So, in this guide I'm going to talk about nodes of the aura, their generation, types, types, transformation and movement.
So why are they needed? Firstly, aura nodes are used to charging wands from thaumcraft(which is their main use). You can also use them for decoration (use a beam of pure unbridled magical energy to illuminate your base, which can be cooler), mob farms (hungry nodes) and for changing the biome (pure, sinister and infected).
Aura nodes are randomly generated in the world, but they are quite difficult to see with the naked eye, so to find them you need to use a thaumometer or glasses of revelation.
Aura node without using a thaumometer Aura node when using a thaumometer
Aura nodes are generated in the normal world, twilight forest, in hell and in world of the demon village. Aspects in a node depend on the biome in which it appeared (in hell and deserts there are mainly nodes with ignis, in the ocean biome - with aqua). To find out what aspects a node has, you need to scan it with a thaumometer or look at it with revelation glasses.
The nodes of the aura can be different: they can vary in type and brightness. To find out the type and brightness of a node you need scan it with a taumeter.
Normal aura nodeThe brightness of a node determines vis replenishment rate in the node when sucked with a rod, and also affect it conversion characteristics.
Normal nodes restores vis at normal speed, do not affect the characteristics during conversion.
Bright knots restore vis at increased speed, increase the characteristics of the node during transformation.
Dim nodes recover vis slower than normal
Withering knots do not restore vis at all, worsen the characteristics of the node during transformation.By type, nodes can be normal, clean, sinister, infected, hungry and unstable.
Normal nodes are most common. They can be found in any biome and have no effects.
Normal nodePure nodes can be found in any biome, but are most often found in the magical forest. They can also appear during cultivation silver trees change the biome to a magical forest. A distinctive feature of pure knots are particles emanating from the center to the edges.
Pure Aura Node in Silver Wood
Ominous Aura Nodes can be found in any biome, but are more common in obsidian totem or at obelisk of the ancients. Within a small radius from themselves they change the biome to sinister (Eerie) and call evil and furious zombies. Their distinctive feature is a black core from which a violet glow emanates.
An ominous knot in an obsidian totem and on an ancient obelisk
Infected nodes are found only in infected biome. Within a small radius from themselves they change the biome to an infected one. Their distinctive feature is white core, from which a purple glow emanates.
Infected node in an infested biomeHungry Nodes are found in any biome and are quite rare. They break blocks in a small radius from themselves, attract mobs, objects and players, deal damage to them and absorb objects, while adding to themselves one of the main aspects contained in the item. This can be used for fattening node. So, for example, by eating a workbench, a node can accidentally receive 1 of the 6 main aspects. If you throw a stack of items into a node, it will count them as 1, so it's better to throw items one at a time. Knot does not break obsidian and blocks in private, which can be used to transfer it. Distinctive feature hungry nodes is a ring white around its middle.
Hungry Knot
Unstable nodes are found in any biome and are very rare. They throw out their aspects in the form of spheres, which can be picked up with a wand and replenish 1 hang of the corresponding type with it. When a sphere falls out, a node loses 1 corresponding aspect. Unstable nodes look the same as normal ones.
Unstable Node and Aspect Sphere
There are several ways to move aura nodes. It is better to move only those nodes that, when transformed, give all 6 aspects (in order to transform them), since to charge the wands on initial stage It will be enough to run around the world and not move nodes.
The simplest way, which Thaumcraft itself suggests, is moving nodes by sealing them in a jar. First you need to study " Aura node in a jar" in the basic information section. Then we find the node that we want to move, build a jar around it from glass and wooden half-blocks and click on it with a wand charged for 70 vis. Then we simply break the resulting jar and it falls into our inventory. However, this method is not the most profitable since the node has 80% probability loses one brightness level(from bright to normal, from normal to dim, from dim to fading). To “open” an aura node, you need to right-click on it with the wand.
Aura node in a jar (before pressing with a wand and after)
The second method of moving aura nodes is offered by bloodmagic. You can simply put a teleposer under the knot, connect him with a trick with another teleposer, to which we want to move the node, and activate it with a button or lever. We will lose our LPs, but the node will not lose its brightness level and will end up in the same state it was in (that is, we skip the stage of the node in the jar).
Aura node with teleposer.
Node transformation allows us to get from the node from which need to suck the vis, the node that will be constantly give out a small amount of them.
To transform a node you need to study stabilizer unit and converter unit in the "thaumaturgy" tab.
Necessary studies
Then you need to put stabilizer unit for the unit, which we will transform and converter node above it. Place the lever on top and press it.
The transformation process begins.
Once the conversion process is over, we will have a node that will continuously output aspects. If the converter or stabilizer is broken, the unit will explode, but it can be carried knob movement(an explosion with the release of contamination will still occur, but the knot will be in the knob). This node can be used for enchantment of knobs on a knob workbench or for charging wands. To charge the wands you need place a magic workbench nearby, and on it - a vis-loader. We place the rod in the workbench and it begins to charge. Only those aspects that were in the node will be restored.
Converted knot and wand charging
In order to charge the wand on all aspects, the transformed node must have all basic aspects. To obtain such a transformed node, the node before the transformation must have at least one aspect: humanus, instrumentum, fabrico, pannus, ira, lucrum, telum, machina, messis, meto, perfodio, tutamen, or a bunch of aspects Examinis + ignis (or some aspect consisting of ignis). Or any aspects, if, when decomposed, all the basic ones are obtained. (for example, a node with potentia(ignis+ordo), victus(aqua+terra), motus(ordo+aer) and perditio will also be decomposed into all base ones.
When transforming a node, the number of aspects in the transformed node is calculated by the formula: square root of each aspect when expanded, rounded down. When calculating the resulting aspect, we take the largest aspect indicator in the original node(if there are 24 humanus and 26 terras, when calculating terra, 26 terras will be taken into account, since this is the maximum indicator). The 24 terra node will become a 4 terra node and will constantly charge the terra rod. The node for 26 humanus and 40 terra will be decomposed into all basic aspects of 5 and 6 terra (since there were 40 terra). Also, the number of aspects in a node is affected by brightness. A dim node will receive 1 less of each aspect when decomposed than a normal node. A dim node with 26 humanus will be decomposed into all basic aspects by 4. Bright nodes receive a bonus when decomposing. A bright node with 24 terra will decompose into 5 terra, although it should have decomposed into 4. That is why it is unprofitable to transfer nodes with banks.
Node before and after transformation.
Perfodio is decomposed into everything, the root of 24 rounded down is 4, so there are 4 of all basic aspects, 6 of terra and 7 of perditio.You can also add that when used on a node singular pearl, he will absorb it and with some chance he will receive 1 for each basic aspect, and also it can increase its brightness level.
The world of Thaumcraft 4 is permeated big amount magical streams, which in some places are intertwined into one whole - this is where the Thaumcraft 4 aura node appears and it is from them that we can charge our staves - the faithful tools of a thaumaturge! However, the consumption of staff reserves (vis) during the game occurs quite dynamically, therefore, recharging will be required quite often, but what to do if the aura nodes with the necessary aspects are very far from your home?
This world is magical, therefore, there is a lot you can do in it - as an option, you can transfer the necessary aura nodes to any place convenient for you and now recharging will not require long walks to different parts of the entire map.
To begin with, of all the research, you need to study the aura node in the bank (section “Basic information” in the taunanomicon). The finished scroll will look something like this in Thaumcraft 4.0:
Now you know how to put an aura node in a jar!
Or, if you play Thaumcraft version 4.1, then the opening can be represented like this:
Version 4.1 Motus=Aer + Ordo
Version 4.1 and higher Motus = Aer + Aqua
In advance, you probably noted the aura nodes that you need to recharge the wand. We move to the nearest one (we choose the best ones, and so that 2-3 nodes contain all 6 basic aspects - that is, do not collect several auras that contain the same aspect - this is unprofitable!)
We approach the selected node
To transfer you will need:
- 26 glass blocks;
- 9 wooden slabs;
- 70 hangs of each aspect in the wand (therefore, an ordinary wooden wand studded with iron will not work).
The first and the beginning of the second row of glass blocks
Completed first and second row
As a result, you should get the following:
Assembled 3x3x3 cube from glass blocks and an aura node in the middle
Now all that remains is to make a big lid - that’s exactly why we took it with us wood slabs- they are located where the lid is supposed to be - on top. The result of the work should look like this:
A ready-made large jar with a knot is what we need!
Now we take in our hands a rod filled with required quantity hang and, pointing it at the jar, make a swing (press the right mouse button). We will immediately see how it begins to decrease before our eyes - i.e. something similar to the screenshot below:
It is decreasing!!!
Moreover, it will shrink to its normal size - now all that remains is to come up and pick it up.
We transport this value to a predetermined place, where we will subsequently install it (to install, we take the jar with the node in our hand and press the right mouse button)
Here she is in the right place!
In order to release the knot, you need to point the magic stick at the jar and press the right mouse button, after which the glass will collapse and you will see the following:
Now the knot is where it should be!
This guide is necessary for those who love convenience, as it will significantly save your time - now there will be no need to rush around the entire virtual space to recharge the wand, and believe me, this is more than significant! The aura node in the Thaumcraft 4 bank is indeed a very convenient idea from the developers, which simply must be used, since it is better to spend time reaching new heights.