Found out today that having around a dozen or so whisps and looking at a ,xxx/676 node at dangerous with 2 or 3 300ish can cause a out of memory error with Minecraft default memory settings
Direwolf20? What?
Anyways I might not be back for a while, internets down, using neighbor's internet.
Whats with blue/green hammer?
To anybody having this client-side crash in SMP after upgrading from 1.4.6 and 3.0.1c to 1.4.7 and 3.0.3:
Description: Exception in world tick
java.lang.NullPointerException
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:175)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
at ayh.a(NetClientHandler.java:1483)
at di.a(SourceFile:59)
at cg.b(TcpConnection.java:458)
at ayh.d(NetClientHandler.java:240)
at ayp.b(WorldClient.java:92)
at net.minecraft.client.Minecraft.l(Minecraft.java:1872)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
Have all players wand their golems into item form while the server is still on 1.4.6 and 3.0.1c. This seems to remove the entities causing the crash from the world data. Then proceed to update your server and clients to 1.4.7 and 3.0.3. On our server, this fixed the client-side crash for everybody, and we all were able to put our golems back into the world to do our bidding.
I found this fix after attempting numerous Forge upgrades and downgrades, jar re-builds and re-re-builds. I can't guarantee it'll work for everybody, but I don't think our server did anything special that would cause it. I assume its related to the golem changes between versions. Thanks for the awesome mod by the way, very unique and tons of fun.
Azanor, I just found out, a wither can destroy warded blocks if he takes damage, but they will reappear after a tick (but he will be able to move before they reappear):
then
then:
Doesn't happen with bedrock:
Unfortunately the wonderful folks at mojang hardcoded bedrock as being the only block the wither cant destroy so there is nothing much I can do about this.
Unfortunately the wonderful folks at mojang hardcoded bedrock as being the only block the wither cant destroy so there is nothing much I can do about this.
They're nice folks, but sometimes they seem to forget that a big part of Minecraft is the mods.
They're nice folks, but sometimes they seem to forget that a big part of Minecraft is the mods.
If you consider the amount of active players - The modding community is quite small. It's been getting larger and larger, especially after FTB, but it's still not large enough to demand much attention from Mojang (from a coding point of view).
I mean, really. Look at the Mod API. Just look at it. Take a second look. See anything?
they want to make minecraft "bug free" first... basically when HL 4 gets released.
Anyway, the wither was made like that because of the youtubers, they always want to be the first to show something of a snapshot, mojangs sees it and changes it, screwing everyone up (anvil fix, 3 times wither fix, furnace/hopper fix, etc)
Rollback Post to RevisionRollBack
Sorry about my english, my native language is spanish!
If you put 20$ in a box, I put 20$ in the box too and then I sell you the box for 30$, we both make a 10$ profit, right?
Mh, it seems that's not a TC issue, but something like physics being incorrect in a remotely loaded chunk. Have you tried putting a wall in front of the pipe, so items can only fall on the mirror when launched, or even the mirror directly in front of the pipe, mounted vertically on a pillar?
No. It Is A Thaumcraft bug. i have the same thing with mirror (block) and a hand mirror.
Mh, it seems that's not a TC issue, but something like physics being incorrect in a remotely loaded chunk. Have you tried putting a wall in front of the pipe, so items can only fall on the mirror when launched, or even the mirror directly in front of the pipe, mounted vertically on a pillar?
First question, yup completely surrounded the mirror and pipe; items just popped out of the pipe at the top.
Second question, doesn't work items just fall in front of the mirror
I tried only with twilight dimension but mirrors are working correctly for me. Did you tried to put mirror one block away or tried to turn pipe down with a mirror underneath ?
Also sometimes pipes are "shooting" items in wrong direction.
hello and let me say, good job to an amazing mod. im having a lot of fun with it and its adding a lot of depth to the game.
that being said, there is one thing, thats bothering me with. mainly the idea of jars as a main means of storage for excess aspects.
as we can read already in the thaumonomicon, there are more than 50 aspects in your mod, while youre planning on adding more over the time.
this also means, that you will somehow have to place about 50 jars around your crucible, in range of your golems to store most of the excess aspects. which takes an excessive amount of space. not to mention, that its only possible to place 4 arcane alembics around your crucibe and intermediately store 4 different aspects at a time. additionally, having 4 alembics around your crucible takes up additional space and looks kind of clutched up, especially if you want to place a golem next to the crucible.
i think jars are a cool idea for an intermediate step to store some of the excess aspects, but in the long run i think pipes and larger containers should make a comeback.
it would be more practical, to be able to somehow connect a single, larger container to your crucible, that can store kind of a "soup" of all the excess aspects instead of having to store them all individually. this container could be connected via a pipe to something like an advanced alembic, that serves as a pump, to automatically pump all the excess aspects from the crucible into the container. this could be something to be added further down the research tree.
to this container, there could be another device attached, where you or your golems can filter out 8 of a single aspect out of the soup in the container and fetch it with a phial, to store it in a chest for later use.
such a container would save a huge amount of building space. imagine, youre going to add 60, 70 or even more aspects to your mod, and how many jars and space its going to take, to store all that stuff.
The jars aren't meant to be used as storage for aspect. Chests full of phials are much cheaper, and you can store more in less space. Jars are meant to be used with the altar, and will play even a more important role in the future. Also storing aspect should be difficult, that's why every alembic can store only 16 of each. Also the removal of pipes and tanks are the main reason for the creation of TC3 itself.
was there a specific reason, why the pipes and tanks where problematic? personally, i thought the system was pretty neat.
if the jars arent meant to store the aspects, then whats the point of them other than decorative blocks?
even if you want to use them to power the infusion altar, it seems to be the same problem. there are a bunch of different recipes for the altar, powered by different aspects. and probably more to come. if you want to use the jars to conveniently power the altar, youre going to need an excessive amount of them to store all the single aspects for your different recipes.
On nodes absorbing each other...It would seem that it would take a long time fo grow a pure node big enough to absorb a dark node, so moving the dark node is likely the way to go (?). That said, although I've only searched for a few minutes, finding an explanation on how to move nodes is proving to be difficult. I'll keep looking.
Secondly, I think part of our problem with everything being out of balance is a couple of the guys built large areas and then decided to do some magic stuff. When they realized they had none in the area, they are trying to create everything they need from scratch. I suppose this has lead to all the craziness with flux generation.
I've read about regeneration of all the nodes, but I'll save that as a last resort. I'm still going to try to find a way to edit the weather, however.
Thanks, again.
You can do that in a series of absorptions.
I did that by first making an aura node of about 300 (took about 6 or so Silverwoods). Had it merge with another normal node about 200 in size (had lesser aura than that when they merged though), and I had an aura node that was around 500. I did this repeatedly and right now I have a nearly 2300 aura node, and I am in progress of getting two more 500 sized nodes to it.
About moving the nodes (this also tells a bit about research, so don't read if you don't want to know about them):
It is one of the last researches I found. You need Theory of everything, and Crystal Clusters (which I think is a Knowledge fragment needing research) to get it. The thaumonomicon details on how to use it finely.
You can move it to a lesser extent if you have the Hoe of Growth and lots of saplings. You need to plant it in a close proximity of the node.
They will create a smaller pure node, which will pull the other node a bit closer. If you do this long enough, I suppose you will be able to move it far enough, but I haven't tried this.
Unfortunately, I don't know about disabling weather problems. And for some reason, I have had that problem only once, even though my node is at Dangerous. I generally only get lots and lots of Wisps.
One guy did some cheating around and got a node so large that it took up about 9 chunks, visually. So, I'm guessing no.
That's Gigantic! Personally, I like to make my nodes big enough to be able to hold about 1000 vis. That giant node that guy made probably could hold like 1,000,000 vis. If there was a max size for a node, I'd make it like 1000 or 1500.
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Direwolf20? What?
Anyways I might not be back for a while, internets down, using neighbor's internet.
Whats with blue/green hammer?
Looks like the Hammer of Zillyhoo.
Have all players wand their golems into item form while the server is still on 1.4.6 and 3.0.1c. This seems to remove the entities causing the crash from the world data. Then proceed to update your server and clients to 1.4.7 and 3.0.3. On our server, this fixed the client-side crash for everybody, and we all were able to put our golems back into the world to do our bidding.
I found this fix after attempting numerous Forge upgrades and downgrades, jar re-builds and re-re-builds. I can't guarantee it'll work for everybody, but I don't think our server did anything special that would cause it. I assume its related to the golem changes between versions. Thanks for the awesome mod by the way, very unique and tons of fun.
Unfortunately the wonderful folks at mojang hardcoded bedrock as being the only block the wither cant destroy so there is nothing much I can do about this.
They're nice folks, but sometimes they seem to forget that a big part of Minecraft is the mods.
If you consider the amount of active players - The modding community is quite small. It's been getting larger and larger, especially after FTB, but it's still not large enough to demand much attention from Mojang (from a coding point of view).
I mean, really. Look at the Mod API. Just look at it. Take a second look. See anything?
Anyway, the wither was made like that because of the youtubers, they always want to be the first to show something of a snapshot, mojangs sees it and changes it, screwing everyone up (anvil fix, 3 times wither fix, furnace/hopper fix, etc)
Yup. Have The Same Problem.
Edit:
No. It Is A Thaumcraft bug. i have the same thing with mirror (block) and a hand mirror.
First question, yup completely surrounded the mirror and pipe; items just popped out of the pipe at the top.
Second question, doesn't work items just fall in front of the mirror
I tried only with twilight dimension but mirrors are working correctly for me. Did you tried to put mirror one block away or tried to turn pipe down with a mirror underneath ?
Also sometimes pipes are "shooting" items in wrong direction.
that being said, there is one thing, thats bothering me with. mainly the idea of jars as a main means of storage for excess aspects.
as we can read already in the thaumonomicon, there are more than 50 aspects in your mod, while youre planning on adding more over the time.
this also means, that you will somehow have to place about 50 jars around your crucible, in range of your golems to store most of the excess aspects. which takes an excessive amount of space. not to mention, that its only possible to place 4 arcane alembics around your crucibe and intermediately store 4 different aspects at a time. additionally, having 4 alembics around your crucible takes up additional space and looks kind of clutched up, especially if you want to place a golem next to the crucible.
i think jars are a cool idea for an intermediate step to store some of the excess aspects, but in the long run i think pipes and larger containers should make a comeback.
it would be more practical, to be able to somehow connect a single, larger container to your crucible, that can store kind of a "soup" of all the excess aspects instead of having to store them all individually. this container could be connected via a pipe to something like an advanced alembic, that serves as a pump, to automatically pump all the excess aspects from the crucible into the container. this could be something to be added further down the research tree.
to this container, there could be another device attached, where you or your golems can filter out 8 of a single aspect out of the soup in the container and fetch it with a phial, to store it in a chest for later use.
such a container would save a huge amount of building space. imagine, youre going to add 60, 70 or even more aspects to your mod, and how many jars and space its going to take, to store all that stuff.
was there a specific reason, why the pipes and tanks where problematic? personally, i thought the system was pretty neat.
if the jars arent meant to store the aspects, then whats the point of them other than decorative blocks?
even if you want to use them to power the infusion altar, it seems to be the same problem. there are a bunch of different recipes for the altar, powered by different aspects. and probably more to come. if you want to use the jars to conveniently power the altar, youre going to need an excessive amount of them to store all the single aspects for your different recipes.
One guy did some cheating around and got a node so large that it took up about 9 chunks, visually. So, I'm guessing no.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
You can do that in a series of absorptions.
I did that by first making an aura node of about 300 (took about 6 or so Silverwoods). Had it merge with another normal node about 200 in size (had lesser aura than that when they merged though), and I had an aura node that was around 500. I did this repeatedly and right now I have a nearly 2300 aura node, and I am in progress of getting two more 500 sized nodes to it.
About moving the nodes (this also tells a bit about research, so don't read if you don't want to know about them):
It is one of the last researches I found. You need Theory of everything, and Crystal Clusters (which I think is a Knowledge fragment needing research) to get it. The thaumonomicon details on how to use it finely.
You can move it to a lesser extent if you have the Hoe of Growth and lots of saplings. You need to plant it in a close proximity of the node.
They will create a smaller pure node, which will pull the other node a bit closer. If you do this long enough, I suppose you will be able to move it far enough, but I haven't tried this.
Unfortunately, I don't know about disabling weather problems. And for some reason, I have had that problem only once, even though my node is at Dangerous. I generally only get lots and lots of Wisps.
That's Gigantic! Personally, I like to make my nodes big enough to be able to hold about 1000 vis. That giant node that guy made probably could hold like 1,000,000 vis. If there was a max size for a node, I'd make it like 1000 or 1500.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.