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Old 2nd March 2013, 10:32 AM   #41 (permalink)
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and the other thing is that it's all about being responsible if you do things in a responsible manner then it will not go to hell, this is meant to be a bit of a stick to the reward.

Irimir do you have a goo resource for this info, I believe crystal clusters can fix this issue but cannot find info on how to use them.
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Old 2nd March 2013, 10:48 AM   #42 (permalink)
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Quote:
Originally Posted by DarkDuck View Post
Irimir do you have a goo resource for this info, I believe crystal clusters can fix this issue but cannot find info on how to use them.
I've been dragging through forum discussions quite a bit. Here's a thread that has some comprehensive notes, with links to things confirmed by Azanor and the source code: Aura and You: All About Thaumcraft 3 Aura Mechanics | Feed the Beast

Crystal clusters can recharge vis, but they do so very slowly, and they can actually charge a node above its maximum, which is interesting, but guess what that causes? Also, they can only be discovered through knowledge fragment research, so they're a bit of a shot in the dark.
On the other hand, Azanor has said that if you can get to 10 over the node max, a dull ore will turn back into an elemental ore, and if you can get to 100 over, it will turn a block of stone into an infused ore.

I'm doing some code diving myself to work out the flux generation. I'll report back when (if) I figure anything out.
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Old 2nd March 2013, 12:12 PM   #43 (permalink)
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So in short:

1) We can use goggles to see if our local areas have problems.
2) It is possible to fix but a severe PITA, so go to Togwarts.
3) Adjust gameplay accordingly as rain will be with us for some time.
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Old 2nd March 2013, 01:53 PM   #44 (permalink)
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yes, and

4) - before you play around with Thaumcraft, research it so that you have an understanding of what you're doing, so you're not releasing too much into the world and increasing the flux. Because your actions ultimately will affect the rest of the server.
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Old 2nd March 2013, 02:47 PM   #45 (permalink)
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Right, that.
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Old 3rd March 2013, 04:40 AM   #46 (permalink)
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Ya, I haven't seen some of the stuff Irimar is referring to, but the amount of flux one generates can definitely be minimised. I really don't know what's been going on in spawn over the last few days to sap the vis and keep the flux at moderate in my area.

I agree that excessive rain is bad in all the ways Obsi and others have listed. I have one idea - what if rainmakers are banned for now, but there is one placed at spawn with a large supply of dispersion charges (or whatever they're called) for people to use. This means the community can stop the rain and eliminates the issue where 2 people use rain machines to stop the rain and end up cancelling each other out.

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Old 4th March 2013, 11:25 AM   #47 (permalink)
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When you are releasing flux (which from what I understand when you make certain things you can't help but make flux, but you can choose items to minimise the unused aspects therefore reducing the flux released), is it possible to do that in one of the Mystworlds?

If their flux is too high will it still cause problems in the overworld? I'm not suggesting going for broke on our current mystworlds, but say we had another made specifically for Thuamcraft, would that work?

Do the other worlds even have nodes etc?
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Old 4th March 2013, 12:33 PM   #48 (permalink)
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The Myst worlds have controlled biomes, ie. when the worlds are defined, the biomes can be restricted. Likewise, the weather can be restricted. That is why the Wastelands are so drab and have lightning but no rain.

The Forge error logs included statements like:
Quote:
2013-03-04 11:17:24 [INFO] [ForgeModLoader] [Thaumcraft] Loaded 759 aura nodes for world 7
2013-03-04 11:17:25 [INFO] [ForgeModLoader] [Thaumcraft] Loaded 532 aura nodes for world -1
2013-03-04 11:17:26 [INFO] [ForgeModLoader] [Thaumcraft] Loaded 2437 aura nodes for world 0
2013-03-04 11:18:04 [INFO] [ForgeModLoader] [Thaumcraft] Removed 759 aura nodes when world 7 unloaded.
2013-03-04 11:18:04 [INFO] [ForgeModLoader] [Thaumcraft] Removed 0 aura nodes when world 1 unloaded.
Dimensions 0,1,-1 are the Overworld, End and the Nether. Dimension 7 is the Twilight world.

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Old 4th March 2013, 01:58 PM   #49 (permalink)
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Well, I can say for sure that the caverns have nodes, I've seen them. I assume the other MystCraft worlds have them as well.
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