Still present in 4.1.1.12. mI' beginning to think it is intentional, but it just doesn't make sense. :-/
It is actually a vanilla minecraft bug that seems to have snuck in since mc 1.7 - for 99% of vanilla or other blocks it works fine, but for blocks with non-zero metadata (like warded glass) the explosions resistance is not picked up correctly. In that case it looks at world position x, x, y for the block data instead of x, y, z (some variables got derped).
I can fix it temporarily for the next update, but as a side effect amber and similar block will also be unbreakable by explosions. Hopefully it is fixed in later versions of MC, or forge adds their own patch for it.
OK I'm doing something wrong. I've converted an area to magical forest and i'm trying to make a bit of a mana bean farm but for the life of my I can't put the mana beans on any logs. I've tried silverwood trees, great wood and oak logs. No matter what button combinations I try nothing happens or I start eating the bean. Any suggestions?
Any wood works (mine uses jungle logs). Are you sure the conversion got complete coverage? If you've just placed the silverwood tree, or if the tree grew without nodes, you can wind up with an area that looks fully converted but in fact is a block-by-block patchwork of magic forest and original biome. Only a silverwood node (or a sinister node) that's been there for a while gets complete coverage. Try walking over the area with the debug screen on. If a particular spot says Magical Forest but you still can't plant beans there, then you have a bug.
Yes I've checked the area with debug. I've even got an area that is over 3x3 chunks that is magical forest now. I've left the game running for over 48 real hours and still no matter how I try I always seem to want to eat the bean even if I'm not hungry.
I've tried left clicking on the logs, right clicking on the logs, Alt left clicking, alt right clicking, shift left clicking, shift right clicking...etc Every combination I could think of bu I still can't seem to plant any mana beans.
I wanted to report an issue with hidden research items whose availability are triggered by things being scanned that exacerbates the research-reset problems some others have reported and also creates problems for anyone who intentionally resets research (through the "/thaumcraft" command) with the intent of redoing it. This issue also impacts any such hidden research items that may be added to the user's game in the future (whether through new versions of TC or by installing a new 3rd party TC addon), rendering them undiscoverable.
Basically, the problem is that any given item or entity can only be scanned once which means that if you scanned it before your research was reset (or new research was added due to an update or new mod install), you won't be able to scan it later, which means you won't be able to discover the "clues" to the hidden research.
It is actually a vanilla minecraft bug that seems to have snuck in since mc 1.7 - for 99% of vanilla or other blocks it works fine, but for blocks with non-zero metadata (like warded glass) the explosions resistance is not picked up correctly. In that case it looks at world position x, x, y for the block data instead of x, y, z (some variables got derped).
I can fix it temporarily for the next update, but as a side effect amber and similar block will also be unbreakable by explosions. Hopefully it is fixed in later versions of MC, or forge adds their own patch for it.
Oh, for the love o' Notch! Would this apply to stuff like wand-warded wool blocks too? Is there some reason you can't have your mod replace the relevant method with a corrected one?
ETA: I don't see any mention of the bug in the change reports for any 1.7.x version, so odds are you're stuck with it.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I'm playing on the 4.1.0 version for MC 1.6.4 and this must be something i'm doing wrong because not one hit comes up when I try googling the issue.
I'm trying to craft the alembic in the arcane worktable but it won't craft it. I have the necessary aspects on my wand (gold-capped greatwood wand) and all the ingredients placed as shown in the thaumonomicon but it just won't show up with the recipe.
I have built the arcane crafting structure with the pedestals and have the arcane furnace. Is there more research I need to do first? I assume that if it shows up in the book and i'm able to craft the other items before it, I should be able to craft that. I was able to craft the vis filter thing.
Help? Thanks
I knew as soon as I posted here I'd figure it out. *slaps head* I am an idiot; I had the crafting ingredients incorrect. I could have been frustrated over this for the next week but it always works out that as soon as I ask for help, I immediately figure it out on my own and it's always a dumb mistake I've made.
Just want to add that I am thoroughly enjoying this mod and can't wait until all my faves are updated for 1.7 so I can play with the updated version of it. Thanks and sorry for the waste of space.
i made a new model for thaumcraft again! this time i made a thaumcraft minecart with a barrel for essentia storage.
its kinda obsolete due to the fact that you can stuff a chestcart with jars, but it would be kinda cool to have mobile essentia storages.
the gauge on the side looks weird right now, but the idea is that a arrow moves from empty position to full position as the barrel gets filled. however, thats not part of the model and has to be coded.
i made a new model for thaumcraft again! this time i made a thaumcraft minecart with a barrel for essentia storage.
its kinda obsolete due to the fact that you can stuff a chestcart with jars, but it would be kinda cool to have mobile essentia storages.
the gauge on the side looks weird right now, but the idea is that a arrow moves from empty position to full position as the barrel gets filled. however, thats not part of the model and has to be coded.
Hope you guys like the cart
I like it, but this is better suited for railcraft
Anybody have any recommendations for other mods that play well with TC4?
The Twilight Forest. This mod really puts those new weapons and armor to use! There's also Thaumic Tinkerer (I personally would disable KAMI in the config). Bibliocraft is another mod that I always use along side TC. The potion shelves are nice for phials of essentia and you can put the thaumnomicon in a desk so you don't need to always carry it around. It also has other neat storage options as well.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I have an odd question if anyone knows the answer. Does the infusion alter pull essentia from warded jars stored in bibliocraft's potion shelves? I'm using the latest versions for 1.6.4.
I have an odd question if anyone knows the answer. Does the infusion alter pull essentia from warded jars stored in bibliocraft's potion shelves? I'm using the latest versions for 1.6.4.
*please let the answer be YES*
Seeing as the altar doesn't pull from jars stored in chests... I'd assume it wouldn't pull from biblocraft's shelves. That'd be a really neat and useful though. Go ask Nuchaz and see if it's possible for that to be implemented.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Anybody have any recommendations for other mods that play well with TC4?
I play Thaumcraft with The Twilight Forest and Hardcore Ender Expansion mods myself. Like Auric mentioned above, they both add a lot of strong mobs and dungeons to let you test out your Thaumic goodies. They also both have a similar magical feel to them, so they don't feel out of place alongside Thaumcraft.
It is actually a vanilla minecraft bug that seems to have snuck in since mc 1.7 - for 99% of vanilla or other blocks it works fine, but for blocks with non-zero metadata (like warded glass) the explosions resistance is not picked up correctly. In that case it looks at world position x, x, y for the block data instead of x, y, z (some variables got derped).
I can fix it temporarily for the next update, but as a side effect amber and similar block will also be unbreakable by explosions. Hopefully it is fixed in later versions of MC, or forge adds their own patch for it.
Im just want your attention for a a bit, can you make me a banner that is "Wizardz" out of your special thaumcraft writing above, if so please say this to me. Great Mod too!!! I also have one problem, I have a mod pack, and every 10-8 minutes it crashes (kind of) and saids "Minecraft has ran out of memory" so, please say something to make it work. You are the BEST MOD CREATOR EVER! WOOOOH! Make life good!
i made a new model for thaumcraft again! this time i made a thaumcraft minecart with a barrel for essentia storage.
its kinda obsolete due to the fact that you can stuff a chestcart with jars, but it would be kinda cool to have mobile essentia storages.
the gauge on the side looks weird right now, but the idea is that a arrow moves from empty position to full position as the barrel gets filled. however, thats not part of the model and has to be coded.
Hope you guys like the cart
this looks cool. it could use a jar lable slot on the other side. so it can be marked for a specific type of essentia.
can you make a cart for the arcane bore? with other carts behind it, that work like essentia mirrors to supply it with perdito and lux?
or maybe you could just hook up 2 essentia carts you posted with perdito and lux, if they have enough capacity.
and maybe more carts behind it with chests, that accept the items it mines?
so you would have an entire arcane bore train XD
if it was to supply a mobile arcane bore, your cart would actually make a lot of sense.
i can already see underground rail systems, where the arcane bore is progressing along the track and mines out shafts left and right. then returns to base to have new essentia supplied by golems and items unloaded, before it proceeds to mine out a new shaft.
this looks cool. it could use a jar lable slot on the other side.
can you make a cart for the arcane bore? with other carts behind it, that work like essentia mirrors so supply it with perdito and lux? and maybe more carts behind it with chests, that accept the items it mines?
the idea is that it has a "magazine" with small bolts that i can fire at a high firerate that surpasses the bone bow. the downside is that the bolts are heavy and dont fly very far.
the idea is that it has a "magazine" with small bolts that i can fire at a high firerate that surpasses the bone bow. the downside is that the bolts are heavy and dont fly very far.
this would be AWESOME as a stationary, golem handled ballista.
imagine you set this up around your base or on the top of a wall/castle, with a chest full of arrows to supply and a golem to handle it. you could order them to shoot mobs and other players (with an order upgrade, like the regular combat golems).
Anybody have any recommendations for other mods that play well with TC4?
I, personally, use Blood magic with TC, and most other magic mods simply due to the fact that it is unlike any other big magic mod out there. If you install the TC add on Forbidden magic you'll get some cross-mod support(Few fun items like a pair of scribing tools that turn your hearts into ink for the research table). All in all, blood magic offers a powerful, if risky option for many things.
But always remember that power has a price, and blood magics price must be paid in full...
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
It is actually a vanilla minecraft bug that seems to have snuck in since mc 1.7 - for 99% of vanilla or other blocks it works fine, but for blocks with non-zero metadata (like warded glass) the explosions resistance is not picked up correctly. In that case it looks at world position x, x, y for the block data instead of x, y, z (some variables got derped).
I can fix it temporarily for the next update, but as a side effect amber and similar block will also be unbreakable by explosions. Hopefully it is fixed in later versions of MC, or forge adds their own patch for it.
Yes I've checked the area with debug. I've even got an area that is over 3x3 chunks that is magical forest now. I've left the game running for over 48 real hours and still no matter how I try I always seem to want to eat the bean even if I'm not hungry.
I've tried left clicking on the logs, right clicking on the logs, Alt left clicking, alt right clicking, shift left clicking, shift right clicking...etc Every combination I could think of bu I still can't seem to plant any mana beans.
Basically, the problem is that any given item or entity can only be scanned once which means that if you scanned it before your research was reset (or new research was added due to an update or new mod install), you won't be able to scan it later, which means you won't be able to discover the "clues" to the hidden research.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
Oh, for the love o' Notch! Would this apply to stuff like wand-warded wool blocks too? Is there some reason you can't have your mod replace the relevant method with a corrected one?
ETA: I don't see any mention of the bug in the change reports for any 1.7.x version, so odds are you're stuck with it.
I'm playing on the 4.1.0 version for MC 1.6.4 and this must be something i'm doing wrong because not one hit comes up when I try googling the issue.
I'm trying to craft the alembic in the arcane worktable but it won't craft it. I have the necessary aspects on my wand (gold-capped greatwood wand) and all the ingredients placed as shown in the thaumonomicon but it just won't show up with the recipe.
I have built the arcane crafting structure with the pedestals and have the arcane furnace. Is there more research I need to do first? I assume that if it shows up in the book and i'm able to craft the other items before it, I should be able to craft that. I was able to craft the vis filter thing.
Help? Thanks
I knew as soon as I posted here I'd figure it out. *slaps head* I am an idiot; I had the crafting ingredients incorrect. I could have been frustrated over this for the next week but it always works out that as soon as I ask for help, I immediately figure it out on my own and it's always a dumb mistake I've made.
Just want to add that I am thoroughly enjoying this mod and can't wait until all my faves are updated for 1.7 so I can play with the updated version of it. Thanks and sorry for the waste of space.
in a way, they are more like the old nodes from thaumcraft 3.
i like the entire idea of aura manipulation, instead of nodes just being picked up and hoarded in your basement.
i made a new model for thaumcraft again! this time i made a thaumcraft minecart with a barrel for essentia storage.
its kinda obsolete due to the fact that you can stuff a chestcart with jars, but it would be kinda cool to have mobile essentia storages.
anyway, here it is: http://techne.zeux.me/3c6179ab# (this is the showcase model with tracks)
the gauge on the side looks weird right now, but the idea is that a arrow moves from empty position to full position as the barrel gets filled. however, thats not part of the model and has to be coded.
Hope you guys like the cart
I like it, but this is better suited for railcraft
The Twilight Forest. This mod really puts those new weapons and armor to use! There's also Thaumic Tinkerer (I personally would disable KAMI in the config). Bibliocraft is another mod that I always use along side TC. The potion shelves are nice for phials of essentia and you can put the thaumnomicon in a desk so you don't need to always carry it around. It also has other neat storage options as well.
*please let the answer be YES*
Seeing as the altar doesn't pull from jars stored in chests... I'd assume it wouldn't pull from biblocraft's shelves. That'd be a really neat and useful though. Go ask Nuchaz and see if it's possible for that to be implemented.
I play Thaumcraft with The Twilight Forest and Hardcore Ender Expansion mods myself. Like Auric mentioned above, they both add a lot of strong mobs and dungeons to let you test out your Thaumic goodies. They also both have a similar magical feel to them, so they don't feel out of place alongside Thaumcraft.
Im just want your attention for a a bit, can you make me a banner that is "Wizardz" out of your special thaumcraft writing above, if so please say this to me. Great Mod too!!! I also have one problem, I have a mod pack, and every 10-8 minutes it crashes (kind of) and saids "Minecraft has ran out of memory" so, please say something to make it work. You are the BEST MOD CREATOR EVER! WOOOOH! Make life good!
this looks cool. it could use a jar lable slot on the other side. so it can be marked for a specific type of essentia.
can you make a cart for the arcane bore? with other carts behind it, that work like essentia mirrors to supply it with perdito and lux?
or maybe you could just hook up 2 essentia carts you posted with perdito and lux, if they have enough capacity.
and maybe more carts behind it with chests, that accept the items it mines?
so you would have an entire arcane bore train XD
if it was to supply a mobile arcane bore, your cart would actually make a lot of sense.
i can already see underground rail systems, where the arcane bore is progressing along the track and mines out shafts left and right. then returns to base to have new essentia supplied by golems and items unloaded, before it proceeds to mine out a new shaft.
i like your idea Once again i got a bit carried away and made a repeating crossbow model. http://techne.zeux.me/56377c6f#
the idea is that it has a "magazine" with small bolts that i can fire at a high firerate that surpasses the bone bow. the downside is that the bolts are heavy and dont fly very far.
this would be AWESOME as a stationary, golem handled ballista.
imagine you set this up around your base or on the top of a wall/castle, with a chest full of arrows to supply and a golem to handle it. you could order them to shoot mobs and other players (with an order upgrade, like the regular combat golems).
even the elemental arrows could work with it.
azanor, please!
But always remember that power has a price, and blood magics price must be paid in full...
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum