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An aura node (or simply just "node") is a tile entity belonging to one of a few types of blocks generated throughout the world. It represents a singular point where the all-prevalent mystical energies of aura gather and concentrate. This concentrated aura can be tapped into as a source of magical energy to charge wands and power various arcane devices. Aura harnessed in this way is known as vis. Nodes are nearly invisible to the naked eye, appearing only as a pale point of light. Looking through a Thaumometer or equipping Goggles of Revealing significantly increases their visibility.

A node transducer can be used to turn a node into an energized node, which is necessary to supply vis to arcane machines.

Obtaining[]

Natural generation[]

Aura nodes generate naturally in all dimensions except the End and the Outer Lands.

Regular aura nodes, generated inside non-collidable airy blocks and representing the vast majority of all nodes, generate floating 0-4 blocks in the air above solid ground or bodies of water. They typically generate at the surface, though they may also be found underground in caves.

Pure aura nodes may occasionally generate inside special silverwood log blocks in the trunks of silverwood trees.

One sinister aura node is guaranteed to generate as a part of every obsidian totem, mound, hilltop stones, and eldritch ring. A node that generates with an obsidian totem in particular will generate inside a charged obsidian totem block.

Post-generation[]

Pure aura nodes may occasionally generate inside special silverwood log blocks in the trunks of silverwood trees grown from saplings.

Primal orbs have a very small chance to leave behind a new aura node after exploding.

Players in creative mode can place a randomly-generated aura node using the aura node item provided in the Creative mode menu.

Breaking[]

When an aura node is broken, it drops ethereal essence. The aspects of the essence dropped will correspond to the aspects the node contained at the moment it was broken. The quantity of each essence type will also be proportional to the amount of vis the node had in that aspect. If the node contains 5 or fewer points of vis in an aspect, that aspect will drop no essence. The exact quantity of essence received per aspect can be calculated by:

where is the amount of vis for a single aspect.

Node in a Jar[]

Aura nodes can be captured in item form by constructing a large jar structure around them and right-clicking it with a wand to create a node in a jar. Doing this requires completing the Node in a Jar research. These jars can be safely broken and picked up by players. A jarred node can be released by placing the jar in the world and right-clicking the jar with a wand.

Mechanics[]

Aspects[]

Each aura node will contain one or more aspects of aura, each with its own current and maximum level of charge. The node's aura can be extracted as vis by means such as tapping it with a wand, which will drain its current charge for each individual aspect. Once tapped, the node will slowly replenish its aura over time up to its original maximum level at a rate of 1 point of vis every 600 ticks.

A node's current aspect charges will determine its size and color, with higher charges creating physically larger nodes and multiple aspects making them appear multicolored.

Types[]

Every aura node comes in one of several types that can alter its appearance and give it special behavior. In addition to observing how they behave and scanning them with a thaumometer, node types can be visually distinguished by the appearance of their cores.

Normal[]

Normal aura nodes are basic nodes that have no special behavioral properties. These make up the grand majority of nodes that generate across the world.

The cores of these nodes have bright white centers that undulate slowly.

Unstable[]

Unstable aura nodes randomly bleed out aspects in the form of aspect orbs, permanently damaging them over time.

Every 100 ticks, the node has a 50% chance to drop an aspect orb. The aspect of this orb will be a random aspect selected from the node's current aspects. If the aspect is a compound aspect, it is broken down to a primal aspect in a manner similar to a deconstruction table. Each orb lost will permanently decrease the node's maximum vis charge in that aspect.

A node stabilizer can halt the leaking effect of an unstable node for as long as the stabilizer remains active. While stabilized, the node's chance to drop an aspect orb instead becomes a 0.01% chance to "cure" it of of its instability and convert into a normal node. On average, the expected cure time for a stabilized node should be just under 14 hours. Advanced node stabilizers double this chance, halving the average curing time.

The cores of these nodes are have bright white centers that pulse with irregular beats, surrounded by scattered points of light fluttering in random directions.

Sinister[]

2013-10-10 03.41

A sinister node.

Sinister aura nodes slowly convert the biome around them to eerie and spawn zombies at night.

Every 50 ticks, the node will randomly select a column within a 23x23 area around it and change that column's biome to eerie. Columns closer to the node are favored for selection over columns farther away.

Sinister nodes will spawn furious zombies when players are nearby in a manner identical to that of a vanilla spawner.

If the config option hard_mode_nodes is set to false, sinister nodes will not spawn furious zombies, but they will still spread the eerie biome.

The cores of these nodes appear as pitch black dots radiating a dark purple aura.

Tainted[]

Tainted aura nodes slowly convert the biome around them to tainted land and spawn patches of fibrous taint on nearby surfaces.

Every 50 ticks, the node will randomly select a column within a 15x15 area around it and change that column's biome to tainted land. At the same time, the node randomly selects a block within an 11x11x11 volume around it and attempts to spawn fibrous taint in that block. Columns and blocks closer to the node are favored for selection over columns farther away.

If the config option hard_mode_nodes is set to false, tainted nodes will not spawn fibrous taint, but they will still spread the tainted land biome.

The cores of these nodes appear as small white dots expelling noxious purple clouds.

Hungry[]

2015-02-08 14.37

A hungry node. Note the damage to the surrounding terrain.

Hungry aura nodes behave like small black holes, slowly destroying all but the toughest of nearby blocks and ruthlessly pulling in and killing any passerby that strays too close.

Every 50 ticks, the node will attempt to destroy a random block within a 31x31x31 volume around it. Blocks that are closer to the node will be favored for selection over blocks farther away. Before the block is destroyed, the node will check if any other blocks exist between it and the block it has selected along a straight line between itself and that block's center. If any blocks are found to collide with this line, the closest of those blocks becomes targeted instead. The broken block will drop itself as an item in a manner similar to how an explosion occasionally drops the blocks it destroys. Blocks with a hardness of 5 or greater (such as obsidian) or indestructible blocks (such as warded blocks) will not be broken.

Entities within a 15 block radius of a hungry node will experience a force pulling them in towards the node. This force increases roughly by a factor of , where is the distance to the node. Entities that get pulled sufficiently close will begin to take damage in a way similar to that dealt by the void, swiftly killing them. Below are some notable distance thresholds:

  • At about 12 blocks radius, the force overcomes friction of mobs standing on blocks, causing them to drag across the ground.
  • At about 6 blocks radius, the force can pull mobs up off of the ground.
  • At about 1.5 blocks radius, the force overpowers a player attempting to walk away.
  • At about 1 block radius, the node will begin to harm the entity.

Hungry nodes have the ability to take primal vis from the entities they consume. Each time the entity takes damage, its component aspects will be broken down to a single random primal aspect in a manner similar to a deconstruction table. If the node already contains this aspect and that aspect has been tapped below its maximum charge, the node will replenish one point of vis in that aspect. If the node does not contain this aspect, or if it is already at its maximum charge for that aspect, it may permanently increase its maximum charge in that aspect by one. The chance of this occurring is determined by , where is the maximum charge for that aspect.

If the config option hard_mode_nodes is set to false, hungry nodes will not pull on or damage entities, but they will still damage terrain.

The cores of these nodes take the form of a wobbly white ring. Blocks within its area of effect will also emit small black particles that get sucked into the node, giving the node the appearance of sucking in dust and small debris.

Pure[]

Pure aura nodes slowly convert the biome around them to magical forest.

Every 50 ticks, the node will randomly select a column within a 15x15 area around it and change that column's biome to magical forest. Columns and blocks closer to the node are favored for selection over columns farther away.

The cores of these nodes appear as white outwardly-expanding rings with a distinct wavy spiral texture.

Brightness modifiers[]

In addition to its type, an aura node may optionally have a brightness modifier. These modifiers affect a node's rate of aura regeneration as well as its appearance.

Bright[]

Bright aura nodes will regenerate vis 33% faster than normal, at a rate of one point every 400 ticks.

When converted to an energized node, a bright node will yield 20% more CV than normal.

Bright nodes will appear with a higher opacity than usual, allowing them to be seen more clearly from farther distances.

Pale[]

Pale aura nodes will regenerate vis 33% slower than normal, at a rate of one point every 900 ticks.

When converted to an energized node, a pale node will yield 20% less CV than normal.

Pale nodes appear with significantly lower opacity than usual, making them more difficult to spot from long distances.

Fading[]

Fading aura nodes do not regenerate their aspects over time.

When stabilized by a node stabilizer, every 100 ticks, a fading node has a minuscule chance (0.008%) to be converted to a pale node. On average, the expected cure time for a stabilized node is approximately 17 hours and 22 minutes. An advanced node stabilizer doubles this chance (0.016%), thereby halving the expected average curing time.

When converted to an energized node, a fading node will yield 50% less CV than normal.

Fading nodes flash between a pale node's opacity and completely invisible with a regular pulse.

Generation[]

When generating a new aura node, it will be randomly assigned an initial set of aspects and and maximum charge levels for those aspects, as well as given a type and optionally a brightness modifier. The chances of all of these are dictated by how and where the node is generated.

Each chunk has the opportunity to generate a single node somewhere within it. The chance of this is controlled by the node_rarity config option, with the chance being where is the value of the config option (default 36, or 1/36 chance). Once a chunk is selected to have a node generated within it, a random column is chosen somewhere within the chunk. The node will attempt to generate at the first open y coordinate it can find starting from the bedrock level. Once found, the node will then check to see if it can generate at a random height 2-4 blocks above the ground. If that space is open, the node will generate there, otherwise it will generate at ground level. If no open space is found in the selected column, the generation attempt fails and no node is generated.

Aspects[]

A node's maximum total vis count is determined by its biome type, as organized by Minecraft Forge's BiomeDictionary.Type. Each type has a maximum vis cap, , determining how much total vis in all aspects combined a node can generate with, as well as a single aspect that the biome type will generate more often than all others. Each biome will belong to one or more of these types. If a biome belongs to more than one type, one of their corresponding aspects is selected at random with equal probability and is taken as the average among them. Below is a list of which aspects and vis caps correspond to each biome type:

Biome type Aspect Biomes
Beach Terra 80 Beach, mushroom island shore, stone beach, cold beach
Cold Ordo 80 Taiga, taiga hills, frozen ocean, frozen river, ice plains, ice mountains, sky, cold beach, cold taiga, cold taiga hills, mega taiga, mega taiga hills
Coniferous Terra 100 Taiga, taiga hills, cold taiga, cold taiga hills, mega taiga, mega taiga hills
Dead Mortuus 50 ---
Dense Ordo 100 Jungle, jungle hills, roofed forest
Desert Ignis 100 Desert, desert hills, mesa, mesa plateau F, mesa plateau
Dry Perditio 80 Desert, desert hills, sky, hell
End Vacuos 80 Sky, outer lands
Forest Terra 120 Forest, taiga, taiga hills, forest hills, jungle edge, birch forest, birch forest hills, roofed forest, cold taiga, cold taiga hills, mega taiga, mega taiga hills, extreme hills plus, magical forest
Frozen Ordo 100 Frozen ocean, frozen river, ice plains, ice mountains, cold beach, cold taiga, cold taiga hills
Hills Aer 120 Extreme hills, desert hills, jungle hills, forest hills, birch forest hills, cold taiga hills, mega taiga hills
Hot Ignis 100 Desert, desert hills, jungle, jungle hills, hell, jungle edge, savanna, savanna plateau
Jungle Herba 100 Jungle, jungle hills, jungle edge
Lush Herba 100 ---
Magical --- --- Tainted land, eerie, outer lands, magical forest
Mesa Ignis 80 Mesa, mesa plateau F, mesa plateau
Mountain Aer 100 Extreme hills, ice mountains, extreme hills edge, extreme hills plus
Mushroom Ordo 140 Mushroom island, mushroom island shore
Nether Ignis 120 Hell
Ocean Aqua 120 Ocean, frozen ocean, deep ocean
Plains Aer 80 Plains, savanna, savanna plateau
River Aqua 100 River, frozen river
Sandy Terra 80 Desert, desert hills, mesa, mesa plateau F, mesa plateau
Savanna Aer 80 Savanna, savanna plateau
Snowy Ordo 80 Frozen ocean, frozen river, ice plains, ice mountains, cold beach, cold taiga, cold taiga hills
Sparse Perditio 80 Extreme hills plus, savanna, savanna plateau, mesa plateau F
Spooky Spiritus 80 Roofed forest, eerie, outer lands
Swamp Perditio 120 Swampland
Wasteland Perditio 80 Ice plains, tainted land
Water Aqua 100 Ocean, frozen ocean, deep ocean, river, frozen river
Wet Aqua 80 Swampland, jungle, jungle hills, jungle edge

If the biome is overridden by the tainted land, all nodes except the ones generated in silverwood trees will have increased by 50%. Half of these nodes will have their types overridden to tainted and will be increased again by a further 50%.

If a node is generated as part of a silverwood or from a primal orb explosion, is reduced to 25% of its value.

Once is determined, it is set to a random value between and . This will be the node's final combined vis total.

Various aspects are assigned to the node along with a weight of 1 or 2. The first aspect to be assigned with be the biome-specific aspect with a weight of 2. If the biome has no specific aspect (such as with the magical forest), a random compound aspect and a random primal aspect will be selected, each with a weight of 1.

Next, three attempts are made to assign a random aspect to the node, where each attempt only has a 50% chance to succeed. If successful, the aspect has a chance to be randomly selected from the compound aspects, where is the value of the special_node_rarity config option (default value 18, or 1/18 chance). Otherwise, the aspect will be selected from the primal aspects. Each successful attempt adds a weight of 1 to the selected aspect.

If the node is a hungry node, Fames will be added with a weight of 2. There is also a 50% chance that Lucrum is added with a weight of 1.

If the node is a pure node, either Victus or Ordo will be assigned with a weight of 2.

If the node is a sinister node, Mortuus, Exanimis, Perditio, and Tenebrae each have an independent 50% chance to be added with a weight of 1.

An 11x11x11 volume around the node is then scanned. If this volume contains at least the minimum of any of the following block groups, the corresponding aspects will be added with a weight of 1 each:

Block Minimum Aspects added
Water 100 Aqua
Lava 100 Ignis

Terra

Stone 500 Terra
Foliage 100 Herba

Each aspect is assigned a temporary vis amount, , using the following equation:

where is a random number between 0 (inclusive) and (non-inclusive).

Finally, all the vis in all aspects are summed to give a total vis count, . Each aspect is then given a final vis amount, , via the following equation:

Types[]

Each node has a chance to generate as a "special" node, meaning any type other than normal. This chance is controlled by the special_node_rarity config option, with the chance being where is the value of the config option (default value 18, or 1/18 chance). When a node generate as special, the node type will be assigned with the following probabilities:

Node type Probability
Unstable 30%
Sinister 30%
Pure 30%
Hungry 10%

The exceptions to this are nodes that generate as a part of structures, where nodes inside silverwood trees always generate as pure and nodes in all other structures always try to generate as sinister.

If the node is generating in the tainted land biome and is any type other than pure, it has a 50% chance to have its type overridden to tainted instead. This can even overwrite sinister nodes generating as a part of a structure.

Brightness modifiers[]

Each node also has a chance to generate with a brightness modifier. This chance is also controlled by the special_node_rarity config option, this time with a chance of where is the value of the config option (default value 18, or 1/36 chance). When a node gets a brightness modifier, all three modifiers have an equal probability of occurring.

Usage[]

Tapping[]

Nodes can be tapped for vis for use by several thaumaturgical tools, the most notable being wands.

A wand (as well as a crafting sceptre and staff) will siphon vis away from a node at a rate of 1 point of vis every 5 ticks. This rate can be doubled by researching Advanced Node Tapping and tripled by researching Master Node Tapping. Only primal aspects can be siphoned using this approach.

Alternatively, one can charge wands and other items using a wand recharge pedestal. This approach can allow siphoning vis from compound aspects if combined with a compound recharge focus.

Tapping any one of a node's aspects to zero can have permanent negative effects. Every 20 ticks, the node will perform a check to see whether it has zero points in any of its aspects. If found, any such aspect will have its maximum charge reduced by 1. If that aspect's maximum charge is being reduced from 1 to 0, that aspect is permanently removed; otherwise, there is a 5% chance the aspect will be permanently removed regardless of what its maximum charge is. Each time an aspect is removed in this way, the node will then have a 20% chance to permanently drop in brightness, with bright nodes becoming regular brightness and regular brightness nodes becoming pale. Within that chance, there is a 20% chance that a pale node will further drop in brightness to become a fading node. These effects can all happen simultaneously, so a particularly unlucky node (0.2% chance) could lose an entire aspect and drop in brightness from regular brightness to fading all at once.

Tainting[]

All aura nodes, except pure nodes and tainted nodes, that exist within the tainted land biome for a prolonged amount of time risk having their types permanently changed to tainted.

Every 100 ticks, there is a 0.2% that the node will have its type overridden to tainted. On average, the expected time for this conversion to occur is a little over 40 minutes.

Bullying[]

Nodes that are packed within close proximity will begin to attack one another in a process known informally as node bullying. Nodes of larger total "size" will bully nodes of smaller size. The size of a node is found by tallying all points of all aspects it currently has, and averaging that value with the tally of all aspects it can maximally have. Each time one node bullies another, a small bolt of purple energy will flicker between them with a short zap sound, and a single point of randomly selected vis will be taken from the bullied node.

Nodes will search around in a 9x9x9 volume for other nodes to bully. Every time the node checks this region, it selects one block in it at random and checks to see if another node is there. Blocks closer to the node are favored for selection over ones farther away. If another node is found and it is of smaller total size, that node will be attacked, taking one point of vis from it. If the bullying node already contains the aspect that was taken and is currently below its maximum charge in that aspect, it will use the stolen aspect to replenish itself. Otherwise, it has a chance to permanently gain this aspect or increase its maximum charge for that aspect. The probability of this occurring is given by:

where is equal to the maximum points of vis for that aspect in the bullying node (or 2/3 of maximum points if the node is bright and/or hungry). Whenever a successful vis transfer like this occurs, the bullied node has a 1/3 chance of permanently losing that aspect point from its maximum total. Additionally, if the bullying node happens to be a pale node, it has a 1% chance of increasing its brightness to a regular brightness node. Every time the bullied node is attacked, it will be unable to recover vis for a short duration equal to half of its normal recharge time.

Bright and/or hungry nodes will perform this bullying check once every tick. Regular brightness nodes of all other types will do so half as often, and pale nodes of all other types will do so a quarter as often. Fading nodes cannot bully other nodes.

Nodes that are under the effects of an active node stabilizer will be protected against bullying from any neighboring nodes, as well as prevented from bullying any other nodes. Advanced node stabilizers will similarly protect nodes from being bullied, but will allow the node to bully others.

Nodes spawned inside silverwood logs or charged obsidian totem blocks are immune to bullying and cannot bully other nodes.

Primal node manipulation[]

A node can be permanently altered by bringing it into contact with a primordial pearl. This will result in several effects:

  • Every non-primal aspect in the node has a 50% chance of permanently decreasing its maximum by 1.
  • Every primal aspect the node already contains will have its maximum randomly changed by a value between -2 and 6, inclusive (-2 and 9 if Primordial Node Manipulation has been researched).
  • A random number for every primal will be rolled between 0 and 3, inclusive (0 and 4 if Primordial Node Manipulation has been researched). If the node's current maximum for that aspect is less than the new number, that aspect's maximum will be set to that number.
  • If the node is fading, there is a 50% chance it will become pale.
  • If the node is pale, there is a 50% chance it will become regular brightness.
  • If the node is of regular brightness, there is a 20% chance it will become bright.
  • Copious amounts of flux goo and flux gas will be spawned randomly in an 11x11x11 volume around the node.
  • An explosion of strength from 3.0 to 8.0, inclusive (3.0 to 6.0 if Primordial Node Manipulation has been researched) will be created.
  • The primordial pearl is consumed.

Energizing[]

Main page: Node Transducer

Nodes can be energized using a node transducer to produce centivis (CV) instead of normal vis. CV can be used to power various thamaturgical machines.

Strategies[]

Furious Zombie Farm[]

As noted above, a sinister nodes double as monster spawners for furious zombies. While this can be fairly intimidating, it is straightforward to build a mob farm around the node in the same way one would around a typical vanilla spawner. In addition to zombie brains, tools, armor, and vast quantities of rotten flesh, furious zombies rarely drop thaumium ingots and pieces of amber.

Trash Disposal[]

The entity-consuming talent of a hungry node can be exploited as a convenient trash disposal mechanism for unwanted items. Sequestering the node in a cage of obsidian or warded blocks can make it safer to approach for this purpose.

Node Room[]

Nodes can be captured en masse using the Node in a Jar construct to be put in a "node room", concentrating them around a single wand recharge pedestal. This can allow for very quick and convenient charging of particularly vis-hungry items such as staffs, as the pedestal can siphon vis from all nearby nodes within its range. A compound recharge focus can be attached to the pedestal to allow it to draw from compound aspects in addition to primal aspects.

The pedestal can draw from nodes in a 17x17x17 block region centered on the pedestal. To avoid bullying amongst the nodes, every pair of nodes must have no less than 4 blocks between them, meaning an optimally positioned node room around a single recharge pedestal can safely contain up to 64 nodes. Density can be increased by using node stabilizers, but this can become prohibitively expensive for lots of nodes.

Growing Supernodes[]

While simply capturing a lot of nodes and using them as-is is certainly a viable option, it can be rewarding to take a single node and grow its vis capacity to extreme levels. Such a node is typically referred to as a "supernode". Supernodes can be used to vastly increase the vis-storing capacity of any node room or create exceptionally powerful energized nodes. There are two typical approaches to creating supernodes: bullying, and feeding a hungry node.

Node Bullying Setup[]

Outdoor node room

A simple node room designed with a capacity for 26 nodes, with node positions marked by stained glass. The top-left-center node is fitted with an advanced node stabilizer and is set up to bully the three adjacent nodes marked by uncolored glass.

Considering the siphoning range of the recharge pedestal and bullying range of nodes, an optimum design for a node room that allows ample space for extra nodes to be bullied ("feeder nodes") can be constructed as follows:

  1. The permanent nodes are arranged on three levels, with spaces for nodes arranged in a cube at least 13 blocks on a side surrounding the pedestal. This ensures the pedestal can reach each node, but the nodes 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.) This potentially gives places for up to 26 nodes (8 corners, 12 edges, and 6 faces).
  2. Feeder nodes can be placed around the outside of the cube. 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, but also within 5 blocks of the permanent node that will consume them.
  3. Filling in all of the permanent nodes immediately will not allow placing more than one feeder node per permanent node, else feeders will bully each other and/or be bullied by more than one permanent node, reducing efficiency. Holding off on placing, for example, the face center nodes will allow at least two feeder nodes for each edge node. 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 when the stabilizers are active, but it will also prevent them from being bullied once they've been drained. Regular stabilizers are recommended for this, since advanced stabilizers will reduce the nodes' regeneration to almost nothing.
  5. Feeder nodes should be placed as far away from their intended bully as possible, while still remaining within the bully's range. Since nodes favor bullying nodes that sit closer to them, situating the feeder nodes at the edge of their bullying range will cause them to be bullied less often for a given period of time. While this will slow the bully's growth rate, it will allow the feeders to recover more their vis between attacks, allowing them to last significantly longer and give up more of their vis to the bully. Periodically stopping the bully from attacking using a node stabilizer may also be needed from time to time to allow the feeder nodes opportunity to recharge should they get too low.

Feeding Hungry Nodes[]

Unlike node bullying, which has diminishing returns on node growth, hungry nodes will grow for as long as you feed them, making them ideal candidates for supernodes. They are quite rare to find, however, and are very dangerous to approach without proper planning and precaution.

To capture a hungry node, sequestering it in a cage of tough blocks is required. Obsidian is the typical material of choice for this purpose, but coal blocks, iron bars, and even item grates can be used. To approach the node, build a stairway out of your tough block of choice, strategically placing blocks between you and the node as you go to stop the yourself from being pulled in. A thaumostatic harness is advisable, to escape in case of slips. Once within range, encase the node in a 3x3 cage of obsidian. Cover the top of this cage wooden slabs. Then, use an equal trade focus to rapidly convert the obsidian to glass and quickly right-clicking the construct with your wand to create a node in a jar before the node has a chance to destroy it.

The jarred node can then be placed in a pre-built cage of a more elegant design, one where it can be fed as many items as you can throw at it. One preferred method for feeding the node is to have a hopper push items through an item grate into a water stream at a safe distance, and let the stream carry the items to a hole in the cage. Crops that contain messis are good candidates for feed material, as they are infinitely renewable, automatable, and messis vis can be broken down to every kind of primal.

It should be noted that in previous version of Thaumcraft, tossing stacks of items into the node would process all of the aspects for every item in the stack, and the node could acquire any compound aspect from them. In the current version, this has been significantly nerfed; each stack of items is treated as a single item, and the node can only gain primal aspects from them (compound aspects are broken down similarly to a deconstruction table). Thus, for best results, items must be fed in one at a time and not be allowed to collect into stacks.

Once the node has been built up to its desired strength, it can be safely tapped through its cage via recharge pedestal, or one can attempt to energize it. Energizing a hungry node directly is rather difficult, as they tend to eat the equipment used to energize them before the energizing process can complete. However, persistence pays off... and dispensers loaded with stabilizers and transducers may also help. A safer tactic would be to deliberately spread taint around the cage (by means of bottled taint) to convert the hungry node to a tainted node. Do note that this approach will permanently remove the node's hungry trait, preventing it from growing any larger by that method in the future, and leave you with a potentially noxious tainted node should you ever choose to de-energize it (the node will be safe as long as it remains energized). After the node has been safely energized, the taint can be cleaned up with ethereal blooms.

Thaumonomicon Entry[]

Main article: Auras and Nodes

Trivia[]

  • Aura nodes are visible from slightly farther away when using goggles of revealing or a void hood than they are using a thaumometer. Goggles will reveal nodes up to a straight line distance of 64 meters, while a thaumometer will only reveal nodes up to a distance of 48 meters.
  • All aura nodes on screen within visibility range will be revealed when holding a thaumometer, even if they are not viewed through the device itself.
  • Some of the textures used to render aura nodes are reused in other places:
    • The glow of ethereal bloom bulbs is the same texture used in unstable nodes.
    • The murky aura behind research item icons on the main interface of the Thaumonomicon that denote forbidden knowledge is the same texture used in tainted nodes animated in reverse.
  • Players and other mobs killed by hungry nodes will produce the death message, "<entity> fell out of the world"

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