Step 1: Make a bow.
Step 2: Enchant said bow with every enchantment possible.
Step 3: Shoot taint seeds until you drop or until the taint starves and dies.
I'm sorry I can't offer anything better, but until azanor bestows a method of actually stopping taint spread or scrubbing flux directly out of chunks, it's the least painful way.
There is an even less painful way:
-World edit
-Surgically remove everything down to the void
-enjoy your new giant trashcan
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Actually, they don't have any form of protection from it. (Not that I know of.)
Or you could use TNT and lots of it .
The saplings don't, but the trees do, provided they have a pure node inside. You can also use those Ethereal blooms if they're still in to help purify taint. If you want a special place to manage taint, the roof of the Nether is your best bet. Even 1.12.2 should have some way of busting a hole into it.
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The saplings don't, but the trees do, provided they have a pure node inside. You can also use those Ethereal blooms if they're still in to help purify taint. If you want a special place to manage taint, the roof of the Nether is your best bet. Even 1.12.2 should have some way of busting a hole into it.
In TC6 nodes aren’t a thing and we cannot make ethereal bloom so we have no way to combat taint at least for now.
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A friend on a server I play on had the same issue, it turns out that if vis is above the natural limit (the golden mark on either side) then taint will gradually build up. The easiest way to fix this issue was to just use up some of the vis to bring it back down to normal levels, after which the taint seeds can be killed and the taint will die out.
A friend on a server I play on had the same issue, it turns out that if vis is above the natural limit (the golden mark on either side) then taint will gradually build up. The easiest way to fix this issue was to just use up some of the vis to bring it back down to normal levels, after which the taint seeds can be killed and the taint will die out.
Out of curiosity, is it currently possible to research fortress armour or the advanced tools? Both say missing required research, and I'm rather stuck on what that could be.
Feels odd to be back on these forums. Thaumcraft always brings me in.
The Meaning of Life, the Universe, and Everything.
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I haven't tested it myself but my friend said if you manually empty a cauldron it dumps vis into the aura that can go above the natural limit, opposed to just letting it evaporate slowly into flux if left sitting in a crucible.
I really like the changes that are coming. The only thing that I don't like is the new Vis system. I liked the nodes and they behaivor with the nature and other nodes and the relay system had a great potential. Now all of that is just gone and the new vis per chunk system feels just... lazy maybe.
Perhaps is just for the beta, but I like to hear some planned things in the matter or something. Otherwise, the mod is great and i'm happy to see that is still alive.
A friend on a server I play on had the same issue, it turns out that if vis is above the natural limit (the golden mark on either side) then taint will gradually build up. The easiest way to fix this issue was to just use up some of the vis to bring it back down to normal levels, after which the taint seeds can be killed and the taint will die out.
This is a bug actually. If the flux + taint in a chunk goes over the natural base (gold marks) the vis will be forced into adjacent chunks from "overpressure". Turns out that code was a bit broken and it was forcing the vis into chunks that was already full themselves causing flux to keep generating without a way for the pressure to be released. In the next version I will remove that and instead the extra vis will simply be destroyed in that situation.
This bug and another that was causing fibres to spread into chunks without flux too easily is responsible for most of the issues people have been having with this version of taint.
Hard to get a good angle on it, but I've built my infusion circle again.
Hopefully more options than candles are added, with crystals gone and skulls nigh unobtainable the circle decorations are bit monotonous. Might colour some of them for visual variet
I' m currently playing it with my Oculus Rift with the Vivecraft mod, all is running fine and it is really amazing , to feel i' m a real thaumaturge , but i have a couple of issues , the most important is concerning the thaumometer, it is not handled like it should be ( aka vertically ), but it needs to be used like in TC 5 , because the hand which handles it is positionned like it handle a tool like a sword or, pickaxe etc...
So using the thaumometer is very tricky because you can't see anything happening into the lens when using it the right way , you need to put it horizontally like a pickaxe, and even touch the block with it to activate it ( aka gathering informations about it ).
Can you , please tweak a bit the positionning of the thaumometer to make it work like on a monitor ?
I remember torches are correctly handled in VR so perhaps it is not really difficult to do the sama thing for the Thaumometer ?
Thank you.
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Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
See the "Change Log" spoiler on first post in this thread.
Rollback Post to RevisionRollBack
Say something silly, Laugh 'til it hurts, Take a risk, Sing out loud, Rock the boat, Shake things up, Flirt with disaster, Buy something frivolous, Color outside the lines, Cause a scene, Order dessert, Make waves, Get carried away, Have a great day!
I got a couple new bugs to report. I crash when I try to make a new focus (plan + exchange). Tested using only thaumcraft. it crashes the game when i select the exchange piece. crash report:
---- Minecraft Crash Report -------- Minecraft Crash Report ----// Would you like a cupcake?
Time: 2/8/18 12:44 PMDescription: Rendering screen
java.lang.NoClassDefFoundError: scala/actors/threadpool/Arrays at thaumcraft.api.casters.FocusHelper.canPartsConnect(FocusHelper.java:66) at thaumcraft.client.gui.GuiFocalManipulator.func_73863_a(GuiFocalManipulator.java:222) at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:382) at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1094) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1076) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:371) at net.minecraft.client.main.Main.main(SourceFile:124) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)Caused by: java.lang.ClassNotFoundException: scala.actors.threadpool.Arrays at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) at java.lang.ClassLoader.loadClass(ClassLoader.java:424) at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ... 13 moreCaused by: java.lang.NullPointerException at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182) ... 15 more
When I have multiple seal:use for golems, it seems that the golem does not understand when it has put a block down in an area and continues to try to put a block down. this makes tree farms hard to make. image of setup:
it seems as though the seal:provide makes the golem hold the item, but completely forget why its holding the item, and if there is a seal:store nearby it just puts the item there. only way around that is to blacklist that item on the seal:store.
it would also be nice if seal:advanced store could have the option to request from a seal:provide if there is room in the inventory. it would make my no pipes modpack a bit less frustrating. without it i run into issues with golems holding items from seal:empty, but not being able to put them anywhere since the inventory is full. they also cannot pick up items from that inventory to clear it out. so the entire system gets jammed. this would require a new golem for every new item being picked up, or some complicated redstone.
Quick question for anyone else - Has anyone else run into an issue with enchanted books and the infusion enchantment research node not working properly? Also, to note, I didn't have these odd bits of text when I pressed shift over any item before I updated, but now the text is there, and I'm not sure why.
Here's the odd text shown on the book, and the research not allowing the enchanted book to be used for the research itself, even though it's what it's asking for.
Another issue with VR : the gauntlet when worn results in an arrow at right hand and inverted gauntlet at left one ( weird ) , but it is only cosmetic , it works either wen clicking on the runic matrix .
Don't tested in normal mode , curious to see if this occurs on a monitor too ?
Someone had tried it ?
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Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
certain modded inventories when broken with a focus:break (tested focus: touch, break, frugal, silk touch) does not break the inventory, and just drops a duplicate of it. modded inventories failing tests: quarks wood chests (all varieties), storage drawers storage drawers (all varieties excluding )
if a block is broken with the focus:break (tested focus: touch, break, frugal, silk touch) and a block is placed back in the same space, the cracked pattern persists for a short while.
the cloudstepper ring seems to reduce all fall damage. or at least to such an insane degree that i have yet to take fall damage with it. the book does not indicate that this should be the case. I also feel that it should cost vis, or have its effects severely reduced without vis.
a pickaxe (tested pick: diamond, enchanted: efficiency V, unbreaking III, fortune III, mending) with burrowing and collector does not apply the collector effect to blocks broken by the burrowing effect. this makes harvesting things over lava (the reason for getting the burrowing infusion enchant) dangerous and a bit useless.
a pickaxe (tested pick: diamond and of the core) with burrowing does not seem to burrow redstone ore. note that the collector effect does work on the redstone since the burrowing effect does not.
right clicking with tool with a right click action on a block (that needs to be right clicked to be interacted with like a chest, a door, or even the pedestals) causes the right click action of that tool to activate. this causes it to take durability for effects like sounding (which i don't like the name of).
right clicking with any tools seems to prefer the tools right click use, over whatever you are holding in your off hand. this makes mining with torches in the offhand impossible with the break focus, and a bit annoying with the pickaxe of the core (though shift right click is available for pickaxe). this might not be considered a bug. maybe suppress right click behavior if something in the off hand.
golem seem to not be able to attack enemies that are too close to walls or corners?
maybe terrible suggestions:
i want to be able to enchant the crossbow in a anvil/vanilla enchantment table.
automated crossbows always seem to face the same direction when placed. i don't actually want to use them for protection (i have an army of golems for that), just for decoration. it would be nice to have them face the direction you are facing when placing them.
the ability to configure when particle counts get throttled. 30 fps is abysmal in VR (which really makes you feel like a thaumaturge), and it would be nice for any particle throttling to be actually effective for that. (frame rate for vr is generally 90fps, or 45 with reprojection)
grapple focus.
praises:
I like the balance changes to foci. the damage is now useful but not op, the break focus taking time now makes it reasonable (the breaking effect being queued up still makes it useful in situations where i need something broken but can't stand around and break).
how taint is handled is pretty cool. my local taint area cleared up surprisingly quickly with the changes (before it kept causing constant flux even if i used a creative flux sponge and taint seeds kept spawning so i had to play on peaceful)
Should still be. As far as I know, they're used to help contain and remove taint.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
There is an even less painful way:
-World edit
-Surgically remove everything down to the void
-enjoy your new giant trashcan
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
No, I tested that
Actually, they don't have any form of protection from it. (Not that I know of.)
Or you could use TNT and lots of it .
The saplings don't, but the trees do, provided they have a pure node inside. You can also use those Ethereal blooms if they're still in to help purify taint. If you want a special place to manage taint, the roof of the Nether is your best bet. Even 1.12.2 should have some way of busting a hole into it.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
In TC6 nodes aren’t a thing and we cannot make ethereal bloom so we have no way to combat taint at least for now.
A friend on a server I play on had the same issue, it turns out that if vis is above the natural limit (the golden mark on either side) then taint will gradually build up. The easiest way to fix this issue was to just use up some of the vis to bring it back down to normal levels, after which the taint seeds can be killed and the taint will die out.
And how do you get vis above the natural levels?
Out of curiosity, is it currently possible to research fortress armour or the advanced tools? Both say missing required research, and I'm rather stuck on what that could be.
Feels odd to be back on these forums. Thaumcraft always brings me in.
I haven't tested it myself but my friend said if you manually empty a cauldron it dumps vis into the aura that can go above the natural limit, opposed to just letting it evaporate slowly into flux if left sitting in a crucible.
I really like the changes that are coming. The only thing that I don't like is the new Vis system. I liked the nodes and they behaivor with the nature and other nodes and the relay system had a great potential. Now all of that is just gone and the new vis per chunk system feels just... lazy maybe.
Perhaps is just for the beta, but I like to hear some planned things in the matter or something. Otherwise, the mod is great and i'm happy to see that is still alive.
What would be the full command to apply one of these?
This is a bug actually. If the flux + taint in a chunk goes over the natural base (gold marks) the vis will be forced into adjacent chunks from "overpressure". Turns out that code was a bit broken and it was forcing the vis into chunks that was already full themselves causing flux to keep generating without a way for the pressure to be released. In the next version I will remove that and instead the extra vis will simply be destroyed in that situation.
This bug and another that was causing fibres to spread into chunks without flux too easily is responsible for most of the issues people have been having with this version of taint.
Hard to get a good angle on it, but I've built my infusion circle again.
Hopefully more options than candles are added, with crystals gone and skulls nigh unobtainable the circle decorations are bit monotonous. Might colour some of them for visual variet
Hi Azanor, i have a little issue with your mod.
I' m currently playing it with my Oculus Rift with the Vivecraft mod, all is running fine and it is really amazing , to feel i' m a real thaumaturge , but i have a couple of issues , the most important is concerning the thaumometer, it is not handled like it should be ( aka vertically ), but it needs to be used like in TC 5 , because the hand which handles it is positionned like it handle a tool like a sword or, pickaxe etc...
So using the thaumometer is very tricky because you can't see anything happening into the lens when using it the right way , you need to put it horizontally like a pickaxe, and even touch the block with it to activate it ( aka gathering informations about it ).
Can you , please tweak a bit the positionning of the thaumometer to make it work like on a monitor ?
I remember torches are correctly handled in VR so perhaps it is not really difficult to do the sama thing for the Thaumometer ?
Thank you.
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
Can I see somewhere what was actually changed in the latest BETA4 version?
See the "Change Log" spoiler on first post in this thread.
I got a couple new bugs to report. I crash when I try to make a new focus (plan + exchange). Tested using only thaumcraft. it crashes the game when i select the exchange piece. crash report:
---- Minecraft Crash Report -------- Minecraft Crash Report ----// Would you like a cupcake?
Time: 2/8/18 12:44 PMDescription: Rendering screen
java.lang.NoClassDefFoundError: scala/actors/threadpool/Arrays at thaumcraft.api.casters.FocusHelper.canPartsConnect(FocusHelper.java:66) at thaumcraft.client.gui.GuiFocalManipulator.func_73863_a(GuiFocalManipulator.java:222) at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:382) at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1094) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1076) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:371) at net.minecraft.client.main.Main.main(SourceFile:124) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)Caused by: java.lang.ClassNotFoundException: scala.actors.threadpool.Arrays at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) at java.lang.ClassLoader.loadClass(ClassLoader.java:424) at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ... 13 moreCaused by: java.lang.NullPointerException at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182) ... 15 more
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Thread: Client threadStacktrace: at thaumcraft.api.casters.FocusHelper.canPartsConnect(FocusHelper.java:66) at thaumcraft.client.gui.GuiFocalManipulator.func_73863_a(GuiFocalManipulator.java:222) at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:382)
-- Screen render details --Details: Screen name: thaumcraft.client.gui.GuiFocalManipulator Mouse location: Scaled: (281, 125). Absolute: (843, 680) Screen size: Scaled: (620, 353). Absolute: (1858, 1057). Scale factor of 3
-- Affected level --Details: Level name: MpServer All players: 1 total; [EntityPlayerSP['garyyo'/2018, l='MpServer', x=-256.18, y=64.00, z=120.39]] Chunk stats: MultiplayerChunkCache: 553, 553 Level seed: 0 Level generator: ID 00 - default, ver 1. Features enabled: false Level generator options: Level spawn location: World: (-200,64,220), Chunk: (at 8,4,12 in -13,13; contains blocks -208,0,208 to -193,255,223), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Level time: 2865 game time, 2865 day time Level dimension: 0 Level storage version: 0x00000 - Unknown? Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false Forced entities: 128 total; [EntityZombie['Zombie'/8356, l='MpServer', x=-292.50, y=25.00, z=136.50], EntitySkeleton['Skeleton'/8401, l='MpServer', x=-210.50, y=51.00, z=95.50], EntityBat['Bat'/8546, l='MpServer', x=-202.61, y=53.69, z=66.19], EntityItem['item.item.seeds'/8553, l='MpServer', x=-288.06, y=64.00, z=123.73], EntitySkeleton['Skeleton'/8712, l='MpServer', x=-266.50, y=29.00, z=198.50], EntityBat['Bat'/8922, l='MpServer', x=-288.83, y=26.55, z=130.49], EntityBat['Bat'/9103, l='MpServer', x=-228.47, y=54.09, z=152.82], EntitySkeleton['Skeleton'/9236, l='MpServer', x=-231.32, y=52.00, z=145.11], EntityZombie['Zombie'/9273, l='MpServer', x=-311.65, y=50.00, z=66.35], EntityZombie['Zombie'/9275, l='MpServer', x=-312.65, y=50.00, z=64.35], EntitySkeleton['Skeleton'/9297, l='MpServer', x=-315.50, y=33.00, z=122.50], EntitySkeleton['Skeleton'/9305, l='MpServer', x=-298.50, y=32.00, z=64.50], EntitySkeleton['Skeleton'/9306, l='MpServer', x=-298.50, y=32.00, z=66.50], EntitySkeleton['Skeleton'/9307, l='MpServer', x=-299.50, y=32.00, z=69.50], EntitySpider['Spider'/9324, l='MpServer', x=-236.50, y=30.00, z=127.50], EntityBat['Bat'/9398, l='MpServer', x=-275.56, y=29.10, z=60.03], EntityChicken['Chicken'/1295, l='MpServer', x=-316.92, y=64.00, z=156.93], EntityChicken['Chicken'/1296, l='MpServer', x=-321.32, y=64.00, z=162.64], EntityChicken['Chicken'/1297, l='MpServer', x=-312.89, y=65.00, z=163.61], EntityChicken['Chicken'/1298, l='MpServer', x=-317.50, y=64.00, z=161.50], EntityChicken['Chicken'/1308, l='MpServer', x=-299.50, y=63.00, z=97.50], EntityItem['item.tile.torch'/1309, l='MpServer', x=-305.23, y=30.00, z=163.96], EntityMinecartChest['Minecart with Chest'/1310, l='MpServer', x=-304.50, y=30.06, z=159.50], EntityItem['item.item.seeds'/9514, l='MpServer', x=-261.13, y=62.00, z=72.13], EntityChicken['Chicken'/1327, l='MpServer', x=-294.47, y=64.00, z=158.11], EntityChicken['Chicken'/1328, l='MpServer', x=-293.47, y=64.00, z=156.23], EntityChicken['Chicken'/1329, l='MpServer', x=-288.81, y=64.00, z=160.04], EntityChicken['Chicken'/1330, l='MpServer', x=-288.50, y=64.00, z=155.50], EntityCow['Cow'/1331, l='MpServer', x=-291.50, y=64.00, z=158.50], EntityCow['Cow'/1332, l='MpServer', x=-288.20, y=64.00, z=162.48], EntityCow['Cow'/1333, l='MpServer', x=-283.81, y=64.00, z=158.66], EntityCow['Cow'/1334, l='MpServer', x=-289.19, y=64.00, z=162.76], EntitySheep['Sheep'/1335, l='MpServer', x=-280.50, y=64.00, z=159.50], EntitySheep['Sheep'/1336, l='MpServer', x=-284.03, y=64.00, z=161.18], EntitySheep['Sheep'/1337, l='MpServer', x=-285.11, y=64.00, z=161.91], EntitySheep['Sheep'/1338, l='MpServer', x=-286.50, y=64.00, z=163.50], EntityChicken['Chicken'/1345, l='MpServer', x=-275.36, y=64.00, z=141.21], EntityChicken['Chicken'/1346, l='MpServer', x=-260.40, y=63.00, z=141.81], EntityChicken['Chicken'/1347, l='MpServer', x=-259.61, y=63.00, z=157.13], EntityChicken['Chicken'/1348, l='MpServer', x=-269.81, y=64.00, z=127.66], EntitySkeleton['Skeleton'/9540, l='MpServer', x=-306.50, y=29.00, z=169.50], EntityVillager['Villager'/1354, l='MpServer', x=-253.57, y=65.00, z=77.53], EntityVillager['Villager'/1355, l='MpServer', x=-252.47, y=66.00, z=83.57], EntityChicken['Chicken'/1356, l='MpServer', x=-262.50, y=63.00, z=156.50], EntityChicken['Chicken'/1357, l='MpServer', x=-263.50, y=64.00, z=156.50], EntityChicken['Chicken'/1358, l='MpServer', x=-261.50, y=63.00, z=156.50], EntityChicken['Chicken'/1359, l='MpServer', x=-260.50, y=63.00, z=158.50], EntitySheep['Sheep'/1362, l='MpServer', x=-251.80, y=64.00, z=200.50], EntityVillager['Villager'/1365, l='MpServer', x=-246.50, y=65.00, z=76.50], EntityVillager['Villager'/1366, l='MpServer', x=-227.50, y=63.00, z=133.40], EntityChicken['Chicken'/1367, l='MpServer', x=-237.50, y=64.00, z=171.50], EntityChicken['Chicken'/1368, l='MpServer', x=-245.99, y=64.00, z=168.50], EntityChicken['Chicken'/1369, l='MpServer', x=-235.31, y=64.00, z=167.82], EntityChicken['Chicken'/1370, l='MpServer', x=-236.50, y=64.00, z=170.50], EntityCow['Cow'/1371, l='MpServer', x=-240.50, y=64.00, z=180.50], EntityCow['Cow'/1372, l='MpServer', x=-240.50, y=64.00, z=178.50], EntityCow['Cow'/1373, l='MpServer', x=-236.50, y=64.00, z=179.50], EntityCow['Cow'/1374, l='MpServer', x=-244.15, y=64.00, z=176.58], EntitySheep['Sheep'/1375, l='MpServer', x=-238.13, y=64.00, z=181.49], EntitySheep['Sheep'/1376, l='MpServer', x=-233.50, y=64.00, z=180.50], EntitySheep['Sheep'/1377, l='MpServer', x=-239.21, y=64.00, z=181.50], EntitySheep['Sheep'/1378, l='MpServer', x=-235.23, y=64.00, z=181.55], EntityHorse['Horse'/1379, l='MpServer', x=-249.25, y=64.00, z=165.86], EntityHorse['Horse'/1380, l='MpServer', x=-248.61, y=64.00, z=167.77], EntityHorse['Horse'/1381, l='MpServer', x=-248.07, y=64.00, z=166.86], EntityVillager['Villager'/1382, l='MpServer', x=-221.28, y=63.94, z=81.46], EntityVillager['Villager'/1383, l='MpServer', x=-223.50, y=65.00, z=87.50], EntityVillager['Villager'/1384, l='MpServer', x=-221.28, y=65.00, z=107.51], EntityVillager['Villager'/1385, l='MpServer', x=-224.58, y=65.00, z=106.66], EntityVillager['Villager'/1386, l='MpServer', x=-223.50, y=65.00, z=110.50], EntityVillager['Villager'/1387, l='MpServer', x=-223.57, y=64.00, z=114.50], EntityVillager['Villager'/1392, l='MpServer', x=-215.50, y=64.00, z=83.50], EntityVillager['Villager'/1393, l='MpServer', x=-208.59, y=65.00, z=111.47], EntityVillager['Villager'/1394, l='MpServer', x=-219.58, y=63.94, z=107.49], EntityVillager['Villager'/1395, l='MpServer', x=-215.50, y=65.00, z=124.50], EntityVillager['Villager'/1396, l='MpServer', x=-220.54, y=64.00, z=121.74], EntityChicken['Chicken'/1397, l='MpServer', x=-206.09, y=64.00, z=193.17], EntityChicken['Chicken'/1398, l='MpServer', x=-208.88, y=64.00, z=177.88], EntityChicken['Chicken'/1399, l='MpServer', x=-210.50, y=63.00, z=178.50], EntityChicken['Chicken'/1400, l='MpServer', x=-204.67, y=64.00, z=178.82], EntityChicken['Chicken'/1401, l='MpServer', x=-179.50, y=64.00, z=136.50], EntityChicken['Chicken'/1402, l='MpServer', x=-180.50, y=64.00, z=136.50], EntityChicken['Chicken'/1404, l='MpServer', x=-180.45, y=64.00, z=140.56], EntityCreeper['Creeper'/9634, l='MpServer', x=-298.50, y=34.00, z=76.50], EntitySpider['Spider'/9635, l='MpServer', x=-295.50, y=34.00, z=77.50], EntitySkeleton['Skeleton'/9659, l='MpServer', x=-205.30, y=53.00, z=58.50], EntityCreeper['Creeper'/9711, l='MpServer', x=-291.50, y=39.00, z=103.50], EntitySpider['Spider'/9716, l='MpServer', x=-293.50, y=24.00, z=133.50], EntitySpider['Spider'/9718, l='MpServer', x=-288.50, y=24.00, z=133.50], EntityZombie['Zombie'/9719, l='MpServer', x=-290.50, y=24.00, z=134.50], EntityZombie['Zombie'/9720, l='MpServer', x=-289.50, y=24.00, z=130.50], EntityBat['Bat'/9761, l='MpServer', x=-241.75, y=30.10, z=123.75], EntityCreeper['Creeper'/9856, l='MpServer', x=-326.50, y=45.00, z=106.50], EntitySkeleton['Skeleton'/10077, l='MpServer', x=-319.50, y=16.00, z=125.50], EntitySpider['Spider'/10078, l='MpServer', x=-321.50, y=16.00, z=124.50], EntityCreeper['Creeper'/10123, l='MpServer', x=-266.50, y=24.00, z=102.50], EntityZombie['Zombie'/10124, l='MpServer', x=-267.50, y=24.00, z=103.50], EntityItem['item.item.rottenFlesh'/10127, l='MpServer', x=-208.88, y=44.00, z=94.13], EntityZombie['Zombie'/10153, l='MpServer', x=-327.50, y=45.00, z=142.50], EntitySkeleton['Skeleton'/10224, l='MpServer', x=-193.50, y=52.00, z=88.50], EntityEnderman['Enderman'/10236, l='MpServer', x=-174.50, y=43.00, z=73.50], EntityEnderman['Enderman'/10238, l='MpServer', x=-174.50, y=43.00, z=69.50], EntityCreeper['Creeper'/10295, l='MpServer', x=-249.50, y=30.00, z=119.50], EntityEnderman['Enderman'/10370, l='MpServer', x=-314.50, y=29.00, z=200.50], EntityZombie['Zombie'/10377, l='MpServer', x=-293.65, y=15.00, z=143.35], EntityBat['Bat'/10396, l='MpServer', x=-304.25, y=26.03, z=185.25], EntityBat['Bat'/10399, l='MpServer', x=-196.79, y=38.29, z=93.96], EntityBat['Bat'/10416, l='MpServer', x=-197.87, y=47.30, z=41.71], EntitySkeleton['Skeleton'/10421, l='MpServer', x=-313.50, y=13.00, z=121.50], EntityCreeper['Creeper'/10544, l='MpServer', x=-203.50, y=53.00, z=65.50], EntityCreeper['Creeper'/6612, l='MpServer', x=-195.50, y=34.00, z=155.50], EntityCreeper['Creeper'/10711, l='MpServer', x=-192.50, y=29.00, z=67.50], EntityCreeper['Creeper'/10712, l='MpServer', x=-191.50, y=29.00, z=65.50], EntityZombie['Zombie'/10916, l='MpServer', x=-183.50, y=34.00, z=71.50], EntityPlayerSP['garyyo'/2018, l='MpServer', x=-256.18, y=64.00, z=120.39], EntityCreeper['Creeper'/10937, l='MpServer', x=-227.50, y=54.00, z=143.50], EntityItem['item.item.seeds'/6886, l='MpServer', x=-285.15, y=64.00, z=116.02], EntitySkeleton['Skeleton'/10991, l='MpServer', x=-331.50, y=54.00, z=72.50], EntityZombie['entity.Zombie.name'/10992, l='MpServer', x=-335.50, y=54.00, z=75.50], EntityCreeper['Creeper'/10993, l='MpServer', x=-259.50, y=27.00, z=104.50], EntityZombie['Zombie'/10994, l='MpServer', x=-260.50, y=27.00, z=104.50], EntityCreeper['Creeper'/7178, l='MpServer', x=-240.50, y=38.00, z=128.50], EntityZombie['Zombie'/7343, l='MpServer', x=-313.65, y=25.00, z=179.35], EntityBat['Bat'/7426, l='MpServer', x=-296.21, y=26.97, z=108.48], EntityBat['Bat'/7428, l='MpSe
rver', x=-229.00, y=51.98, z=161.06], EntityCreeper['Creeper'/7567, l='MpServer', x=-191.50, y=54.00, z=105.50], EntityCreeper['Creeper'/7758, l='MpServer', x=-246.50, y=39.00, z=133.50], EntityZombie['Zombie'/7800, l='MpServer', x=-175.50, y=41.00, z=79.50]] Retry entities: 0 total; [] Server brand: fml,forge Server type: Integrated singleplayer serverStacktrace: at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:415) at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2660) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:392) at net.minecraft.client.main.Main.main(SourceFile:124) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --Details: Minecraft Version: 1.10.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 411091440 bytes (392 MB) / 2548563968 bytes (2430 MB) up to 5726797824 bytes (5461 MB) JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx6144m -Xms256m -XX:PermSize=256m IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94 FML: MCP 9.32 Powered by Forge 12.18.3.2511 5 mods loaded, 5 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCHIJAAAAAAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar) UCHIJAAAAAAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2511.jar) UCHIJAAAAAAAAA Forge{12.18.3.2511} [Minecraft Forge] (forge-1.10.2-12.18.3.2511.jar) UCHIJAAAAAAAAA Baubles{1.3.13} [Baubles] (Baubles-1.10.2-1.3.13.jar) UCHIJAAAAAAAAA thaumcraft{6.0.BETA4} [Thaumcraft] (Thaumcraft-1.10.2-6.0.BETA4.jar) Loaded coremods (and transformers): GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13506 Compatibility Profile Context 23.20.15007.1005' Renderer: 'AMD Radeon R9 200 Series' Launched Version: forge-12.18.3.2511 LWJGL: 2.9.4 OpenGL: AMD Radeon R9 200 Series GL version 4.5.13506 Compatibility Profile Context 23.20.15007.1005, ATI Technologies Inc. GL Caps: Using GL 1.3 multitexturing.Using GL 1.3 texture combiners.Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.Shaders are available because OpenGL 2.1 is supported.VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Packs: Current Language: English (US) Profiler Position: N/A (disabled) CPU: 4x Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz
When I have multiple seal:use for golems, it seems that the golem does not understand when it has put a block down in an area and continues to try to put a block down. this makes tree farms hard to make. image of setup:
it seems as though the seal:provide makes the golem hold the item, but completely forget why its holding the item, and if there is a seal:store nearby it just puts the item there. only way around that is to blacklist that item on the seal:store.
it would also be nice if seal:advanced store could have the option to request from a seal:provide if there is room in the inventory. it would make my no pipes modpack a bit less frustrating. without it i run into issues with golems holding items from seal:empty, but not being able to put them anywhere since the inventory is full. they also cannot pick up items from that inventory to clear it out. so the entire system gets jammed. this would require a new golem for every new item being picked up, or some complicated redstone.
Quick question for anyone else - Has anyone else run into an issue with enchanted books and the infusion enchantment research node not working properly? Also, to note, I didn't have these odd bits of text when I pressed shift over any item before I updated, but now the text is there, and I'm not sure why.
Here's the odd text shown on the book, and the research not allowing the enchanted book to be used for the research itself, even though it's what it's asking for.
Another issue with VR : the gauntlet when worn results in an arrow at right hand and inverted gauntlet at left one ( weird ) , but it is only cosmetic , it works either wen clicking on the runic matrix .
Don't tested in normal mode , curious to see if this occurs on a monitor too ?
Someone had tried it ?
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
bugs:
maybe terrible suggestions:
praises: