I been find a way to make Forge compatible with MLMP BUT, I ve not tested with all my mods (cause they all are not updated to 1.2.5), before you´re going to try this please, please, please do a backup if something goes wrong you can revert.
Is just a file inside Forge and MLMP that uses the same name, you can install as the classic order: ML, MLMP, Forge (overwritting the MLMP file and left the forge have priority)
Again becareful do a backup first before try this, I been playing all night yesterday with no issues, using this mod list
Modloader ModLoaderMP 1.2.5 v1 MinecraftForge-3.0.1.75-Client AtomicStryker´s Minions (1.2.4 works with 1.2.5 as AtomicStrykers states and is totally sweet!) Thaumcraft 2.1 Somnia 1.2.5 NEI 1.2.5
This a pretty short list of mods, and I can´t guarantee with others (or with your bad skill for install mods), or goes full stable in the long term, for sure anyone that knows about code will tell us for what the adl.class file, that is the one conflicting with Forge.
When using the new Charm of Cleansing, it works as intended and negates poison, but the swirly line poison bubble thingies stay with me permanently. I tested on different types of poisoning creatures, including the earth wisps, and it's the same for all of them. Unequipping the charm alone doesn't get the swirly bubbles to go away- only thing that works is to unequip the Charm of Cleansing, actually get poisoned, let the poison wear off, then the bubbles go away OR to exit the game then come back in. Otherwise, great item, I really like it!
Sounds like a vanilla bug, but I'll see if i can fix it my end
Azanor's solution seems to be just the thing to fix the taint problem, the idea of having a tainted area that hasn't quite become a virulent plague of death is a good one, as it still contains the threat of becoming one, so while I wait for my other mods (namely RP2) I at least have that much more to look forward to, thanks for being an awesome mod dev Azanor! (it's so nice when a developer sensibly listens to their community, ie. not following every hairbrained suggestion but searching for solutions to common problems)
I believe that 10% of max is the magic number. I.E. Vis will only NATURALLY regenerate to 10%. Other things you can make should be able to bring it up. Time to build that sugarcane farm and research purifiers!
You also need to have the little light glowing on your Thaumometer for your crystals to grow.
There are several ways to get the aura light to light up and some of them don't even need research. Crystal farms are still quite easy to make.
The fact that you guys are beginning to run out of aura is a good thing. That is the way it has always supposed to have been. There are loads of ways to spread out you aura loss - one of which is actually just spreading out: Don't place all your condensers in the same chunk.
There are several ways to get the aura light to light up and some of them don't even need research. Crystal farms are still quite easy to make.
The fact that you guys are beginning to run out of aura is a good thing. That is the way it has always supposed to have been. There are loads of ways to spread out you aura loss - one of which is actually just spreading out: Don't place all your condensers in the same chunk.
There are several ways to get the aura light to light up and some of them don't even need research. Crystal farms are still quite easy to make.
The fact that you guys are beginning to run out of aura is a good thing. That is the way it has always supposed to have been. There are loads of ways to spread out you aura loss - one of which is actually just spreading out: Don't place all your condensers in the same chunk.
Actually this is correct, the condensers works more fast for compesate they must not placed more that one in one chunk, but the problems here Az is: Lets assume we put one condenser per chunk for make a good Vis production and with tubes goes to a disired place, but, how much far we can left a condenser? I don´t know a practical way to know when I change of chunk seems maybe the only way is using the googles (and ok I ve figure myself how to find when I go to a new chunk), still the problem about if you go far from a chunk, he stop simulate that chunk unless you´re close or inside that chunk. The only actual solution if you don´t make something inside TC is using the "Anchor block" from Railcraft.
i cant researtch totem of dawn or the rest of eldritch knowledge.(yeah, i have tried to use special items in researtch but i ended up with a thaumium tank and the usual stuff)
Right when I started creating TC2 I also made mention of devices that would attract and repel aura and taint - in the sense that they would speed up or reverse aura/taint bleed from neighbouring chunks. I'm still planning on adding those in some future update. I still need a good way to balance them.
Azanor, would it be possible to make a config file to config monolith rarity, tainted zones rarity, etc?
Cheers, -Ximeeen.
Edit: Also, have you considered utilizing your awesome modeling skills and making pottery, and some artifacts placeable? I would love this for trophies / aesthetics. Aswell as, ever considered making eldricht dungeons / mazes. Other mysteries to discover :3
Actually this is correct, the condensers works more fast for compesate they must not placed more that one in one chunk, but the problems here Az is: Lets assume we put one condenser per chunk for make a good Vis production and with tubes goes to a disired place, but, how much far we can left a condenser? I don´t know a practical way to know when I change of chunk seems maybe the only way is using the googles (and ok I ve figure myself how to find when I go to a new chunk), still the problem about if you go far from a chunk, he stop simulate that chunk unless you´re close or inside that chunk. The only actual solution if you don´t make something inside TC is using the "Anchor block" from Railcraft.
The game loads a good number of chunk around the player and they stay loaded (unlike SMP). I'm not saying cover the entire map in condensers - I haven't done the math but a good guess would be to try and keep condensers at least 8 blocks apart (no more than 4 per chunk). This will slow the drain in a single chunk and give more chances for vis to seep in from neighbouring chunks.
Right when I started creating TC2 I also made mention of devices that would attract and repel aura and taint - in the sense that they would speed up or reverse aura/taint bleed from neighbouring chunks. I'm still planning on adding those in some future update. I still need a good way to balance them.
I been figure a way, even before you update: Mana Nodes (don´t get confused with the old TC1 ones), this nodes are not mineable (for sake of balance maybe) and are places when the Vis goes from another dimension, the Elders figure how to get those energies to a desirable place.
Aura Nexus (Craft additional pylons duh): (I was thinking using this ones as "phylactery" for minions/golems/familiars those phylactery things works as batteries or source of life for those entities and his IA). The nexus will provide a "bus" or array when you can redirect the aura flows to a specific zone.
I pick those ideas from a mix of Etherlords, Magic the gathering, Age of Wonders.
i cant researtch totem of dawn or the rest of eldritch knowledge.(yeah, i have tried to use special items in researtch but i ended up with a thaumium tank and the usual stuff)
a little help please(spoilers welcome)
I think it's under tainted research. Go and run around in the purple schmutz.
Sounds like a vanilla bug, but I'll see if i can fix it my end
Well, I have a poison negating item from a different mod and it doesn't have the same problem in 1.2.5, just fyi. At any rate, thanks for offering to take a look into it.
Azanor's solution seems to be just the thing to fix the taint problem, the idea of having a tainted area that hasn't quite become a virulent plague of death is a good one, as it still contains the threat of becoming one, so while I wait for my other mods (namely RP2) I at least have that much more to look forward to, thanks for being an awesome mod dev Azanor! (it's so nice when a developer sensibly listens to their community, ie. not following every hairbrained suggestion but searching for solutions to common problems)
While the "high taint" areas will solve the immediate and obvious problem of having taint spreading everywhere, that also eliminates the challenge of having actual taint overflows spawning naturally. Remember, the sound of it suggests that these chunks will have taint blocks in them but that they won't be self-sustaining, so that will still have a measurable effect on the appearance of the world.
We'll see how the significantly reduced rate looks once he finishes up in a couple hours or less, I suppose, but I still think extremely rare taint overflows in an otherwise highly pristine world would be better, to make the discovery of a tainted area more shocking and noteworthy. Plus, you can always delve deep into the wilderness to try and find a natural corruption area and build a remote research station, sort of like an Antarctic expedition, instead of just picking out your average nearby area of 20-tainted-blocks to harvest tainted flowers from.
Rollback Post to RevisionRollBack
You know, it occurs to me that the French are, in general, a highly melancholy people. On every street they rue something.
Hmm so condensers damage the aura (which is now finite until less than 10%?) and relies on aura seeping in from other chunks (also finite)? If this is the case then using condensers now uses up a finite resource and is thus in my book less desirable than the crucible (which produces taint that can be processed and used for various purposes).
Am I interpreting this correctly? Aura is now finite and must be carefully managed? (or do chunks that are positively charged still generate it, if so does it cap off at the natural level?)
While the "high taint" areas will solve the immediate and obvious problem of having taint spreading everywhere, that also eliminates the challenge of having actual taint overflows spawning naturally. Remember, the sound of it suggests that these chunks will have taint blocks in them but that they won't be self-sustaining, so that will still have a measurable effect on the appearance of the world.
We'll see how the significantly reduced rate looks once he finishes up in a couple hours or less, I suppose, but I still think extremely rare taint overflows in an otherwise highly pristine world would be better, to make the discovery of a tainted area more shocking and noteworthy. Plus, you can always delve deep into the wilderness to try and find a natural corruption area and build a remote research station, sort of like an Antarctic expedition, instead of just picking out your average nearby area of 20-tainted-blocks to harvest tainted flowers from.
I agree that spreading taint has a specific feel, challenge and emotional response that it evokes, one of desperation, which leads to a rather challenging gameplay style.
This is a good thing, however having this style forced on me is bad (which you seem to agree on that point, save for a few chunks) and let us not forget that the areas which will still be spawning in as tainted will only need a little push to become virulent, thus if you wanted to go a little more hardcore, just toss a filter, or taint bottle in the chunk and watch it go.
That said I don't see how adding a config setting for a more hardcore taint experience would hurt the game at all.
While the "high taint" areas will solve the immediate and obvious problem of having taint spreading everywhere, that also eliminates the challenge of having actual taint overflows spawning naturally. Remember, the sound of it suggests that these chunks will have taint blocks in them but that they won't be self-sustaining, so that will still have a measurable effect on the appearance of the world.
We'll see how the significantly reduced rate looks once he finishes up in a couple hours or less, I suppose, but I still think extremely rare taint overflows in an otherwise highly pristine world would be better, to make the discovery of a tainted area more shocking and noteworthy. Plus, you can always delve deep into the wilderness to try and find a natural corruption area and build a remote research station, sort of like an Antarctic expedition, instead of just picking out your average nearby area of 20-tainted-blocks to harvest tainted flowers from.
The problem was that some people like to take it slow and build up resources in other mods first, before starting up mass research. The instant a maxed out taint chunk is generated, it spreads everywhere and soon the whole world is tainted for good. At the pace said players go, they won't be anywhere close to having a way of stopping it.
Rollback Post to RevisionRollBack
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
FINER: Adding mods from D:\Users\Gamer\AppData\Roaming\.minecraft\bin\minecraft.jar
2012.12.4 16:49:53 ModLoader readFromClassPath
FINER: Zip found.
2012.12.4 16:49:53 ModLoader readFromModFolder
FINER: Adding mods from D:\Users\Gamer\AppData\Roaming\.minecraft\mods\Thaumcraft2.1.zip
2012.12.4 16:49:53 ModLoader readFromModFolder
FINER: Zip found.
2012.12.4 16:49:53 ModLoader addMod
FINE: Failed to load mod from "mod_ThaumCraft.class"
2012.12.4 16:49:53 ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: forge/EnumHelper
at mod_ThaumCraft.<clinit>(mod_ThaumCraft.java:818)
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:294)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:273)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.EnumHelper
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
2012.12.4 16:50:03 ModLoader addAllRenderers
FINE: Initialized
Found this and i cant find out why minecraft crashes. -.-
Some help would be cool.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/1/2012
Posts:
50
Member Details
I'm having a problem with the dark infuser. I just can't get it to work, it just hisses constantly when I try to make the brain-in-a-jar. I have a normal crucible hooked directly to it, and I've tried putting stuff in the crucible before starting the DI. It just plain refuses to work, even though it still sucks up all the vis. Does anyone know a workaround?
Yes, it will be 2.1.1
Is just a file inside Forge and MLMP that uses the same name, you can install as the classic order: ML, MLMP, Forge (overwritting the MLMP file and left the forge have priority)
Again becareful do a backup first before try this, I been playing all night yesterday with no issues, using this mod list
Modloader
ModLoaderMP 1.2.5 v1
MinecraftForge-3.0.1.75-Client
AtomicStryker´s Minions (1.2.4 works with 1.2.5 as AtomicStrykers states and is totally sweet!)
Thaumcraft 2.1
Somnia 1.2.5
NEI 1.2.5
This a pretty short list of mods, and I can´t guarantee with others (or with your bad skill for install mods), or goes full stable in the long term, for sure anyone that knows about code will tell us for what the adl.class file, that is the one conflicting with Forge.
Sounds like a vanilla bug, but I'll see if i can fix it my end
There are several ways to get the aura light to light up and some of them don't even need research. Crystal farms are still quite easy to make.
The fact that you guys are beginning to run out of aura is a good thing. That is the way it has always supposed to have been. There are loads of ways to spread out you aura loss - one of which is actually just spreading out: Don't place all your condensers in the same chunk.
Heh, the Cobblestone Vis Pipeline XL...
Actually this is correct, the condensers works more fast for compesate they must not placed more that one in one chunk, but the problems here Az is: Lets assume we put one condenser per chunk for make a good Vis production and with tubes goes to a disired place, but, how much far we can left a condenser? I don´t know a practical way to know when I change of chunk seems maybe the only way is using the googles (and ok I ve figure myself how to find when I go to a new chunk), still the problem about if you go far from a chunk, he stop simulate that chunk unless you´re close or inside that chunk. The only actual solution if you don´t make something inside TC is using the "Anchor block" from Railcraft.
Possible fix for MLMP incompatibilitie. http://www.minecraft...st__p__14194536
a little help please(spoilers welcome)
Cheers, -Ximeeen.
Edit: Also, have you considered utilizing your awesome modeling skills and making pottery, and some artifacts placeable? I would love this for trophies / aesthetics. Aswell as, ever considered making eldricht dungeons / mazes. Other mysteries to discover :3
The game loads a good number of chunk around the player and they stay loaded (unlike SMP). I'm not saying cover the entire map in condensers - I haven't done the math but a good guess would be to try and keep condensers at least 8 blocks apart (no more than 4 per chunk). This will slow the drain in a single chunk and give more chances for vis to seep in from neighbouring chunks.
I been figure a way, even before you update: Mana Nodes (don´t get confused with the old TC1 ones), this nodes are not mineable (for sake of balance maybe) and are places when the Vis goes from another dimension, the Elders figure how to get those energies to a desirable place.
Aura Nexus (Craft additional pylons duh): (I was thinking using this ones as "phylactery" for minions/golems/familiars those phylactery things works as batteries or source of life for those entities and his IA). The nexus will provide a "bus" or array when you can redirect the aura flows to a specific zone.
I pick those ideas from a mix of Etherlords, Magic the gathering, Age of Wonders.
I think it's under tainted research. Go and run around in the purple schmutz.
Then your S.O.L.
Well, I have a poison negating item from a different mod and it doesn't have the same problem in 1.2.5, just fyi. At any rate, thanks for offering to take a look into it.
While the "high taint" areas will solve the immediate and obvious problem of having taint spreading everywhere, that also eliminates the challenge of having actual taint overflows spawning naturally. Remember, the sound of it suggests that these chunks will have taint blocks in them but that they won't be self-sustaining, so that will still have a measurable effect on the appearance of the world.
We'll see how the significantly reduced rate looks once he finishes up in a couple hours or less, I suppose, but I still think extremely rare taint overflows in an otherwise highly pristine world would be better, to make the discovery of a tainted area more shocking and noteworthy. Plus, you can always delve deep into the wilderness to try and find a natural corruption area and build a remote research station, sort of like an Antarctic expedition, instead of just picking out your average nearby area of 20-tainted-blocks to harvest tainted flowers from.
Am I interpreting this correctly? Aura is now finite and must be carefully managed? (or do chunks that are positively charged still generate it, if so does it cap off at the natural level?)
EDIT:
I agree that spreading taint has a specific feel, challenge and emotional response that it evokes, one of desperation, which leads to a rather challenging gameplay style.
This is a good thing, however having this style forced on me is bad (which you seem to agree on that point, save for a few chunks) and let us not forget that the areas which will still be spawning in as tainted will only need a little push to become virulent, thus if you wanted to go a little more hardcore, just toss a filter, or taint bottle in the chunk and watch it go.
That said I don't see how adding a config setting for a more hardcore taint experience would hurt the game at all.
The problem was that some people like to take it slow and build up resources in other mods first, before starting up mass research. The instant a maxed out taint chunk is generated, it spreads everywhere and soon the whole world is tainted for good. At the pace said players go, they won't be anywhere close to having a way of stopping it.
You've installed Forge, right?