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Taint !!SCIENCE!!
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TAINT !!SCIENCE!!


Table of contents

“Brevity is the soul of wit”

Taint infection

Negative and positive charge

Tainted creatures

Tainted passive mobs

Tainted hostile mobs

New mobs

Taint affected mobs

Weapons of taint destruction

Taint Destroyers

Positive Charge Boosters

Taint Infection

Ambient taint

More from Benski

Physical taint

Negative Charge

Countermeasures

Thaumic slimes

Discoball

Silverwood Sandwich

Big Pile o’ Totems

Taint Destroyers

Small-scale

Large-scale

Partially or completely automated (POCA)

Lancesr

“Cheater’s” taint destroyer

New Discoveries

Numbers and math

Filter stacks and stacking penalty

Evil Crystallizer

Filter stack graph

Kudos and Cookies

For contribution to taint science

For helping in the creation of this guide

“Brevity is the soul of wit”

Taint infection

Negative and positive charge

Tainted creatures

Tainted passive mobs

(note: all tainted mobs are hostile, the category name only describes their original behavior)

Tainted hostile mobs


New mobs

Taint affected mobs

Weapons of taint destruction

Taint Destroyers

Arranged by author, cost and size, oldest to newest

Positive Charge Boosters

Arranged by author, oldest to newest


Taint Infection

Ambient taint

Ambient (or atmospheric) taint is the source of everyone’s taint-related problems. The most common mistake new players make is that they assume taint is like Terraria’s Corruption and simply destroy any physical taint (or tainted ground) they see, thinking “problem solved”. Problem not solved, not by a long shot. Physical taint is merely a symptom of the disease and it will slowly return unless the ambient taint is brought to much lower levels.

The difficulty of cleaning a chunk of all or most of the ambient taint usually depends on two things: amount of taint and the presence of gas pods.

The amount of ambient taint present in a chunk obviously makes clean up harder; the more taint, the longer it will take and the more crystals you’ll need to feed to your condensers. Luckily you don’t need to reduce the taint levels all the way to zero. Below 33% of maximum, or 5,000, is enough. That is the threshold for the spread of tainted ground, once you get below that you can start destroying any physical taint in that chunk without having it return later on. Alternatively, you can lower a chunks taint level below 3750. If the vis level is above 1500, it will heal itself.

During clean up the more important point is the presence of gas pods. If a chunk has a gas pod, you can be sure that there’s going to be a lot of ambient taint. The default maximum amount of vis and taint is 15,000 and gas pods start spawning around 66% (10,000) of that. Each time a gas pod spews out that toxic gas, it adds 10% or more to the local negative charge. That quickly builds up to 50% or even 90%. Not good at all. While clean up is not completely impossible at that point, it does slow it down significantly.

The mechanics of atmospheric taint flow changed quite a bit in v2.1.5*. Thankfully some awesome people, benski and qcor, have been working hard to figure this stuff out.

They both started with an untainted area on a superflat world, and heavily tainted it, creating a very large area of almost completely full taint, as close to 15,000 as they could get. The theory was that if you drain from just the center block, it would seep in from the nearby areas like so.

More from Benski


Physical taint

As mentioned many times before, physical taint is only a symptom of high ambient taint. Getting rid of it shouldn’t be your #1 priority. It should only come after you’ve dealt with the atmospheric taint and any major sources of negative charge, as tainted blocks by themselves are mostly harmless. The only thing you can and should do is create a cobblestone barrier to slow down its spread.

It won’t hold the infection back forever. At some point the taint in the air will rise high enough and tainted ground will spawn on the other side of your barrier. However spawning new pieces of tainted ground seems to require a bit higher taint levels (over 7,500) than it simply spreading from a nearby taint block (over 3,750), possibly giving you a little bit more time to clean up or grab your stuff and get out before your lab turns purple.

TC2 actually gives a nice tool for this job, the Wand of Equal Trade. You can use it to quickly replace surface blocks with cobble in a large area. If you need to shield caves from the purple stuff it is simply amazing. It doesn’t work on the same principles as the Silk Touch enchantment, meaning for every stone block you replace, it gives you cobblestone back. In other words in caves you’ll almost never run out of barrier material as long as you use cobblestone.


Negative Charge

There are so many things in Thaumcraft that create negative charge that one can almost say everything in TC2 creates negative charge. Crucibles create it when they melt items, infusers constantly pump out small amounts of it when they are active, same goes for seals, portals create it whenever an entity moves through, mining vis crystals, certain tools, gas pods.... the list goes on and on and on. Long story short, you can’t eliminate all sources of negative charge. It’s simply impossible. There are, however, ways to destroy most of it.

Countermeasures

Thaumic slimes

The cheapest way to wipe out negative charge is to find and trap a thaumic slime. They come in two different colors, the more common bright purple and the darker, blackish purple with the taint “flowers” on all sides. They can change their color depending on which type of charge they’ve consumed more; the bright purple version has consumed more positive charge, the dark purple ones have devoured more negative charge.

A single thaumic slime can absolutely wreck any and all charge, positive or negative, in your local area. Their size doesn’t seem to be a factor so you can, and should, regularly cut your pet slime into smaller pieces to make sure he (she?) doesn’t grow large enough to wreck your home and to also have a chance of getting artifacts and crystals. The best way to do this is to keep them in a 3x3 cell, if they get too large for said cell, break it in half, more often than not, one of them will die in the wall, and the largest slime isn't big enough for a 3x3 cell.


Discoball

TXMount’s Discoball used to be one of the cheaper charge boosters available. Unfortunately recent updates have made it nearly useless and so it is time for him to retire from service. We salute you, Discoball.

Silverwood Sandwich

As of version 2.1.6+ the second cheapest charge booster is ChristopherPepin’s Silverwood Sandwich. In newer versions of TC2 silverwood leaves no longer have their magic charge boosting abilities. Silverwood logs are the new bread, and leaves are the cheese. So far in studies, (to my knowledge, correct me if i’m wrong -zan) one or two silverwood leaves to a log will produce optimal results

At least four logs are needed to keep a consistent positive charge.


Big Pile o’ Totems

And finally, if silverwood leaves are in short supply and there are no slimes around, you can always build a big pile o’ totems. It is arguably the most expensive of the three but takes the least space to build. The totems will also offer very limited protection from physical taint.


Taint Destroyers

Alright, lets get straight to the biscuits.

Small-scale

The small destroyer types are meant to be the cheapest and most efficient destroyers one could possibly build in their kitchen. Usually the less materials used the better. Small types are what basically kickstarted the whole taint science thread and we can all blame denkbert for that.

The first one to create anything even remotely small in the world of taint destroyers was TechnicalData. His first few designs concentrated on removing parts that were not needed. After a few revisions he made the smallest destroyers anyone could possibly build.

After that the science thread focused on improving efficiency and speed. CantankerousTank posted a setup with an additional purifier to allow the contraption to keep pace with a condenser. Later on zantanzuken suggested a third purifier should be added to allow the setup to run a quicksilver core condenser without slowing down. Beyond that there hasn’t been much change in small-scale destroyer designs as the smallest, fastest and cheapest designs had already been made.

Large-scale

Large-scale destroyers are meant to be able to clean several chunks at the same time as using several small types would have quickly become too expensive. Unlike small-scale destroyers, large designs are much more variable as there can never truly be a design that is “the most compact”, “the cheapest” and/or “the fastest”.

CantankerousTank posted the first large-scale design which may have been nice to look at and on the cheap side but was slower and more inefficient than a purifier variant would have been. The second large-scale design was posted by Sytruan, the TaintWand™. Very fast but also very large and very expensive. All subsequent designs have seen varying levels of cost, scale, speed and pure insanity.


Partially or completely automated (POCA)

Designs in this section rely heavily on other mods for item transportation.

POCA designs are meant to take the hassle out of micro-managing a whole bunch of destroyers. Usually this involves mods like Buildcraft and various addons for it or Redpower 2, and at least a small amount of knowledge on how to use them.

The finest example of destroyer automation is Brooo007’s Automatic Magic Buster.

Uses Buildcraft, Logistics Pipes and Additional Pipes (formerly Teleport pipes). The vis destroying part of the machine supplies the vast majority of all depleted crystals to the crystallizer, which has a concentrated evil upgrade. From there any tainted crystals get sent to the condenser which, thanks to teleport pipes and chunk loaders, can be separated from the vis buster component. However, this setup does require large initial supplies of crystals to start.

The next best thing, though quite a bit more complicated, CantankerousTank’s Sciencemobile ™

This amazing mobile taint destroyer runs entirely off of vis, through thaumic generators which produce power for other mods attached to caterpillar from Redpower 2, this allows the Sciencemobile ™ to travel in a N-E-S-W direction, though currently it cannot travel up or down. Built high enough in the air, this Mobile taint destroyer should have no problem reaching any tainted area, near or far, and will keep you safe from the taint menace. drawbacks include having to be “refueled” with vis, as Tank believes using any alternate mods (such as equivalent exchange to create dirt with energy condensers) in this endeavor is “too easy” and “easy is boring”.

Lancesr

This section is devoted entirely to Lancesr. The guy is a real wizard. Words wouldn’t do justice to his pure awesomeness so let us instead bask in the eternal glory of his latest creation, Shatter Crown.


“Cheater’s” taint destroyer

Finally if you’re getting desperate and nothing has helped solve your taint problem, there is a rather cheaty way to get rid of taint. TetwingDuck recently discovered that the spread of ambient taint and tainted ground isn’t based on any hard numbers but rather on percentages of the maximum allowed. As previously mentioned, below 33% of maximum ambient taint, tainted ground will slowly disappear or remain unchanged when closer to the threshold. Also mentioned before, the maximum is 15,000 by default but that number can be changed in Thaumcraft 2 config files. Setting it to 60,000 will cause all chunks in all worlds to be way below the physical taint threshold. This can be abused by first lowering your vis/taint maximums to as low as possible (or as low as you want, such as 1) then raising it as high as you want. Keep in mind however that this will also remove any VIS in your aura as well.


New Discoveries

A list of information that isn’t absolutely vital but good to keep in the back of your mind. Updated whenever new, “good-to-know” information pops up.


Numbers and math

Filter stacks and stacking penalty

The numbers above show how much taint is destroyed by stacked filters and the diminishing returns as more filters are added to a stack.

Evil Crystallizer


Filter stack graph


Kudos and Cookies

The people listed below all helped in the creation of this short, handy guide and/or in furthering and understanding taint, and all of them deserve cookies.

For contribution to taint science

CantankerousTank                TXMount                        benski

Gimgork                        NightlinerSGS                        wilsaljo

kodeake                        Fustilarian                        8947jts

zergking                        The_Scary_One                moonra_zk

Creeperkiller314                elijahpederson                        SpeedDaemon

Nightingales                        Airwolf112                        Indras1

TechnicalData                        tarmon11                        TetwingDuck

denkbert                        Sytruan                        qcor

zantanzuken                        Brooo007                        huntercat

TheThaumaturgist                Adagea                        Yusunoha

creeperking31                        Ebkrem                        Lancesr

Valim1                                Zeisko                                ChristopherPepin

jbg101                                Fiery_Death                        MilConDoin


Rtheo1

TheWolfen

Drawingkid1313

an-idea


For helping in the creation of this guide

Thanks to TechnicalData, moonra_zk and 8947jts for editing and QC and for keeping me and zan from getting bored during the eight long hours we spent torturing our keyboards. (hurr needs moar candy and soda. -zan)

Very special thanks to zantanzuken for creating this nifty guide with me (CantankerousTank).