yesterday i was having a small bug where the iron symbol + diamond rune wasnt putting the items it pulled in the immidiately adjacent chest for some unapparent reason. I put a crucible connected to conduit connected to a node to power a void symbol i put nearby and suddenly the diamond rune stared working. The area had radiation already (the meter blinked, condensers pulled sprites from the trees and made their signature sound, and the void symbol generated a portal without a node nearby). what difference did putting the node there do?
yesterday i was having a small bug where the iron symbol + diamond rune wasnt putting the items it pulled in the immidiately adjacent chest for some unapparent reason. I put a crucible connected to conduit connected to a node to power a void symbol i put nearby and suddenly the diamond rune stared working. The area had radiation already (the meter blinked, condensers pulled sprites from the trees and made their signature sound, and the void symbol generated a portal without a node nearby). what difference did putting the node there do?
My guess is that the condensers didn't have enough vis in them to power the symbol. More than likely all their vis was being used to power the void symbol or improve the pull strength of the iron symbol (I'm guessing the items were just sitting ontop of it?). The diamond symbol needs a minimum amount of vis to do its job and there was none available.
Remove the node and use a vis detector on the condensers if it happens again. If they constantly report being empty then that is what is happening.
If they however have ample vis in them then it might be a bug.
that reminds me, when I was making my portal network, my "hub" was built on a site with thaumic radiation, after placing the symbols, the portals opened, the only thing around was the set of 7 gates, and a nether portal, but the portals were open somehow.
can void symbols pull vis from the air in areas of thaumic radiation or was that a bug?
They aren't supposed to. Was there condensers or a obelisk nearby?Oh, before I forget: Here is my new-years teaser of the day...
There will be RedPowercompatibility?
Also that reminds me that I'm going probably to do Dokucraft texture for this!
Well there will be indirect compatibility once the power converters are finished. However it would be nice for Redpower2 compatibility once the stable release is made.
Rollback Post to RevisionRollBack
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
as our post-newyear teaser, could we get a % of how finished you feel these features are? :tongue.gif:
(or a breakdown of some of the more... impenetrable features, like the pedestal?)
I think a progress % is a great idea, would give us an idea of when you might update and you'd get less "update?" posts. A win-win for everyone :happy.gif:
I think a progress % is a great idea, would give us an idea of when you might update and you'd get less "update?" posts. A win-win for everyone :happy.gif:
Accept in the long run, if the update is not ready by the expected release date, you get lots of angry where is the update posts.
Rollback Post to RevisionRollBack
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
If you altered block-id's after generating your world it could cause problems. You could try to pick up all the thaumcraft blocks, exiting the game and see reload to see of the lag persists. If it is gone you might try placing the blocks again
I'm a little confused here, I altered block id's for the mod when I ran the mod for the first time which caused minecraft to crash due to conflicts..I didn't actually get into my save until after I had fixed the block id conflicts, but if you think picking up all the blocks and placing them again is worth trying I will give it a shot.
I'm going to also assuming you think I should pick up the obelisks around my world as well?
I think that this mod is amazingly fun!! it's a pity I have to choose between this or the yogbox pack, because the yogbox runs an outdated version of Thaumcraft with barely anything of use in it.
Still, this mod is most fun I've had on minecraft in AGES!
Just make the arcane bore a little easier to get :tongue.gif:
I'm a little confused here, I altered block id's for the mod when I ran the mod for the first time which caused minecraft to crash due to conflicts..I didn't actually get into my save until after I had fixed the block id conflicts, but if you think picking up all the blocks and placing them again is worth trying I will give it a shot.
I'm going to also assuming you think I should pick up the obelisks around my world as well?
Not the obelisks no. BTW, Did you see my post about MCPatcher? I got the exact same symptoms as you yesterday, but that was when I ran Minecraft via MCPatcher.
nope, just 7 portals and a nether portal in a thaum rich area
it would be interesting if being in a thaum rich area DID give things a very low charge (as in, even slower than a condenser, and only if there isn't a condenser nearby)
Turns out there is a big bug there - void symbols don't remember that they still need to charge when you start up the game so they all start out fully charged after loading.
I am having a slight bit of lag issues like a few other people reported too(using the Technic Pack with updated 1.1.1 thaumcraft, just delete the old thaumcraft zip AND CONFIG before installing the new version with the technic pack, and use a world with no thaumcraft blocks placed in it if you want that transition to be smooth)
It seems to me that the lag went away after i covered both sides of the portals i just set up..
so i thought they were teleporting in from the far-away one perhaps, and well after i covered both portals up with dirt so nothing else than me can access them, the lag has subsided, and i've successfully covered the ground in innocent blood.. what a lovely foray :biggrin.gif:
Perhaps the portals out of normal chunkloading distance somehow spawn->teleport animals in a buggy fashion?
This is quite possible - I have to keep the chunks containing portal loaded at all times to allow teleportation back and forth. I usually also put lapis symbols on my portals to keep anything unwanted out.
Anyhow, another 'problem' i have is i tried setting up a condenser->conduit->valve->node to be able to switch on/off storing vis from an obelisk.. the condenser works fine and spits out crystals, though it wont place them in chests no matter where i face it, and it wont connect to any conduits, nodes, valves, or cauldrons at all as output.. I tried reading back some 20~ pages here without finding out why, but is it because the condensers are supposed to not-connect to anything now, but only make the crystals and spit them out??
Condensers don't connect to anything. I will let them add stuff to chests and BC pipes in the next update, but for now an obsidian pipe should catch the crystals for you.
Will the eldrich trees apear even if youre using somnia? cause im on day 100 and there is little sign of the aforementioned mythic tree, and i am aching for my own Luggage. excellent mod btw.
What version of my mod are you using? Is it from the technic pack or yogbox?
Ok I just ran it again to make sure the modloader file was up to date and accurate as it were and here's what I got for the thaumcraft bit:
02-Jan-2012 13:17:46 ModLoader addMod
java.lang.ArrayIndexOutOfBoundsException: 256
at yy.<init>(Block.java:210)
at ba.<init>(BlockContainer.java:16)
at thaumcraft.BlockSymbol.<init>(BlockSymbol.java:26)
at mod_ThaumCraft.<init>(mod_ThaumCraft.java:110)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
You are trying to assign a block-id higher than 255 to the symbol blocks. The max block id is 255.
Not the obelisks no. BTW, Did you see my post about MCPatcher? I got the exact same symptoms as you yesterday, but that was when I ran Minecraft via MCPatcher.
I tried picking up everything minus the obelisks and that did not seem to correct the problem. I didnt even place them
in the world again and left the area around my house and the lag seems to start up again. I also tried removing all of the mods except thaumcraft and interestingly enough that stopped the lag just like it stopped the lag when I had all of the other mods installed except yours. I can only assume that the other mods I use dont play well together with this one.
I did also try a fresh install of MC to see if that would help but I had the same results.
About mcpatcher, I don't use that to run minecraft.
My guess is that the condensers didn't have enough vis in them to power the symbol. More than likely all their vis was being used to power the void symbol or improve the pull strength of the iron symbol (I'm guessing the items were just sitting ontop of it?). The diamond symbol needs a minimum amount of vis to do its job and there was none available.
Remove the node and use a vis detector on the condensers if it happens again. If they constantly report being empty then that is what is happening.
If they however have ample vis in them then it might be a bug.
They aren't supposed to. Was there condensers or a obelisk nearby?Oh, before I forget: Here is my new-years teaser of the day...
Damn it >.< First you tease us with all these pictures and then you tell us the updates won't be coming as fast as they have been, you sir are evil.
Well there will be indirect compatibility once the power converters are finished. However it would be nice for Redpower2 compatibility once the stable release is made.
I think a progress % is a great idea, would give us an idea of when you might update and you'd get less "update?" posts. A win-win for everyone :happy.gif:
Accept in the long run, if the update is not ready by the expected release date, you get lots of angry where is the update posts.
I'm a little confused here, I altered block id's for the mod when I ran the mod for the first time which caused minecraft to crash due to conflicts..I didn't actually get into my save until after I had fixed the block id conflicts, but if you think picking up all the blocks and placing them again is worth trying I will give it a shot.
I'm going to also assuming you think I should pick up the obelisks around my world as well?
Still, this mod is most fun I've had on minecraft in AGES!
Just make the arcane bore a little easier to get :tongue.gif:
Not the obelisks no. BTW, Did you see my post about MCPatcher? I got the exact same symptoms as you yesterday, but that was when I ran Minecraft via MCPatcher.
Turns out there is a big bug there - void symbols don't remember that they still need to charge when you start up the game so they all start out fully charged after loading.
Doh.
This is quite possible - I have to keep the chunks containing portal loaded at all times to allow teleportation back and forth. I usually also put lapis symbols on my portals to keep anything unwanted out.
Condensers don't connect to anything. I will let them add stuff to chests and BC pipes in the next update, but for now an obsidian pipe should catch the crystals for you.
What version of my mod are you using? Is it from the technic pack or yogbox?
You are trying to assign a block-id higher than 255 to the symbol blocks. The max block id is 255.
I tried picking up everything minus the obelisks and that did not seem to correct the problem. I didnt even place them
in the world again and left the area around my house and the lag seems to start up again. I also tried removing all of the mods except thaumcraft and interestingly enough that stopped the lag just like it stopped the lag when I had all of the other mods installed except yours. I can only assume that the other mods I use dont play well together with this one.
I did also try a fresh install of MC to see if that would help but I had the same results.
About mcpatcher, I don't use that to run minecraft.
Block Id's?
BLOCKID.thaumEffects=241
BLOCKID.thaumConduit=242
BLOCKID.thaumCrucible=243
BLOCKID.thaumSymbol=244
BLOCKID.thaumInfuser=246
The yogbox has an older version of the mod, one that has no eldritch trees.
Got IDs for the custom mobs too?