Aura Node (Thaumcraft 4)



The Aura Node is a transparent block added by Thaumcraft 4. Nodes generate naturally in the world and are virtually invisible to the naked eye—in order to see them clearly, the player must either hold a Thaumometer or wear Goggles of Revealing (or equivalent). Each node will have a randomly generated set of aspects, at least one of which is a primal aspect. Nodes can be tapped by holding down the right mouse button with a wand in hand to harness vis from them through their primal aspects. Compound aspects can also be tapped if a nearby Wand Recharge Pedestal also has a Compound Recharge Focus.

Brightness
Over time, nodes will recharge their aspects back to their capped levels. The rate at which it does so is determined by its brightness.

Fading nodes, given enough time, will disappear completely from the world. Breaking them (by punching them) will cause them to drop Ethereal Essence based on the aspects in the node.

Types
Aside from the standard node, there are a few different types that have their own characteristics: CAUTION: Players are strongly recommended not to approach unless they have some method of capturing it or a means of escape; any deaths in the hungry node's vicinity will absorb all the player's items.
 * Sinister: Creates an Eerie biome in a 23x23 square area centered on it. Spawns Angry Zombies and Furious Zombies when light levels are low enough. Scanning this type of node with a Thaumometer will grant the player some and  research points.
 * Tainted: Creates a Tainted Lands biome around it. Scanning this type of node with a Thaumometer will grant the player some research points.
 * Pure: Creates a Magical Forest biome in a 15x15 square area centered on it. Can be used to keep Tainted Lands at bay. Growing a Silverwood Tree has a chance to create one. Scanning this type of node with a Thaumometer will grant the player some research points.
 * Hungry: Absorbs everything except the sturdiest blocks (i.e., Obsidian) into it and turning items into the aspects that they're comprised of. Entities will be absorbed and take damage. Scanning this type of node will grant the player some research points.

Energized Nodes


Once "Harnessing Vis" in the Thaumonomicon has been researched, the player may energize a node by using a Node Stabilizer and Node Transducer placed below and above the node respectively. While the Stabilizer will use the node's own energy to power itself, the Transducer requires a redstone signal in order for it to be activated. When the Transducer activates it will take the node roughly half a minute before transforming into an energized node which will emit centivis. Once this is done all compound aspects will break down into their primal aspects and wands will no longer be able to harness the node directly. Removing the redstone signal from the Transducer will result in the node safely returning to normal, but with 0 vis. This means there is a chance it will degrade or stop producing some vis types. Giving the stabilizer a redstone signal or destroying it will remove the stabilization, making the node explode, so don't do it unless exploding the node and tainting the world is your intention.

Transporting
Nodes can be transported using a Node in a Jar. They can also be transported using the Builder Block.