Thanks, didn't see that till you mentioned it. Now to try and resolve my id conflicts past the 256 zone without going crazy at the error report going "lolnope".
Edit: I'm an idiot, forgot that id's couldn't go above that.
The mod has lots of Discworld references around, basically playing some of the jokes straight, while referencing the Discworld universe (though not necessarily the tone, which also depends a lot on whether you're reading the earlier or later books of the series). The portable hole description would fit right into Discworld, the trunk is pretty much Rincewind's, the Thaumometer is straight from there as well.
In general, the mod isn't very classical magic, it's much more magitech/magepunk - sort of the science that would arise in a world where magic *actually works* - bellows, filters, thaumometers, tanks, pumps, arcane singularities - these things all have sort of "MAD SCIENCE" trappings mixed with magic and I think what makes the theme of the mod work very well (as opposed to the other magic mods that give you spells - this is probably the closest to alchemy in fantasy fiction). "Splitting the thaum" would fit the theme (though slightly stretching it), if there was an unique, interesting application for it - which is probably more important than just putting in a reference for the hell of it.
Mind you if we had some kind of device that did that we'd have some either extreme Taint feed back, major disruption of Aura, or produce a crap ton of Taint we'd have to get rid of.
That or the idea of an Thaumic Reactor Cascading Meltdown....Yah not liking the idea much.
Actually, one idea for a Thaumic Reactor you just gave me would be powering nearby seals without them producing taint in the chunk, instead the reactor releases (more, of course) taint internally that you can pipe off... and has a risk of overloading, if the internal taint storage is every filled. Which, of course, ends in singularities spewing taint. Big ones. Though probably still not really... fitting. I could see some eldritch reactor, though, something about the precursor tech screams "super magitech", where a reactor - running on taint and vis at the same time - would fit.
This gave me an idea. We can build a reactor out of eldritch tech and use seeds of darkness to do something. It could stop the production of taint from seals.
Are we talking a device that would have an aoe effect on seals?
Cause I was thinking more along the lines of a device that costs a lot to build and maintain but creates a lot of pure Vis.
Has anyone figured out the problem between MCPatcher/Optifine and TC2? I have been messing aroudn with both and TC2 trying to get either one to work but to no avail...
This has to be one of the best mods that i have seen
Rollback Post to RevisionRollBack
The goal of software engineers it to make bigger, better, idiot proof software. The goal of the Universe is to make bigger, better idiots. As a race, the universe is winning.
these things all have sort of "MAD SCIENCE" trappings mixed with magic and I think what makes the theme of the mod work very well (as opposed to the other magic mods that give you spells - this is probably the closest to alchemy in fantasy fiction)
I think you just figured out for me why words like "enchanted" and "wand" bug me in this mod's context; they're more blatant "magic" than "magitech." Among all the machinery and pipes and gadgets (even the portable hole and bell kinda make sense), a red crystal strapped to a stick seems oddly out of place. I know it's a stupid complaint, when changes as simple as "infused wood" and "handheld cremator" with a vaguely mechanical graphic would do it.
If you're reading this Azanor, I mean it as a compliment when this is the best complaint I can muster
the magic in this mod is cool because it isn't of the variety where you can simply wave a wand/hand and stuff happens... in this magic is something you must struggle to manipulate and even understand, you aren't a wizard, you're something akin to a magic scientist, the feel of the mod evokes more of a scientific method being applied rather than traditional fantasy magic.
I personally like it as it fits well within the context of the game, and with that said I think some more advanced machines are in order, they just have to feel mystic, not "mundane" personally I think some interplay between existing machines would be very cool, for example attaching a crystalizer to a condenser allows it to ravage the aura to make it into a crystal (of course the side effects being obvious)... this effect would be even cooler if it weren't fully contained, as magic is not technology, and thus handling it as though it were shouldn't IMO allow it to function perfectly, thus leading to crazy accidents and side effects akin to the ones in TC1.
With the new IC2 come out, there's a bug that happens when you run both TC2 and IC2 which causes a startup crash. Deleting the contents of the IC2 folder in your Thaumcraft.zip works around the problem, although it removes compatibility between TC2 and IC2.
Hopefully, now that IC2 is actually out, the dev can come up with a new compatibility folder for IC2. In the meantime, this is a hotfix that at least lets you play the game with TC2.1.2 and IC2 v 1.95
You have to edit the config files in the folder of the same name in the minecraft directory.
I've got that, I'm just having trouble figuring out legitimate slots to put the IDs into. There are more ID conflicts than 251-256 allows movement for. And isn't 256 the max id?
Eh, I like them - it's magitech, not just steampunk, so some magic terminology is expected (though I'd expect something like "energised/scorching implement" instead of "wand" would make you happier while keeping the magic theme). If it bugs you... they come early in the tech tree, so just see them as the early discoveries in the field of thaumic science, which still carry their colloquial name instead of the correct naming!
True. The red one's named Burnstick!
You know, it's probably not even a theme thing so much as my liking the runic and magitech sorts of magic more than "plain" wands you can waggle (as plain as a friggin magic wand can be, eh?).
There is a bug where I install IC2 with Thaumcraft 2 for MC 1.2.5 and is says:
java.lang.NoSuchMethodError: ic2.api.CropCard.registerBaseSeed(Laan;IIIII)Z
at ic2.common.IC2Crops.registerBaseSeeds(IC2Crops.java:82)
at ic2.common.IC2Crops.init(IC2Crops.java:43)
at mod_IC2.load(mod_IC2.java:522)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
I don't mean to poop in anybodies soup or anything... But I am of the opinion that the 2.1.3b nerf to Taint aggressiveness, went a bit too far.
It had nearly over run my original camp, forcing me to move a good 50 meters away to regroup, and now its receded a good 2 to 3 chunks, all the way to its original chunk. I am not even slightly scarred of it any more.
Its the fear that motivated me to improve my lot quicker. Now, I can just ignore it and mossy around like nothings wrong. Takes away part of the magic that is Thaumcraft IMO.
I've got that, I'm just having trouble figuring out legitimate slots to put the IDs into. There are more ID conflicts than 251-256 allows movement for. And isn't 256 the max id?
I found a couple open slots down in the 209-220 area. It really just depends on the spacing of the id's taken up by other mods, they are usually bundled in the same area, so its just a process of elimination going through the configs trying to find the unused numbers.
I seem to be having problems with teleporters. Any time I approach one enough to have it open for me, it crashes my game with a "saving chunks" screen followed by an error report. Error report is in spoiler tags below. Any help determining a solution to this problem would be very much appreciated.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 444890c4 --------
Generated 4/23/12 5:20 PM
Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.8.3
OpenGL: Intel 965/963 Graphics Media Accelerator version 1.5.0 - Build 7.14.10.1437, Intel
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.EXTFramebufferObject.glGenFramebuffersEXT(EXTFramebufferObject.java:234)
at thaumcraft.PortalRenderer.<init>(PortalRenderer.java:24)
at thaumcraft.arcana.TileSeal.renderTeleportDest(TileSeal.java:1483)
at thaumcraft.arcana.TileSeal.handlePortals(TileSeal.java:1458)
at thaumcraft.arcana.TileSeal.magicSeal(TileSeal.java:136)
at thaumcraft.arcana.TileSeal.n_(TileSeal.java:78)
at xd.n(World.java:2071)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c6213c8e ----------
There is a bug where I install IC2 with Thaumcraft 2 for MC 1.2.5 and is says:
java.lang.NoSuchMethodError: ic2.api.CropCard.registerBaseSeed(Laan;IIIII)Z
at ic2.common.IC2Crops.registerBaseSeeds(IC2Crops.java:82)
at ic2.common.IC2Crops.init(IC2Crops.java:43)
at mod_IC2.load(mod_IC2.java:522)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
I herd it is a bug with thaumcraft 2.
Someone else mentioned fixing a bug by putting IC2's CropCard.class into TC2's IC2 api.
Ver 0.2 (First alpha relase)
-block.png
--added crucibles (souls still W.I.P.)
--filters
--tanks
--bellows
--valves, both advanced and simple
--conduits
--enchanting table (W.I.P.)
-items.png
--wands and wand-like tools
--teories and similiar paper stuff
--Wisps. You will hate me
-taste the rainbow
"BUGS":
-a piece of the bottom of the wands is finished into the crystals images, will fix tomorrow
-this changelog looks professional?
Criticism are welcome
How do we use it? Do we just put the contents of the archive into one of the archives from Dokucraft?
I don't mean to poop in anybodies soup or anything... But I am of the opinion that the 2.1.3b nerf to Taint aggressiveness, went a bit too far.
It had nearly over run my original camp, forcing me to move a good 50 meters away to regroup, and now its receded a good 2 to 3 chunks, all the way to its original chunk. I am not even slightly scarred of it any more.
Its the fear that motivated me to improve my lot quicker. Now, I can just ignore it and mossy around like nothings wrong. Takes away part of the magic that is Thaumcraft IMO.
Alas you might be one of the few who think that way. The rest of us didn't want the Taint to overlap our playstyle if it just took everything and gave us the finger.
Would it be possible to add some sort of method to create the monoliths within creative mode? It would make it very useful for adventure maps and puzzle maps. Also, as a suggestion, a player created version of the monolith's crystal combination lock that is speciffically used for players would be awesome, like a vault you can open in a similar manner that stores all the players valuables. Granted this suggestion would probably only tailor mostly to those on SMP, but, if the first idea with creating monolith's isn't viable, it could also give adventure maps a new twist
So how does one correct the IDs?
Mind you if we had some kind of device that did that we'd have some either extreme Taint feed back, major disruption of Aura, or produce a crap ton of Taint we'd have to get rid of.
That or the idea of an Thaumic Reactor Cascading Meltdown....Yah not liking the idea much.
This gave me an idea. We can build a reactor out of eldritch tech and use seeds of darkness to do something. It could stop the production of taint from seals.
Don't beg because you will not get it any sooner.
By the way where did Ross and Gluttony go?
Cause I was thinking more along the lines of a device that costs a lot to build and maintain but creates a lot of pure Vis.
You have to edit the config files in the folder of the same name in the minecraft directory.
I think you just figured out for me why words like "enchanted" and "wand" bug me in this mod's context; they're more blatant "magic" than "magitech." Among all the machinery and pipes and gadgets (even the portable hole and bell kinda make sense), a red crystal strapped to a stick seems oddly out of place. I know it's a stupid complaint, when changes as simple as "infused wood" and "handheld cremator" with a vaguely mechanical graphic would do it.
If you're reading this Azanor, I mean it as a compliment when this is the best complaint I can muster
I personally like it as it fits well within the context of the game, and with that said I think some more advanced machines are in order, they just have to feel mystic, not "mundane" personally I think some interplay between existing machines would be very cool, for example attaching a crystalizer to a condenser allows it to ravage the aura to make it into a crystal (of course the side effects being obvious)... this effect would be even cooler if it weren't fully contained, as magic is not technology, and thus handling it as though it were shouldn't IMO allow it to function perfectly, thus leading to crazy accidents and side effects akin to the ones in TC1.
Hopefully, now that IC2 is actually out, the dev can come up with a new compatibility folder for IC2. In the meantime, this is a hotfix that at least lets you play the game with TC2.1.2 and IC2 v 1.95
I've got that, I'm just having trouble figuring out legitimate slots to put the IDs into. There are more ID conflicts than 251-256 allows movement for. And isn't 256 the max id?
True. The red one's named Burnstick!
You know, it's probably not even a theme thing so much as my liking the runic and magitech sorts of magic more than "plain" wands you can waggle (as plain as a friggin magic wand can be, eh?).
I herd it is a bug with thaumcraft 2.
It had nearly over run my original camp, forcing me to move a good 50 meters away to regroup, and now its receded a good 2 to 3 chunks, all the way to its original chunk. I am not even slightly scarred of it any more.
Its the fear that motivated me to improve my lot quicker. Now, I can just ignore it and mossy around like nothings wrong. Takes away part of the magic that is Thaumcraft IMO.
I found a couple open slots down in the 209-220 area. It really just depends on the spacing of the id's taken up by other mods, they are usually bundled in the same area, so its just a process of elimination going through the configs trying to find the unused numbers.
Mods loaded: 23
ModLoader 1.2.5
mod_CodeChickenCore 0.5.0
mod_MinecraftForge 3.1.2.90
mod_NotEnoughItems 1.2.1
mod_Somnia v23 [1.2.5]
mod_BuildCraftCore 3.1.5
mod_BuildCraftBuilders 3.1.5
mod_BuildCraftEnergy 3.1.5
mod_BuildCraftFactory 3.1.5
mod_BuildCraftTransport 3.1.5
mod_BuildCraftSilicon 3.1.5
mod_Forestry 1.4.4.0
mod_BuildCraftZFP (Forestry Package)
mod_InvTweaks 1.41b (1.2.4)
mod_IronChest 3.3
mod_RedPowerControl 2.0pr5
mod_RedPowerCore 2.0pr5
mod_RedPowerLighting 2.0pr5
mod_RedPowerLogic 2.0pr5
mod_RedPowerMachine 2.0pr5
mod_RedPowerWiring 2.0pr5
mod_RedPowerWorld 2.0pr5
mod_ThaumCraft 2.1.1a
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 444890c4 --------
Generated 4/23/12 5:20 PM
Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.8.3
OpenGL: Intel 965/963 Graphics Media Accelerator version 1.5.0 - Build 7.14.10.1437, Intel
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.EXTFramebufferObject.glGenFramebuffersEXT(EXTFramebufferObject.java:234)
at thaumcraft.PortalRenderer.<init>(PortalRenderer.java:24)
at thaumcraft.arcana.TileSeal.renderTeleportDest(TileSeal.java:1483)
at thaumcraft.arcana.TileSeal.handlePortals(TileSeal.java:1458)
at thaumcraft.arcana.TileSeal.magicSeal(TileSeal.java:136)
at thaumcraft.arcana.TileSeal.n_(TileSeal.java:78)
at xd.n(World.java:2071)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c6213c8e ----------
Someone else mentioned fixing a bug by putting IC2's CropCard.class into TC2's IC2 api.
How do we use it? Do we just put the contents of the archive into one of the archives from Dokucraft?
Alas you might be one of the few who think that way. The rest of us didn't want the Taint to overlap our playstyle if it just took everything and gave us the finger.