for many of the operations you'll be able to perform on a node. I am posting this to the forum because I tend to suck at creative and balance thinking.
There are about a dozen operations you'll be able to perform on a node, as follows: (sorry about the funny names, it's copied directly from code)
Each of these should require ONE (and only one) type of essentia, and 1-6 of either ANY essence, or a SPECIFIC essence (eg, increasing an aspect should require Auram and at least one essence of that particular aspect).
I am more interested in assigning an essentia type to each operation, and whether they should use specific or any essence. Feel free to suggest essentia amounts, too, but keep in mind, this is supposed to be a very difficult process. You should not expect to be churning out bright nodes with 6 aspects all at 200 max capacity. I of course reserve the right to adjust as necessary. Feel free to give feedback!
Once I am done with the node modifier modifications (heh), I think it will be time to bring AT out of the beta stage and officially release it, then start adding in some of the suggestions people have posted.
Also, while Advanced Thaumaturgy is an accurate description of the mod, it's a pain in the ass to type. If anyone has a better suggestion that I like, I think release time would be a good time for the mod to adopt a new name
And down the rabbit hole we go once more:
First:
I would suggest allowing Mana Beans to be used in place of essences, and if we're going to require essences then I would suggest some kind of infusion setup involving the node changing pedestal and regular arcane pedestals to hold the essences and such. I wouldn't necessarily include any form of instability, but I would make there be consequences for failing to complete the process, such as running out of the essentia required halfway through might damage the node in some way, or adding the wrong essence/beans might destabilize it, etc.
Second:
Currently the nodes required amount increases/decreses based on stored Vis, this means if I take a node, drain it down to 1 in each aspect, then jar it and modify it it's exponentially cheaper. I would suggest instead making the cost depend on the brightness of the node, and the number of aspects in it instead, we'll call this the "Base Cost". Further modifiers could be added (And I'll suggest some for specific types of modifications later in those sections) in order to lessen or increase the cost.
I would probably go with something like this:
Starting cost: 128 (all nodes will at minimum take 2 jars of the required type of essentia)
Cost Per Aspect: 50 (each different aspect, regardless of amount, costs 50 extra essentia)
Cost Based on brightness:
Fading: Current Cost x 1
Pale: Current Cost x 1.5
Normal: Current Cost x 2
Bright: Current Cost x 3 (this is for use as a base line for changing other aspects of the node)
based on this taking a Normal Node with, let's say Perditio, Aurum, Ordo, and Ignus to bright would cost (128 + 50x4)x2, or 656 (10 and 1/4 jars) of whichever Essentia you chose to go with.
Brightening A node:
Alright, so I see the nodes as being a sort of... confluence... of energies. They're like a point where energy gets backed up and stuck. A Knot in the fabric of reality if you will. In my mind this translates to a structure based around a single type of energy holding a bunch of other energies together. Like a Package tied up in string. The string is a single type of energy holding together the "package" which is made up of other types of energies.
So, to me, Aurum is probably the string, a Fading node has a particularly frayed string, broken in places, things are leaking out, etc. While a pale one has some heavily used string which has definitely seen better days and is just barely keeping it all together. A normal node is a package tied up in some string you found in your closet, it's not new, it's not old, it's just... string. And a Bright Node is a package that's been tied up in string made of spider silk and carbon nano-tubing.
So in order to "patch" or "Replace" this string you'd need to use the same stuff the string is made out of. In this case I'm going with Aurum. There are a couple of reasons. Aurum makes me think of "The Aura" which if I recall was the overriding magical "field" of thaumcraft 3, so it seems to me that Aurum is possibly the closest you can come to "pure" magic, a fact that seems to be further supported by the fact that about the only thing I've found with Aurum is Wands, and they're a tool for turning Vis into usable magic. The second is that Aurum is expensive. It's a pain in the butt to get, even with a Mana Bean farm spanning almost 4 chunks running non-stop I barely managed to get enough aurum to create a Mercurial Crystal Wand and have a partial bottle left over, this means that people won't be able to just brighten nodes willy nilly, they'll have to put a lot of thought into what nodes they modify.
For Essences/Beans I would suggest one of each the six primal plus one per type of aspect in the node (so if you had a node that was just Aqua you'd need one of each Aer, Terra, Ignus, Ordo, Perditio, and then two Aqua.)
Removing Hunger:
I liked the use of Granum, but Messio would be better, as it seems to relate more to food and the idea is that we're quelling the node's hunger. I would probably include Corpus Essences or Mana Beans (because the little bone and meat thing always makes me think of a cartoony piece of grilled meat on a bone) and then probably something along the lines of Ordo and Perditio since you're "Changing it's Nature" much like using the wand of Equal trade to swap one thing for another.
I would suggest using the "Base Cost" of a Bright node with the same number of aspects, as these are the ones that people will feed items to before hand. They can be made very powerful but in order to do so it would be very costly. For instance on our server right now I captured a Hungry node and fed it until it had all 55 aspects, and then turned it into a normal node and brightened it. It wasn't terribly expensive because I drained all aspects down to 1 first. However with this system it will cost: (128 + 50x55)x3 or 3134 (48.9 jars) of Messis essentia, which is a stupidly large amount. It will then cost that same amount to turn it into a bright node, that said it will be a stupidly powerful bright node, so worth the cost.
Removing Sinister:
This one is a bit trickey, there's no real "opposite" to sinister, however given it's Dark and.. well... Sinister.. Nature, I would probably go with Ignus, as Fire is viewd as the Universal Clenser. Essences and Mana Beans I would suggest for this task are Order, Lux, and Ignus, as you're trying to drown out the "dark" with "light". This is a process that should be severly taxing on the node as you're basically cutting away part of it in order to seperate all the good from the bad. The consequence should be that it's reduced to a fading node, this process shouldn't be able to be performed on a fading node. Remember, it's always harder to get rid of an ingredient after it's been added.
Base cost of this should be the nodes current brightness rating plus the regular modifiers. You're going to have to build it up again afterward, so no point in penalizing you for it now.
Fixing Instability:
Unlike a Sinister or a Tainted node an Unstable node doesn't have to have something removed, so much as it has to have something added. It's like a band without a conductor, so to speak, all the pieces are there, they just need to be taught how to work together. Ordo would be the Essentia of choice, as you're bringing order to chaos. Mana Bean/Essence choices for this would be Ordo, Terra, and Limus (Ordo for order, Terra for stability, and Limus to bind it all together).
I would make the cost for this Base Cost for it's brightness x2 for each aspect. (so if it had Ignus and Ordo it would count as 4 aspects instead of two making the calculation 50x4 instead of 50x2).
Removing Taint:
Taint is a tricky one, I'm pretty tempted to go with Fire again, but that's really not right. Taint is more like a disease or Tumor. So for taint my vote would be Sano, it needs healing. Mana Beans and Essences of choice would be Victus, Sano, and Herba. (Sano for Healing, Victus to restore life, and Herba to represet the regrowth of healthy nature).
Base cost of this should be the Node's Current brightness rating plus the regular modifiers, just like recovering from illness this is a taxing process on the node, leaving it in a Pale state, or fading if it was already pale.
Add Sinister:
Adding an ingredient to a mix is always easier than getting rid of one. In this case making a node sinister is pretty simple. You just add darkness until it overwhelmes the light. So Tenebre all the way, with the suggested Essences and Beans being Tenebre, Mortuus, Spiritus, and Exanimis.
The cost for this should be the Base cost of the node's Brightness rating divided by 2, in addition it should brighten the node by one step if possible, darkness is after all seductive for the power it seems to offer.
Add Taint:
If you want to make someone sick, expose the to the disease, or in this case Vitium. Suggested Essence/Beans Vitium, Venenum, Perditio, Praecantatio (it IS a magic disease after all).
The cost of this should be Node's Current brightness Base Cost divided by 4. It doesn't take much to make someone sick.
Make Hungry:
You want to make something hungry? Give it a hole in it's stomach. Vacuos all the way. Fames would make sense, but fames doesn't explain the never ending hunger, however if it was throwing all it's food into an endless void, that definately would. So Vacuos. Mana/Essence suggestions are Fames, Vacuos and Meto (it wants to harvest everything so it can eat it).
The cost of this should be current base cost times 5, as this allows you to make any node hungry, which means you could give a node with a base of 106 vis every single kind of aspect.
Increase an Aspect:
The base cost of the node times 10 of whatever aspect you wish to increase. This increase should be a 10 point increase and only for that aspect. This is safer than making a powerful node hungry and feeding it, but it's going to be painfully slow and costly. Suggested Mana/essence of the type you're trying to increase.
Add an Aspect:
I would not actually make this possible via the node modifier, if they want to add an aspect let them deal with the dangers of working with a hungry node.
Price Mitigation/increase:
Curing a Hungry Node:
-10% of the cost in any biome that would normally make food production easy (such as the normal Plains Biome or the Biomes of Plenty Wheat Fields)
-10% of the cost if there's harvestable crops within 10 blocks (fully grown potatoes, wheat, etc)
+10% of the cost if there's unused farmland within 10 blocks.
+10% of the cost in any biome in which food would normally be scarce (such as a Desert or Taiga, or Biomes of Plenty Wastelands, Alps, etc.)
Making a Hungry Node:
+10% of the cost in any biome that would normally make food production easy (such as the normal Plains Biome or the Biomes of Plenty Wheat Fields)
+10% of the cost if there's harvestable crops within 10 blocks (fully grown potatoes, wheat, etc)
-10% of the cost if there's unused farmland within 10 blocks.
-10% of the cost in any biome in which food would normally be scarce (such as a Desert or Taiga, or Biomes of Plenty Wastelands, Alps, etc.)
Brightening a Node:
-10% of the cost for being in a Magical Forest biome.
-10% of the cost if there's at least one other node (of greater brightness) within 10 blocks
No cost increase or decrease for any other biome tagged "Magical"
+10% of the cost if there's a node of lesser brightness within 10 blocks
+10% of the cost in any other biome.
Fix instability:
-10% of the cost if there's a Silverwood within 10 blocks
-10% of the cost if there are active golems within 10 blocks
+10% of the cost if you can see the sky
+10% of the cost ifthere's runnign water within 10 blocks.
Remove Taint:
-10% if there's a Pure Node within 10 blocks
-10% if there's an Ethereal Bloom within 10 blocks
+10% if it's in a tainted biome
+10% if there's Flux Gas/Goo within 10 Blocks
Add Taint:
+10% if there's a Pure Node within 10 blocks
+10% if there's an Ethereal Bloom within 10 blocks
-10% if it's in a tainted biome
-10% if there's Flux Gas/Goo within 10 Blocks
Remove Sinister:
-10% if there's an Arcane Lamp within 10 blocks
-10% if there's Fire within 10 blocks
+10% if it's a Sinister Biome
+10% if there is a spawner within 10 blocks
Add Sinister:
+10% if there's an Arcane Lamp within 10 blocks
+10% if there's Fire within 10 blocks
-10% if it's a Sinister Biome
-10% if there is a spawner within 10 blocks
Increasing an Aspect:
-10% in any "Magical Biome"
-10% if there's a Hungry Node within 10 blocks
+10% in any non-magical biome
+10% if the node isn't "bright"
Alright, that's all I've got on that for the moment. I'll let you know if I think up anything else. Cheers!
The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2013
Posts:
322
Member Details
*Picturing my old Base With Ginormous Node in it*
It's a swirling wonderland of sparkling, white pleasure. Let it fill your senses with cascading fluffy pillows of confort and excitement as you have never felt before.
Sorry for the coppypasta but lmfao it was great fusing nodes back in Tc3
I've just spent the last day playing with my mod in a legitimate world with other players (gah I went through SO MANY thaumium caps during my mercurial wand infusion!), and it looks like I may be on the low end as far as my aspect costs for operations are concerned. While we have TT and thus have access to a dislocation focus, we have a wisp farm set up and overnight, we have an entire chest full of all sorts of essences. Now, I know not everyone plays with TT, so I am not going to base the costs around having that mod, but it does look like that even with 1 spawner in a farm, 16 auram per operation is not going to fly. We'll keep testing and stuff. I might even have a build 13 ready tomorrow.
Note: I've found that the easiest way of collecting Auram is to destroy nodes, which you can do with your hands. For every 7 points (From a couple basic tests, it's around 7) of each aspect, it'll drop one Ethereal Essence of the corresponding Aspect. So a 17 Ignis, 23 Ordo will drop 2 Ignis Essence and 3 Ordo ones, which can be broken down for 10 aurum. It's possible to find nodes with far more Aspects, and get a considerable number of Essences from them.
Sorry if this is already common knowledge, I just saw the discussion in regards to how difficult it is to obtain Auram. This allowed me to get the requisite amount pretty dang quickly, running around a node-rich forest. It does require a bit of adventuring and the permanent destruction of valuable Nodes, but it is very effective.
Edit: I was not aware of the massive amounts of Auram required in the actual modifying process... That's a LOT of node-punching. Still much more efficient than trying to farm Wisps, unless you have something that's actively producing them. Oh, and the Creative Node is bugging out for me. It'll only give me Perditio and Aer. I tried placing another, and it'd only give me Terra. Despite displaying 100 of each Aspect, they seem to still only give a randomized selection.
I honestly can't wait to see some of our ideas in action, I really hope some of mine get used! *crosses his fingers for linked jars*
Edit: Also! new idea! Multiblock Crucible, allowing for huge batches of alchemy to be done all at once. Basically, it'd be really nice if I could throw three jars each of Lux, Ignus, and Potentia into it all at once and then 64 glowstone and get out 64 Nitor without it overflowing or breaking down mid way
Mercurial Wands Aspect Stats aren't being displayed right.
1) Format codes ("�") were not being replaced leading to really ugly unintelligible streams of trash.
2) What's wrong with the way Thaumcraft does it on vanilla wands? Line break and label please.
I took the liberty of byte-editing the code and doing some changes.
This fixes the trashy looking lines. HOWEVER, it would still be nice to see an update with proper vanilla descriptions on the Mercurial Wand.
Also please throw up a GitHub, specially since you seem not to be a dumbass like the other devs who think they are going to make millions off of mods for (mostly) a kids game. It would definitely help your process along and allow others to pull request fixes themselves as well. Actually wish everyone one would do that.
Mercurial Wands Aspect Stats aren't being displayed right.
I am aware of this. See the Known Issues section on the OP. The problem is that I literally typed in the escape character, which in the IDE is ASCII. However, when compiled, java strings are UTF8, so that's why I didn't catch the issue before release. /shrug This is the explanation I was given, at any rate.
In the meantime, I have re-uploadded build 12 with your fixed class. Thank you much. I'd have released a fix earlier, but I did not have bitbucket set up until today, so I had no version to roll back to (which didn't include the currently unfinished node modifier modifications).
AGAIN, IF YOU WANT A FIXED BUILD 12 WITH READABLE WAND DESCRIPTIONS, REDOWNLOAD BUILD 12!
I am aware of this. See the Known Issues section on the OP. The problem is that I literally typed in the escape character, which in the IDE is ASCII. However, when compiled, java strings are UTF8, so that's why I didn't catch the issue before release. /shrug This is the explanation I was given, at any rate.
I do not know what IDE you are using, but I use NetBeans and I have never had to escape anything and I use all kinds of strange types of symbols without escaping anything. Sounds like a serious flaw in the IDE for sure!
I really do like the name Advanced Thaumatergy, however if you must change it I would suggest something just as descriptive.
Some Suggestions:
High Arcana (you could also use High Thaumics)
Expanded Thaumics
Extreme Thaumics (I was going to say Thaumic Expansion but then I realized that sounded too much like Thermal Expansion XP)
Advanced Thaumics (I know, it's barely shorter than the original, but again, I like the original XD)
I don't require credit for any of my ideas, if you'd like to give me some that's always nice, but if I wanted extensive credit I'd make my own mod. This goes for all my previous suggestions too, and I'd be totally happy to come up with some flavor text if asked.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/25/2013
Posts:
104
Member Details
I agree, the name Advanced Thaumaturgy, to me, is pretty good. Especially because it isn't similar to any other Thaumcraft addon, and describes precisely what this mod (currently) does: take Thamcraft into more advanced, expert levels. If there was to be a vote, that'd be mine, sir.
I've just spent the last day playing with my mod in a legitimate world with other players (gah I went through SO MANY thaumium caps during my mercurial wand infusion!), and it looks like I may be on the low end as far as my aspect costs for operations are concerned. While we have TT and thus have access to a dislocation focus, we have a wisp farm set up and overnight, we have an entire chest full of all sorts of essences. Now, I know not everyone plays with TT, so I am not going to base the costs around having that mod, but it does look like that even with 1 spawner in a farm, 16 auram per operation is not going to fly. We'll keep testing and stuff. I might even have a build 13 ready tomorrow.
But the wisp spawner was also given the ideal spawning location aswell, Built above an ocean, And high up enough to cut off the loading of the caves that would be located beneath it. It ensured every mob spawn would be a wisp. Putting a cage in a flat world alone would also yield high results aswell. If a player wanted a wisp spawner any where near as good as a full speed single spawner, they would have to light up caves, and hope that other players weren't on or had their areas lit up well enough not to hog mob spawns aswell.
It also used Thaumiam golems with strength upgrades and armor/ clubs from hidden research, and corpal attractor bringing them in. Wisps aren't to easy to manipulate by other means due to their nature of being able to fly, and fly quickly, and sporaticly.
The best way to test this would probably be a nine by nine containing them. Without thaumic tinkerer. Then again I feel like thaumic Tinkerer would be in a grand majority of packs that have thaumcraft.
Lava could hurt any wisps other than ignis wisps, which would clog up a system, You coul possibly make a drown trap, but it would be extremely slow. you could try arrow walls but that would take a large amount of arrows constantly supplied to every line with strings to pick up on the wisps moving. And finally the thaumcraft way being golems with dart launchers which I believe do four damage. If you want I could give a vanilla thaumcraft wisp spawner in a normal world a go without caving and take a screenshot some of the results.
Small incompatibility with new dartcraft heart location.
While using the mercurial wand, ordinary thaumcraft wands briefly pushes the hearts and the meter to the right while the wand is equipped. The mercurial wand doesn't do that, it make the two textures clip witch makes them both hard to read.
Wow, this is just what I needed! I have some suggestions. You could maybe have a better way to get research points, maybe convert node energy into research points somehow? Maybe as some part of the node modifier to add extra aspects to the node or increase it's capacity? Maybe even add modifiers for nodes that can only be gotten from node modifiers.
For a new name, I like High Arcana. If you don't use that, I hope somebody who wants to "build bridges" between various magical mods tries that one. But this set me to thinking of something from the Narnia books (silly, maybe, but that bit stuck with me). The White Queen talks about High Magic, and gets told there is something around from before those rules were laid down, Deep Magic. How about "Deep Arcana"? (Or should that be saved for the Thaumcraft Undersea Expansion)?
I've been testing out rebuilding nodes. Everything so far seems to work with Auram or Ordo. Even with Lux provided as an alternate, the table seems to draw on Auram to brighten pale or rebrighten normal nodes. If this is how it's supposed to work now, the Thaumonomicon entry is a little behind. I haven't tried fixing a hungry node yet, or looked for anything not in the text.
If I kept just Auram and no Ordo within the node fixer's reach, would it make an unstable pale node into an unstable normal and eventually an unstable bright? Or does it insist on fixing things in order?
I see why buffing a normal 6 x 100 points in the primal aspects node into a bright powerful isn't intended to be what the table's for - I fixed a pale 151 pt. Perditio, 6 pt. Sensus I found in a swamp, and found myself wishing the next feature in build 13 was an Advanced Thaumaturgic version of a siding full of 11x11x14 Railcraft tanks. You can technically do it all with a wall of filled jars or even just a few jars and lots of vials to refill them, but keeping the essentia coming with either golems or pipes is probably just never going to work for long enough to automate the process, the way pipes and golems are working so far, even if you're one of those bulders who whips up 500,000 cactus green dye per hour type automation builds.
I'm new here, and don't want to give anything away that the designer thinks should maybe be researched by the individual players even with a spoiler warning. Is it O.K. to mention ranges or other details about how Node repair works?
Seems I broke it at some point. I have fixed it and it'll be out in build 13.
#2: wispFX3
#3: Implement IAspectContainer
I can't do anything about the arcane furnace, that's a vanilla Thaumcraft block.
EnderIO conduits should already be compatible with the essentia engine, as long as they properly implement the BC API IPowerReceptor. If they do not, it's bad coding practice and I'm not going to hack around my code to make it work with their stuff Yes, the engine will eventually produce EU and RF at some point.
I like both ideas.
Possibly.
I don't even. I'll have to go back when I have time and reread your post.
Understandable. But personally, while I find lots and lots of very large aqua nodes (80), finding large ones of the other types is rather rare. The intent behind the ability to 'pump up' nodes is that you're now dealing with a wand that can hold a grand total of 3000 vis. That takes a LONG time to fill, and you can only fit so many pale nodes (and the occasional normal or bright) around a recharge pedestal. This allows you to choose (and hopefully, you put a lot of thought into which nodes you choose to modify) in order to a) increase the amount of buffered aspect you have available to charge your wand and potentially reduce the number of nodes required to fully charge your wand.
As mentioned in the first post, it's little more than convenience. I personally carry around 5 silverwood wands simply so I don't have to ping pong back and forth to my base 50 times in order to grab more than one node. Aside from the seemingly ludicrous capacity, which is balanced out both by the recipe requirements as well as logic, I play ThaumLite, which means no spare backbacks, etc. Those extra 4 spots are precious.
It does, but guess who had which item first? The lamp of growth showed up in Thaumcraft several weeks after the fertilizer was auditioned. Now I'm not saying the idea was stolen, but you do have to wonder...
I'm not sure where you're getting the idea that increasing the aspect pool of a node is going to be easy. Second, there are grossly LARGE differences between your version of 'very easy' and mine. Explain to me how you have chests full of Auram essentia. Or Vitium. Or say Limus. Sano? There are aspects that are annoying or hard to get, even in the late stages of Thaumcraft. To get Auram in any sort of large amount, you'd need to set up a wisp farm of some sort. Vitium, camp tainted biomes and manually collect the materials, which by the way happen to deteriorate in your inventory. Limus, that one's either way, if you spawn near a slime chunk, it's no biggie. if you do not, well... And as far as Sano, have fun brewing up those health and regen potions.
Everyone's entitled to their own opinion; however, constructive criticism is much more valuable to me as a modder with a small following. I'm not going to be another Thaumcraft addon which I will not name that has retarded items and poorly thought out features. If 90% of the people interested in my mod tell me that they like the idea of the node modifier, then so be it. If that same 90% also tells me that the node modifier is too cheap/easy/overpowered, then I will also take that feedback into account and make changes accordingly. I haven't heard a complaint about the wand as of yet. Most people seem to think that a wand with 500 vis capacity is equivalent to carrying around 5 wands with 100 vis capacity. /shrug
I can't get the Essentia Engine research to activate, not the Arcane Furnace. I swear, one of these days I'll actually get the right words out and we'll be able to take care of problems instead of sit there and wonder what I'm talking about.
We had a bit of a misunderstanding. By very easy of course I don't mean any of those aspects. I mean the super useful ones like praecantatio, potentia, ignis, herba, perditio are super easy to get. Then I said that a few were rare aspects (the ones you mentioned). I strongly agree that Auram is painful. But I think it's not ok to just make those rare aspects be on common items. Exanimis is on brains which aren't that bad, limus isn't used a lot, taint can be obtained in a more or less creative way and albeit it is not known by everyone, cake is a better source of sano than potions. Making all aspects common for mass production is a bad diea in my opinion. It makes it meaningless. Too much convenience.
Thaumic Mastery?
I would say aruam for the add aspect, praecanto/potentia for the increase aspect
Perhaps a chance on modifing a node with the more costly modifiers, to completely destroy the node?( very low %, increased by the number of modifers/ times modified? )
Okay, as above, this was totally me being a Derp and replacing the words Essentia Engine with Arcane Furnace. I can't get the Essentia Engine research to activate. I swear, I can think cognitively and I'm not some sort of crazy AI with a misplaced string.
About 90% off all the nodes I've found are super water nodes and may have one or two other aspects. The hardest to get seems to be Aer and Ordo, I tend to find very few good Aer nodes, and can count all the powerful Ordo nodes I've seen on one hand, and this is after hours of exploration and play in our server's game world. There are certainly not enough powerful nodes to go around, and I wholly agree with adding a way to "pump up" exiting nodes, and I'll talk more on that later in the post.
Ahem, we're all adults here, no need to wonder about anything, you both approached the idea in a different way and both ways are equally valid and there's no reason both can't be used together for greater effect. If you think about it you've both given us a way to make the two most common essentia useful where they weren't terribly so originally. That said, the Thauminomicon entry about "keeping those blasted golems busy" does have me wondering, are the golems supposed to be used to keep it full of Aqua essentia?
alright, we can all take a step back and breath, I have to say that yes his post was pretty negative, however it's just gonna leave you feeling upset if you get too mad over it.
Now, some things.
Vitium, you can get it from thaumic slimes, an easy way to do this is to create a crucible in a pit, fill it with crap until it overflows, and then just shoot lightning down onto the slimes until they die, if you use item grates you can then let the tainted goo fall through into a stream to carry it directly to hoppers attached to a furnace, I have to say I'm guilty of doing something similar on occasion. It does make for some pretty easy vitium gathering .
Limus is in Sticky Pistons and Slime Balls which you mentioned, however it's also in Mana Beans, my mana been farm turns out Limus at a disturbing rate compared to everything else, I've got 15 jars easy and just about nothing to use it on.
Sano is in, of all things, Milk buckets. If you've got any type of mod installed that adds capsules/cans (such as Forestry or IC2) then a filled one of those is worth 15 (I'm positive that has to be some sort of weirdo accident, but I'm not even sure how this works).
Aurum is the only one I can't get directly, that said I get a small amount from my bean farm. Emphasis on Small, it seems to be the opposite of Limus where beans are concerned, I blew through almost all of my stash just making my Mercurial Crystal Wand.
And down the rabbit hole we go once more:
First:
I would suggest allowing Mana Beans to be used in place of essences, and if we're going to require essences then I would suggest some kind of infusion setup involving the node changing pedestal and regular arcane pedestals to hold the essences and such. I wouldn't necessarily include any form of instability, but I would make there be consequences for failing to complete the process, such as running out of the essentia required halfway through might damage the node in some way, or adding the wrong essence/beans might destabilize it, etc.
Second:
Currently the nodes required amount increases/decreses based on stored Vis, this means if I take a node, drain it down to 1 in each aspect, then jar it and modify it it's exponentially cheaper. I would suggest instead making the cost depend on the brightness of the node, and the number of aspects in it instead, we'll call this the "Base Cost". Further modifiers could be added (And I'll suggest some for specific types of modifications later in those sections) in order to lessen or increase the cost.
I would probably go with something like this:
Brightening A node:
Alright, so I see the nodes as being a sort of... confluence... of energies. They're like a point where energy gets backed up and stuck. A Knot in the fabric of reality if you will. In my mind this translates to a structure based around a single type of energy holding a bunch of other energies together. Like a Package tied up in string. The string is a single type of energy holding together the "package" which is made up of other types of energies.
So, to me, Aurum is probably the string, a Fading node has a particularly frayed string, broken in places, things are leaking out, etc. While a pale one has some heavily used string which has definitely seen better days and is just barely keeping it all together. A normal node is a package tied up in some string you found in your closet, it's not new, it's not old, it's just... string. And a Bright Node is a package that's been tied up in string made of spider silk and carbon nano-tubing.
So in order to "patch" or "Replace" this string you'd need to use the same stuff the string is made out of. In this case I'm going with Aurum. There are a couple of reasons. Aurum makes me think of "The Aura" which if I recall was the overriding magical "field" of thaumcraft 3, so it seems to me that Aurum is possibly the closest you can come to "pure" magic, a fact that seems to be further supported by the fact that about the only thing I've found with Aurum is Wands, and they're a tool for turning Vis into usable magic. The second is that Aurum is expensive. It's a pain in the butt to get, even with a Mana Bean farm spanning almost 4 chunks running non-stop I barely managed to get enough aurum to create a Mercurial Crystal Wand and have a partial bottle left over, this means that people won't be able to just brighten nodes willy nilly, they'll have to put a lot of thought into what nodes they modify.
For Essences/Beans I would suggest one of each the six primal plus one per type of aspect in the node (so if you had a node that was just Aqua you'd need one of each Aer, Terra, Ignus, Ordo, Perditio, and then two Aqua.)
Removing Hunger:
I liked the use of Granum, but Messio would be better, as it seems to relate more to food and the idea is that we're quelling the node's hunger. I would probably include Corpus Essences or Mana Beans (because the little bone and meat thing always makes me think of a cartoony piece of grilled meat on a bone) and then probably something along the lines of Ordo and Perditio since you're "Changing it's Nature" much like using the wand of Equal trade to swap one thing for another.
I would suggest using the "Base Cost" of a Bright node with the same number of aspects, as these are the ones that people will feed items to before hand. They can be made very powerful but in order to do so it would be very costly. For instance on our server right now I captured a Hungry node and fed it until it had all 55 aspects, and then turned it into a normal node and brightened it. It wasn't terribly expensive because I drained all aspects down to 1 first. However with this system it will cost: (128 + 50x55)x3 or 3134 (48.9 jars) of Messis essentia, which is a stupidly large amount. It will then cost that same amount to turn it into a bright node, that said it will be a stupidly powerful bright node, so worth the cost.
Removing Sinister:
This one is a bit trickey, there's no real "opposite" to sinister, however given it's Dark and.. well... Sinister.. Nature, I would probably go with Ignus, as Fire is viewd as the Universal Clenser. Essences and Mana Beans I would suggest for this task are Order, Lux, and Ignus, as you're trying to drown out the "dark" with "light". This is a process that should be severly taxing on the node as you're basically cutting away part of it in order to seperate all the good from the bad. The consequence should be that it's reduced to a fading node, this process shouldn't be able to be performed on a fading node. Remember, it's always harder to get rid of an ingredient after it's been added.
Base cost of this should be the nodes current brightness rating plus the regular modifiers. You're going to have to build it up again afterward, so no point in penalizing you for it now.
Fixing Instability:
Unlike a Sinister or a Tainted node an Unstable node doesn't have to have something removed, so much as it has to have something added. It's like a band without a conductor, so to speak, all the pieces are there, they just need to be taught how to work together. Ordo would be the Essentia of choice, as you're bringing order to chaos. Mana Bean/Essence choices for this would be Ordo, Terra, and Limus (Ordo for order, Terra for stability, and Limus to bind it all together).
I would make the cost for this Base Cost for it's brightness x2 for each aspect. (so if it had Ignus and Ordo it would count as 4 aspects instead of two making the calculation 50x4 instead of 50x2).
Removing Taint:
Taint is a tricky one, I'm pretty tempted to go with Fire again, but that's really not right. Taint is more like a disease or Tumor. So for taint my vote would be Sano, it needs healing. Mana Beans and Essences of choice would be Victus, Sano, and Herba. (Sano for Healing, Victus to restore life, and Herba to represet the regrowth of healthy nature).
Base cost of this should be the Node's Current brightness rating plus the regular modifiers, just like recovering from illness this is a taxing process on the node, leaving it in a Pale state, or fading if it was already pale.
Add Sinister:
Adding an ingredient to a mix is always easier than getting rid of one. In this case making a node sinister is pretty simple. You just add darkness until it overwhelmes the light. So Tenebre all the way, with the suggested Essences and Beans being Tenebre, Mortuus, Spiritus, and Exanimis.
The cost for this should be the Base cost of the node's Brightness rating divided by 2, in addition it should brighten the node by one step if possible, darkness is after all seductive for the power it seems to offer.
Add Taint:
If you want to make someone sick, expose the to the disease, or in this case Vitium. Suggested Essence/Beans Vitium, Venenum, Perditio, Praecantatio (it IS a magic disease after all).
The cost of this should be Node's Current brightness Base Cost divided by 4. It doesn't take much to make someone sick.
Make Hungry:
You want to make something hungry? Give it a hole in it's stomach. Vacuos all the way. Fames would make sense, but fames doesn't explain the never ending hunger, however if it was throwing all it's food into an endless void, that definately would. So Vacuos. Mana/Essence suggestions are Fames, Vacuos and Meto (it wants to harvest everything so it can eat it).
The cost of this should be current base cost times 5, as this allows you to make any node hungry, which means you could give a node with a base of 106 vis every single kind of aspect.
Increase an Aspect:
The base cost of the node times 10 of whatever aspect you wish to increase. This increase should be a 10 point increase and only for that aspect. This is safer than making a powerful node hungry and feeding it, but it's going to be painfully slow and costly. Suggested Mana/essence of the type you're trying to increase.
Add an Aspect:
I would not actually make this possible via the node modifier, if they want to add an aspect let them deal with the dangers of working with a hungry node.
Price Mitigation/increase:
It's a swirling wonderland of sparkling, white pleasure. Let it fill your senses with cascading fluffy pillows of confort and excitement as you have never felt before.
Sorry for the coppypasta but lmfao it was great fusing nodes back in Tc3
I've just spent the last day playing with my mod in a legitimate world with other players (gah I went through SO MANY thaumium caps during my mercurial wand infusion!), and it looks like I may be on the low end as far as my aspect costs for operations are concerned. While we have TT and thus have access to a dislocation focus, we have a wisp farm set up and overnight, we have an entire chest full of all sorts of essences. Now, I know not everyone plays with TT, so I am not going to base the costs around having that mod, but it does look like that even with 1 spawner in a farm, 16 auram per operation is not going to fly. We'll keep testing and stuff. I might even have a build 13 ready tomorrow.
Sorry if this is already common knowledge, I just saw the discussion in regards to how difficult it is to obtain Auram. This allowed me to get the requisite amount pretty dang quickly, running around a node-rich forest. It does require a bit of adventuring and the permanent destruction of valuable Nodes, but it is very effective.
Edit: I was not aware of the massive amounts of Auram required in the actual modifying process... That's a LOT of node-punching. Still much more efficient than trying to farm Wisps, unless you have something that's actively producing them. Oh, and the Creative Node is bugging out for me. It'll only give me Perditio and Aer. I tried placing another, and it'd only give me Terra. Despite displaying 100 of each Aspect, they seem to still only give a randomized selection.
Edit: Also! new idea! Multiblock Crucible, allowing for huge batches of alchemy to be done all at once. Basically, it'd be really nice if I could throw three jars each of Lux, Ignus, and Potentia into it all at once and then 64 glowstone and get out 64 Nitor without it overflowing or breaking down mid way
1) Format codes ("�") were not being replaced leading to really ugly unintelligible streams of trash.
2) What's wrong with the way Thaumcraft does it on vanilla wands? Line break and label please.
I took the liberty of byte-editing the code and doing some changes.
For now,
https://dl.dropboxusercontent.com/u/18601879/ItemMercurialWand.class
This fixes the trashy looking lines. HOWEVER, it would still be nice to see an update with proper vanilla descriptions on the Mercurial Wand.
Also please throw up a GitHub, specially since you seem not to be a dumbass like the other devs who think they are going to make millions off of mods for (mostly) a kids game. It would definitely help your process along and allow others to pull request fixes themselves as well. Actually wish everyone one would do that.
I am aware of this. See the Known Issues section on the OP. The problem is that I literally typed in the escape character, which in the IDE is ASCII. However, when compiled, java strings are UTF8, so that's why I didn't catch the issue before release. /shrug This is the explanation I was given, at any rate.
In the meantime, I have re-uploadded build 12 with your fixed class. Thank you much. I'd have released a fix earlier, but I did not have bitbucket set up until today, so I had no version to roll back to (which didn't include the currently unfinished node modifier modifications).
AGAIN, IF YOU WANT A FIXED BUILD 12 WITH READABLE WAND DESCRIPTIONS, REDOWNLOAD BUILD 12!
I do not know what IDE you are using, but I use NetBeans and I have never had to escape anything and I use all kinds of strange types of symbols without escaping anything. Sounds like a serious flaw in the IDE for sure!
Some Suggestions:
High Arcana (you could also use High Thaumics)
Expanded Thaumics
Extreme Thaumics (I was going to say Thaumic Expansion but then I realized that sounded too much like Thermal Expansion XP)
Advanced Thaumics (I know, it's barely shorter than the original, but again, I like the original XD)
I don't require credit for any of my ideas, if you'd like to give me some that's always nice, but if I wanted extensive credit I'd make my own mod. This goes for all my previous suggestions too, and I'd be totally happy to come up with some flavor text if asked.
It also used Thaumiam golems with strength upgrades and armor/ clubs from hidden research, and corpal attractor bringing them in. Wisps aren't to easy to manipulate by other means due to their nature of being able to fly, and fly quickly, and sporaticly.
The best way to test this would probably be a nine by nine containing them. Without thaumic tinkerer. Then again I feel like thaumic Tinkerer would be in a grand majority of packs that have thaumcraft.
Lava could hurt any wisps other than ignis wisps, which would clog up a system, You coul possibly make a drown trap, but it would be extremely slow. you could try arrow walls but that would take a large amount of arrows constantly supplied to every line with strings to pick up on the wisps moving. And finally the thaumcraft way being golems with dart launchers which I believe do four damage. If you want I could give a vanilla thaumcraft wisp spawner in a normal world a go without caving and take a screenshot some of the results.
While using the mercurial wand, ordinary thaumcraft wands briefly pushes the hearts and the meter to the right while the wand is equipped. The mercurial wand doesn't do that, it make the two textures clip witch makes them both hard to read.
If I kept just Auram and no Ordo within the node fixer's reach, would it make an unstable pale node into an unstable normal and eventually an unstable bright? Or does it insist on fixing things in order?
I see why buffing a normal 6 x 100 points in the primal aspects node into a bright powerful isn't intended to be what the table's for - I fixed a pale 151 pt. Perditio, 6 pt. Sensus I found in a swamp, and found myself wishing the next feature in build 13 was an Advanced Thaumaturgic version of a siding full of 11x11x14 Railcraft tanks. You can technically do it all with a wall of filled jars or even just a few jars and lots of vials to refill them, but keeping the essentia coming with either golems or pipes is probably just never going to work for long enough to automate the process, the way pipes and golems are working so far, even if you're one of those bulders who whips up 500,000 cactus green dye per hour type automation builds.
I'm new here, and don't want to give anything away that the designer thinks should maybe be researched by the individual players even with a spoiler warning. Is it O.K. to mention ranges or other details about how Node repair works?