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[Suggestion] - Reintroduce nodes as a far more compact vis battery.

Open Azanor opened this issue 6 years ago • 8 comments

From @VadersFist0501 on September 26, 2018 4:55

Nodes have always an important and interesting part of Thaumcraft, so it seems a shame they do not have any part in TC6. Additionally, the current vis batteries are just... unsatisfying. However, their Thaumonomicon entry in which it is mentioned their capacity cannot be increased opens a great possibility. What if a player could create their own nodes? These nodes would likely be expensive, and require a constant stabilization to neutralize any explosive side-effects. They would probably ensure their balance by accepting a primordial pearl of some sort to be created. However, their use is the important part. They could either be a massive vis battery, or an infinitely dense pile of silverwood leaves. xD They could basically store... 5-10K(?) vis or create vis at the rate of one-per-second, or something like that. Its just an absolute shame nodes have been removed. I have a thought you are planning something with them, but wanted to give some ideas in case they were wanted.

Copied from original issue: Azanor/thaumcraft-beta#1447

Azanor avatar Oct 18 '18 09:10 Azanor

From @lOmicronl on September 26, 2018 16:21

There's a lot of potential for "node-likes" as special worldgen, too. They wouldn't strictly speaking have the same purpose as in older versions, but they could still appear. For example, those barrow hill dungeons Thaumcraft spawns, that used to have nodes in them. Perhaps they could have something like that again, to make them interesting. Something more permanent than a rift, that perhaps refills the aura in its chunk faster than usual, or bleeds flux into the environment... They could perhaps be the target of stabilizers, or even of the void siphon (though producing something different than void seeds).

Storing several thousand vis seems grossly out of proportion with the rest of the mod, but perhaps such a node-like object could be a way to push the natural vis level limit of the chunk higher. Like, a chunk that previously had its natural limit at 120 would go to 140 for each node present. Or, the increase could be larger, but multiple nodes per chunk could not stack their effect. This would be an incentive for players to go out and scour the world for these rare things, in order to bring them home to bolster the aura in and around their base.

There's way more potential beyond this, I'm sure. Just brainstorming a little here. =)

Azanor avatar Oct 18 '18 09:10 Azanor

From @apmax on September 26, 2018 16:48

I like the environmental and lunar-cycle based vis balance going on so far in TC6, I think a return to nodes in any even remotely similar way to how they were present before would detract from the current system. As it is now there's more of a focus on vis and flux as an inherent part of the world that you need to be mindful of, rather than as a side effect of aura nodes. Feels a bit closer to TC2 than before and I'm excited to see how things go further into development with that.

Azanor avatar Oct 18 '18 09:10 Azanor

From @VadersFist0501 on September 27, 2018 14:27

The environment and lunar systems are novel... but they can become obnoxious when you are using large amounts of vis and have to wait for a full/new moon (whichever it is) to get real vis regen. The silverwood vis generation is a good concept... but I don't think it is something a late-game thaumaturge would see themselves using (at least with the whole lore of the mod). The system is a little similar to Astral Sorcery... the nodes were an exceptionally unique system. Tbh, the Demon Will Aura in Blood Magic is very similar to thaumcraft's...

Azanor avatar Oct 18 '18 09:10 Azanor

From @apmax on September 27, 2018 14:47

I don't see how you could feasibly run out of vis in your area and need to wait any large amount of time to start progressing again. With the workbench charger and both crystal clusters and vis batteries to expand the aura's capacity, you'd be hard-pressed to actually manage to use up all the surrounding vis.

Azanor avatar Oct 18 '18 09:10 Azanor

From @VadersFist0501 on September 27, 2018 18:1

If you are using vis for crafting, yes. But using vis for foci like like plan -> break, or any focus with a long chain of effects stacks up very quickly. I have to break multiple times during a "big dig" just to the the aura recoup. A node with some sort of effect to alleviate this issue would we welcome. Maybe a node gives a status effect that is essentially the opposite of flux flu, that increases vis efficiency.

Azanor avatar Oct 18 '18 09:10 Azanor

From @SlvrKnight96 on September 27, 2018 20:19

I like the idea of nodes acting as continuous aura generators that regenerate vis at a constant rate (like 1 vis/tick) and will stop once the aura is full. If a primordial pearl is required to craft this, it would become a very rare late-game object, so being a powerful tool to manipulate vis would be welcome. It is kind of annoying that using enough stabilizers to make expensive infusions drains huge amounts of vis that can't be regenerated easily.

Azanor avatar Oct 18 '18 09:10 Azanor

From @Xobra on October 11, 2018 7:17

We have (unstable) Rifts to the "(Tainted?)Void" that suck Flux. Maybe add a way for a "stable Rift/Node", which are connected to a more magical (pure) place that push Vis to the Aura, replenishing and maybe expanding the Aura, also causing a bit of Flux (like stressing the local Aura, like mirrors). Maybe an inferior or more unstable version, which has greater Flux penalties. (The whole concepts seems like a potential big Expansion of Auromancy?)

Azanor avatar Oct 18 '18 09:10 Azanor

I really like the idea of nodes being something purely created, never naturally generated. Having to set up a decent chunk of equipment in order to actually create one and having it initially consume a large chunk of aura before it starts to generate it, perhaps creating a setup similar to some form of infusion, including having an infusion core. Having a large amount of the setup removable after the initial creation. Perhaps being similar to a high instability infusion, where running out of the required essentia/vis would result in an explosion, requiring a lot of effort to keep stability but with a large payoff of a node which will produce large amounts of vis, probably keeping the chunk vis to an amount a few hundred above the normal cap.

AmyMialee avatar Oct 30 '18 18:10 AmyMialee