Pure nodes, change the biom only if it naturaly generated, or spawned in silver wood, after replace(jar or teleposer) it is lost this side effects. Tainted and sinister node keep this properties.
which is a totally a technically not allowed thing due to being entirely a bug and not intended, ergo don't use this method
Effectively free, fast mana is pretty game breaking, compared to slightly less difficult node transfer.
-Doesn't enhance the node -Doesn't dupe the node -Does exactly the same as the "node in a jar mechanic" -Requires blood to function instead of vis. It may be a bit easier but it doesn't seem to be too gamebreaking. You need to have done a bit of bloodmagic too so for some players this might even be an intro to that mod. I wouldn't recommend it on a hungry node though. Unless you can prevent it from eating the teleposers you won't be able to use it. This conversation is deviating from the "hungry node" part though
You have to make an Tier 4 Blood altar to obtain the teleposition focus, and enchant it to transfer in 3*3*3 blocks. Only different between the two method is: Node don't have degradation chance with teleposer. There also crossfade between the two mod: blood wand/staff which is gain vis from the LP. You also need good equipment at least Blink foci, Ender porter or Charm of dislocation to escape if you stucked, because no armor which is absorb or protect you from the Void damage.
that cross mod is from a mod called Forbidden magic, the node degration chance was intended to happen, deal with the degration, and draconic and bound armor both provide you with immunity to void damage
Bound armor is came from Tier 5 altar right? Draconic armors and tools only for the weaks Node teleposition is same like chamelon tools on osmotich enchanter. (BM + Thaumcraft, FM + TT) Not the same mod/add-on.
bound comes from at least t4 aswell... and that thing comes from FM, completely diffrent mod from thaumcraft and BM as it's trying to integrate all the magic mods,