Wikia

Thaumcraft 4 Wiki

Nodes

248pages on
this wiki
Comments74
2013-10-10 03.41.50

Aura Node with 2 aspects

2015-02-08 14.37.31

A Hungry, Bright Node

Nodes are concentrated mystical energy surrounded by Aura. They are found randomly throughout the world.

"Each aura node has a base amount of magical energy it can contain and this energy is aligned to one or more aspects. It is usually aligned to Primal Aspects, but rarely to Compound Aspects.

The aspects within an aura node can be tapped by a thaumaturge for his own purposes. The simplest way to do so is with the use of a wand."

If all of a particular aspect is drained from the node, the aspect can disappear from the node, but it is not guaranteed. If some of the aspect is left in a node it can recharge so that you can go back to the node. If there are no longer any aspects within a node, the node will disappear on occasion or even change its type and/or descriptor. Large nodes will malevolently drain vis from other nodes which are smaller, adding vis capacity to the larger node, but damaging the smaller node over time. This effect can be negated with node stabilizers.

Node TypesEdit

Beyond the comprising aspects, there are several types of nodes:

  • Power Levels, these modify the node:
    • Bright nodes regenerate their aspects at a faster rate than normal.
    • Pale nodes regenerate their aspects at a slower rate than normal.
    • Fading nodes do not regenerate their aspects.
  • Base node types:
    • Normal nodes have no special properties.
    • Hungry nodes draw in items, entities and blocks. Aspects of the objects "eaten" will enter the node. Being sucked into a hungry node will quickly kill the player.
    • Sinister nodes make the biome around them Eerie. These can spawn within an Obsidian Totem or other structures. They also double as a monster spawner for Furious Zombies, following the usual rules for monster spawners.
    • Pure nodes can be found within silverwood trees, wild and grown, as well as randomly spawned. They can revert nearby Eerie or Tainted areas to the underlying biome. If still within a silverwood block, they will then convert the area to Magical Forest.
    • Tainted nodes spread taint, changing the surrounding biome into tainted land. Nodes in tainted lands also become tainted, spreading the taint. Even after the node is destroyed, additional measures are needed to revert the tainted area.
    • Unstable nodes randomly change their aspects. They may also drop orbs of one of their aspects, taken from their own vis.

Ethereal EssenceEdit

Nodes, when destroyed, drop ethereal essence. The total amount dropped seems to be floor[(amount of aspect)/10]+1 (assuming there is more than ten of the aspect in the node).

Node Rooms Edit

Outdoor node room

Outdoor "node room", with positions marked by colored glass. Note the bully node with three feeders and a stabilizer. The device at bottom center is a chunk loader from another mod.

Nodes can also be captured within a magical build that converts them into a "Node in a Jar". This usually (75% chance) weakens the node (from Bright to normal to Pale to Fading) but does not change its type. When a node is jarred, its aspects are permanently limited to the levels they had when it was jarred, and will not regenerate past that point. A jarred node can be released elsewhere, typically in a "node room" built around a Recharge Pedestal. A Compound Recharge Focus can also be attached to a Recharge Pedestal, and this will allow it to draw on compound aspects, returning one point of primal vis for each point of a compound aspect that it drains. The Pedestal itself has a range of 8 blocks in any direction, including vertical and diagonal. That is, there can be 7 blocks space between pedestal and nodes. This need not be empty, as the Pedestal can drain through intervening blocks.

Node Bullying Edit

As of version 4.11, the construction of node rooms is complicated by "node bullying", where a large node can attack and eventually consume a nearby smaller node, gaining some of its vis and even acquiring new aspects. The key points here are:

  • The range for node bullying is only 5 blocks (4 blocks space between).
  • Fading nodes (produced by jarring a pale or fading node) do not recover their vis, any drain is permanent. However, they can still be used to enlarge another node, by allowing the other node to consume it.
  • The bullying process is limited by the bully node, which will bully one eligible node at a time, and can only bully every so often. Each time it bullies a node, the victim will lose current vis in one of its aspects, and has a small chance of losing maximum vis. The Bully has a small chance of gaining maximum vis in the drained aspect, apparently 1 over the total vis of the node (that is, all aspects), but with a minimum of 1%. A bully node also has a small chance of gaining a "strength" level, from pale to normal to bright.
  • If two or three nodes are eligible, the bully's divided attentions will allow the feeders (except fading nodes) to recover between being drained. With three feeder nodes, the feeders will recover from all draining, except when they lose maximum vis (so they will still eventually be destroyed). This maximizes the total vis gained by the bully, but it will take a very long time to completely drain the feeders. An alternative to multiple feeders is to micromanage the bully with a basic node stabilizer (see below), to let the feeders recover.
  • If only one bully is being fed (say, building a node to be energized with a Node Transducer), the feeder nodes can be placed at the corners of a 7x7x7 cube , allowing up to 8 nodes if time is no object.

Node Stabilizers Edit

A new advanced device, Node Stabilizers, can also be placed on nodes to enhance node rooms. The basic node stabilizer prevents a node from either bullying or being bullied, but halves the recovery rate of the node. This allows simply crowding nodes further together. The advanced node stabilizer prevents a node from being bullied, but allows a large node to bully a nearby smaller one. However, it almost completely prevents recovery of vis. An advanced node stabilizer also has a chance of (eventually) converting a fading node to a pale one. Both sorts are active by default as soon as they are placed under a node, or a node placed over them. They can be turned off with a redstone signal.

Design Edit

Considering the pedestal and bullying range, we get an optimum design for a node room, with space for some possible feeder nodes:

  1. The main nodes can be arranged on three levels, with spaces for nodes arranged in a cube at least 13 blocks on a side surrounding the pedestal, so that the pedestal can drain each of them but they cannot bully each other. Going to 15 blocks on a side gives a space of "slack", so that a node misplaced by one block in any direction will still be OK. Either way, this potentially gives places for up to 26 nodes (8 corners, 12 edges, and 6 face centers of the cube).
  2. Temporary places for "feeder nodes" can be placed further out: These should be at least 9 blocks from the pedestal (on or outside a cube at least 21 blocks on a side) so that a fading node won't be destroyed when the pedestal is used. They do need to be within 5 blocks of a permanent node, meant to consume the feeder node.
  3. However, filling in all the spaces for main nodes will not allow placing more than one feeder node per main node, or the feeders will bully each other and/or be bullied by more than one main node. Skipping, for example, the face centers, will allow at least two feeder nodes for each edge node, while skipping the corners as well should allow three feeder nodes per edge node, all without interference. (In practice, having multiple main nodes taking turns among multiple feeders may be acceptable.)
  4. If feeder nodes are used, the "bully" nodes should be equipped with basic stabilizers, which can be turned off when the node is at full strength, then turned back on before recharging a wand. This will reduce their vis regeneration, but it will also avoid their being bullied in turn after they've been drained.

Exploiting Nodes Edit

Aside from node rooms, there are a few other uses for nodes:

Zombie Farming Edit

As noted above, a Sinister node doubles as a mob spawner, producing Furious Zombies. While these are fairly intimidating, it is straightforward to build a mob farm around the node.

Biome Conversion Edit

Several types of node can alter the local biome. Most obviously, a Tainted or Sinister node, or a Pure node created within a Silverwood Tree, will convert the surrounding area to, respectively, Tainted Land, Eerie Biome, or Magical Forest. (Note that in recent versions, this will not work in the Nether or End.) A "bare" Pure node (that is, not in a silverwood log) will revert any of these transformations, changing the area back to the underlying biome (as will an Ethereal Bloom). Any of these three magical biomes can be used for farming Mana Beans, or to spawn Wisps or Pech. The Tainted Lands can also be used to convert ordinary animals into their tainted versions, and/or produce Thaumic Slimes.

Supernodes Edit

Careful exploitation of node bullying (see above), or cultivation of a hungry node (see below) can produce very large nodes for use in a node room, or conversion to an Energized Node (see below).

Captured Hungry Nodes Edit

A Hungry node can be captured and placed in a suitable "cage". Besides using it as a trash disposal, this can produce a much larger supernode than bullying can, by steadily feeding in items.

To capture a hungry node, it is necessary to use blocks that are too hard (mining hardness) to be eaten. Obsidian is most usual, but coal blocks, iron bars, and even item grates also qualify. Obsidian (etc) can be used to build a stairway and path up to the node, with blocks placed on the path to stop the player from being pulled in. (A Thaumostatic Harness is also advisable, to escape in case of slips.) Once within range of the node, it must be surrounded in a 3x3 cage of obsidian, and the top of this covered in wooden slabs. Use of an Equal Trade focus can convert the obsidian to glass, followed by a quick right-click to create a Node in a Jar. The jarred node can then be carried off and placed in a prebuilt cage at its new home.

In recent versions, the aspect gain of hungry nodes as been heavily nerfed: They only gain from one item of a stack, and primal aspects only (compounds are broken down similarly to a Deconstruction Table). However, it is still possible to build it into a supernode, by rigging a system to feed in items one at a time. One tested method is to set up a water flow into the node's cage, carrying items dropped by a (chest and) hopper atop an item grate. (The water flow allows the hopper etc. to be placed to one side of the hole in the cage, so that they are not themselves eaten by the node.)

Once a hungry node has been moved and built up to its desired strength, it can be tapped directly by a Recharge Pedestal, or energized as below. Energizing a hungry node directly is rather difficult, as they tend to eat the equipment used to energize them. However, persistence pays off... and dispensers loaded with stabilizers and transducers may also help. Another tactic is to place some fibrous taint beneath the cage (Bottled Taint can help), to convert the Hungry node to a Tainted one. A Tainted node is noxious in its own way, but it can be energized more easily, after which the taint can be cleaned up with Ethereal Blooms.

Energized Nodes Edit

Use of a Node Transducer can convert a node into a special form, the "Energized Node". These do not store vis as usual, but can be tapped for a steady output of magical energy. This is measured in "centivis" or CV: Each CV is 1/100ths of a point of vis, but this is measured per tick, and it never runs out. The energy can be used by certain machines, and distributed by vis relays. See the Node Transducer page for more details. This is a popular reason to build a "supernode". Note that special nodes, and especially Hungry or Tainted nodes, lose their special abilities when energized.

Around Wikia's network

Random Wiki