I just uploaded Beta 5 that should fix all the crash issues people have been reporting.
As you can see from the patch notes and the Golem Logistics research I added I have been working on golems a bit this week. Golems are fun, but adorably goofy and a bit unreliable. A lot of that has to do with the limits on entities in MC. Working on them this week I was reminded of my original concept for them - and that concept was NOT golems.
While I was working on TC 2 I had the idea that the wisps I added could later be captured and used in much the way golems are being used now. Time and lack of knowledge blocked my from adding it back then and I ended up adding the TC 2 seals instead. When TC 3 rolled around the idea had morphed into golems and I sort of forgot about the original concept.
I have been wracking my brain lately to find ways to make golems more foolproof. I have a few ideas and most of them involve them not being entities at all - at least not in the coding mechanics sense. Unfortunately this also will make it very hard to keep them looking like golems. And this reminded me of my old idea of wisps.
So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.
It'd be a shame to lose the golems; they're kinda cute, but I guess if it means the successor can be more responsive, work faster, see further, load up the server less then it's for the best I think.
On a different note, I'm strongly against the change relating to research entries using up observations and theories so fast in Beta5. It has resulted in me spending most of my time in front of the research table (one of the bad aspects of TC4 that was a welcome omission to TC until now), burning up valuable resources in the hopes that the right train of knowledge swings around so I can recover what I lost unlocking my last thaumonomicon entry.
The previous "you must be this well versed in auromancy/golemancy/infusion/alchemy etc. to unlock this research" system, even if bugged, worked much better than the current one.
I just uploaded Beta 5 that should fix all the crash issues people have been reporting.
As you can see from the patch notes and the Golem Logistics research I added I have been working on golems a bit this week. Golems are fun, but adorably goofy and a bit unreliable. A lot of that has to do with the limits on entities in MC. Working on them this week I was reminded of my original concept for them - and that concept was NOT golems.
While I was working on TC 2 I had the idea that the wisps I added could later be captured and used in much the way golems are being used now. Time and lack of knowledge blocked my from adding it back then and I ended up adding the TC 2 seals instead. When TC 3 rolled around the idea had morphed into golems and I sort of forgot about the original concept.
I have been wracking my brain lately to find ways to make golems more foolproof. I have a few ideas and most of them involve them not being entities at all - at least not in the coding mechanics sense. Unfortunately this also will make it very hard to keep them looking like golems. And this reminded me of my old idea of wisps.
So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.
To be blunt, Golemancy has been for eternity the one study I never really got into.
The only thing I am attached about the golems is the idea to give them sentience and make them hate you for forcing them to do the labour you are to lazy for
I do not know how the wisps would be in terms of gameplay, but they surely would be intruiging, to say the least
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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?
I just uploaded Beta 5 that should fix all the crash issues people have been reporting.
As you can see from the patch notes and the Golem Logistics research I added I have been working on golems a bit this week. Golems are fun, but adorably goofy and a bit unreliable. A lot of that has to do with the limits on entities in MC. Working on them this week I was reminded of my original concept for them - and that concept was NOT golems.
While I was working on TC 2 I had the idea that the wisps I added could later be captured and used in much the way golems are being used now. Time and lack of knowledge blocked my from adding it back then and I ended up adding the TC 2 seals instead. When TC 3 rolled around the idea had morphed into golems and I sort of forgot about the original concept.
I have been wracking my brain lately to find ways to make golems more foolproof. I have a few ideas and most of them involve them not being entities at all - at least not in the coding mechanics sense. Unfortunately this also will make it very hard to keep them looking like golems. And this reminded me of my old idea of wisps.
So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.
I really like golems, but never tried with wisp, so I may end up liking them more instead, specially if they work better than current golems (looking at you, lumberjack). My only gripe with the idea is how hard has been to me since TC4 to find wisp anywhere outside those spawners on top of the mountains.
On a different note, I'm strongly against the change relating to research entries using up observations and theories so fast in Beta5. It has resulted in me spending most of my time in front of the research table (one of the bad aspects of TC4 that was a welcome omission to TC until now), burning up valuable resources in the hopes that the right train of knowledge swings around so I can recover what I lost unlocking my last thaumonomicon entry.
The previous "you must be this well versed in auromancy/golemancy/infusion/alchemy etc. to unlock this research" system, even if bugged, worked much better than the current one.
It was actually a bug that I fixed. It was always supposed to consume the points, but due to me goofing it was only consuming a fraction of the points. For example, to get 1 'full' observation you need 16 mini points. I was accidentally subtracting mini points instead of the full point whenever research was being completed. Since no researches cost more than 1 theory of a type and observations are easy to get it means in the bugged system it would have been SUPER easy to knock out 1 theory for each category in a few minutes and then unlock everything forever.
However given that all the testing has been done with the bug in place, I am obviously going to take any feedback into consideration to get the balance right. I am already planning (when I get a chance) to redo a lot of the theorycraft 'cards'. Some categories are just way easier than others and there is not much strategy involved beyond taking the easiest choice and grinding out the theories.
To make the choices more important I am considering changing it so that that you must have 100%+ in a category to get any points. Obviously in return the card choices need to be a lot more impactful.
I'd be happy if the researches didn't require useful resources to complete. As of right now, the table is basically Fetch Quest Generator 9000, sucking up stuff I'd rather see put to use elsewhere.
Perhaps a different approach could be to still require the same items to be present to complete the cards, but don't actually consume them. That way the player would have to go and get whatever item the research is looking for, but once they've examined it, they can put it back in their research chest for next time it's needed. Call it "going back and having a closer look at xyz item and learning more about it"
If you're aiming to avoid people burning through all required research in one go and then never using the table again, what about capping the number of theories possible? Right now, if you know (as an example, probably not the actual number) it takes 7 theories total to get through Infusion, cap it to 1 or 2. This makes the player go back to the drawing board, so to speak, in between thaumonomicon unlocking "sessions"
So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.
I appreciate Thaumcraft being magical mod, and I understand your concerns and challenges involved, but everything working with MAGIC! drops the presentation value of the mod.
On a note of foolproof-ness, let me get you on a secret: you don't need to make things entirely fool-proof. Golems getting stuck, aura nodes deplete, nuclear reactors explode - it all adds a challenge for the player, and challenge adds gameplay value. When challenge is missing, the game become boring and eventually - unplayable.
I think I found few bugs in the newest version of BETA5 (It was in BETA4 aswell). When you use a focus with bolt medium on it it creates that weird path that stays for like 5 seconds. I don't think so it should be like this?
Also I'm unable to use any golems. When I try to place them on the ground nothing happens. It is because of other mod I believe because when I try to place golems with only TC and Optifine everything seems fine. Mods i'm currently using are in the attachments with screenshots of focus bug.
EDIT: I experimented with the mods and I think it's because of BiomesOPlenty or Mo'Creatures
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I think that a nice middle ground would be to make the higher tiers of golemancy become wisps, and keeping a few golems around for style and simple tasks.
Although that could make it harder for you to update the mod, with two different mechanics to code each version.
I just uploaded Beta 5 that should fix all the crash issues people have been reporting.
As you can see from the patch notes and the Golem Logistics research I added I have been working on golems a bit this week. Golems are fun, but adorably goofy and a bit unreliable. A lot of that has to do with the limits on entities in MC. Working on them this week I was reminded of my original concept for them - and that concept was NOT golems.
While I was working on TC 2 I had the idea that the wisps I added could later be captured and used in much the way golems are being used now. Time and lack of knowledge blocked my from adding it back then and I ended up adding the TC 2 seals instead. When TC 3 rolled around the idea had morphed into golems and I sort of forgot about the original concept.
I have been wracking my brain lately to find ways to make golems more foolproof. I have a few ideas and most of them involve them not being entities at all - at least not in the coding mechanics sense. Unfortunately this also will make it very hard to keep them looking like golems. And this reminded me of my old idea of wisps.
So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.
Oh. My. God. I've been wracking ideas in my head of using wisps for item transport and building/minor world interactions for a long time now.
Hold on, ill get the current text file! Alright lets see here. No that's not it, No. No,No, No, No... AHA! Found it!.
Wisps are very intelligent, It's just happens that they're very intelligent much in the same way that a calculator is.
Though this intelligence makes the wisps especially suited for very precise sorting, or for transporting items.
Wisps can also be instructed to complete a multi-block structure, though this consumes the wisp in question.
Unfortunately, though wisps are capable of breaking and placing blocks, they are not permeable enough to do complex task such as chopping down a tree or crafting a item.
Such tasks should instead be relegated to Golems, who are especially suited for such jobs of material interaction.
Strangely, even tainted wisps can be captured or programmed. Though with the caveat that they are still, Always hostile to anything untainted.
Neither can this hostility be removed, As even the most advanced techniques fails at pacifying a wisp while it is tainted.
It is possible to capture a tainted wisp and then purify it however. After which, It can be made just as docile as any other wisp.
Composition of the wisp: [WIP]
-Aetheric Matrice:
This part of the wisp is the equivalent of its skin, keeping all its energy from spilling out into the aura.
The Aetheric matrice is also partly responsible for filtering in and out the Wisps internal storage of Vis.
This capacity to filtrate Vis is what lets a wisp interact with the world and perform different tasks.
-Aural nodule:
The core of the wisp, and where it essentially stores, and modulates its internal energy.
The energy within is surprisingly compressed, holding much more than one would think a wisp is capable of.
Sufficiently damaging this part usually causes the wisp to rupture, bursting into a shower of sparks.
-Emergent Tear:
The source of a wisp's life. It is located within its core and is a gateway to the place where their life-force churns from.
At a wisp's core lies a tiny dimensional rift that meagerly trickles out Vis from an unknown dimension.
This rift is stabilized and manipulated through the wisp's Aural Nodule, the destruction of which always disrupts the rift.
It seems to be from here that Wisp-Droplets is created from, though you've had no luck recreating the rift artificially.
Items: [WIP]
-Harmonic(ca) Resonance Inducer:
Founded upon the same principles as the note blocks, This instrument uses aural waves to manipulate magical frequencies.
Music alone has the potential to manipulate magic, and this tool has been magically enhanced to amplify that effect.
Wisps seems to be especially affected by its cadence, Making it an excellent tool to use for instructing them.
Structures: [WIP]
-Architect's Table:
The Architect's table is used to create and design structures in a 'digital' medium.
Using the Architect's table, Wisps can be instructed to assemble the Blueprints with a Focus.
Can be used with the thaumonomicon to build multi-block structures easily.
The table can also be used to take an image of terrain or structures, such as to use wisps to move it elsewhere.
-Wisp Attractor:
Basic structure designed to attract wild wisps. Can attract wisps from far away.
Wisps are drawn towards the node-like resonance this tower emitts, and swarm to it like moths to light.
-Wisp Capturer: (Wood,Metal,Advanced)
A machine that captures attracted wisps.
The captured wisps may be used for uses such as reprogramming, or even as early-game batteries.
The Wisp Capturer can also be set to release captured wisps, reversing its function.
-Wisp-Droplet Extractor: (Forbidden)
This machine uses intense, harmonic resonances to squeeze out the Vis-lifeforce of a captured wisp.
This process sadly destroys the wisp, as it is too intense for its Aetheric-Matrice to sustain.
What it leaves behind is a droplet of unzynthesised Ether, a small packet of power ready to be used.
The unzynthesized Ether can only be obtained through this way.
-Wisp Tainter: (Tainted)
This machine consumes a bunch of flux from the aura and injects it into the wisp, Forcing it to become tainted.
This process always turns the wisp hostile however, and the flux will return to the aura when the wisp expires.
-Wisp Nexus:
Tall tower-like structure that controls Wisps. Acts as the central control-tower for wisps.
Can eventually be upgraded with additions to create wisps as they are needed.
-Wisp Tower:
A tower where wisps will go to rest and recharge when not in use.
Recharges its internal capacity directly from the local aura, But can be upgraded to be recieving from a energy system.
Can eventually be upgraded with a Gateway to directly transfer Wisps through one tower to another.
-Wisp Hoop:
Tool placed to direct and instruct the movement of free flowing wisps.
The Wisp Hoop can hold instructions which it will relay to any wisp that passes through it.
Hoops without instructions will act as a vector guide for wisps, Channeling them in the direction it is pointed towards.
Wisps are also attracted to nearby wisp hoops if they do not have any instructions to follow, and will happily pass through them.
-Bell-Whistler:
Forces nearby attuned wisps to do the task they're assigned to every time the bell tolls, making it useful for automating.
Giving it a redstone signal causes its bell to emit a melody, telling nearby attuned wisps to perform their task.
-Wisp Focus: ((Seals for wisps))
A focus is a simple arrangement of crystal in patterns, that when placed somewhere acts as a location indicator for wisps.
The focus will take on different purposes depending on the crystals inserted.
Up to three shards of Crystal may be placed within a focus to change its influence.
Wisp Augments: [WIP] Wisp augments are instructions installed in Breeders[Name Pending], that allow wisps to act with a greater variety of abilities.
-Wisp Augment; Grabber:
Using a thaumostatic-field theory as its basis, this Wisp-Augment allows wisp to be instructed to grab items.
-Wisp Augment; Optical Camouflage:
Resonance Modifier, Causes the wisp to alter its own emissions, making the wisp invisible to the naked eye. Can still be seen using thaumometer or googles.
-Wisp Augment; Clear Phase:
Resonance Modifier, Allows wisps to move through clear blocks such as glass.
-Wisp Augment; Phase Shift:
Resonance modifier, Allows wisps to move through solid blocks at the cost of speed.
-Wisp Augment; Shocker:
Combat augment, support cat. allows the wisp to attack with rapid fire electric shocks, doing minimal damage but pushing the enemy back to a standstill.
-Wisp Augment;
-Wisp Augment;
-Wisp Augment;
-Wisp Augment;
Anyways! I'm not entirely sold on removing Golems completely, Perhaps keep them for physical tasks, or just increase their size to closer or larger than vanilla golems and rename them War-golems. But really, i'm fine with either, Switch or not. I mean there's no harm in trying something new, Right? You can always change it back if you don't like it and all that.
I just uploaded Beta 5 that should fix all the crash issues people have been reporting.
As you can see from the patch notes and the Golem Logistics research I added I have been working on golems a bit this week. Golems are fun, but adorably goofy and a bit unreliable. A lot of that has to do with the limits on entities in MC. Working on them this week I was reminded of my original concept for them - and that concept was NOT golems.
While I was working on TC 2 I had the idea that the wisps I added could later be captured and used in much the way golems are being used now. Time and lack of knowledge blocked my from adding it back then and I ended up adding the TC 2 seals instead. When TC 3 rolled around the idea had morphed into golems and I sort of forgot about the original concept.
I have been wracking my brain lately to find ways to make golems more foolproof. I have a few ideas and most of them involve them not being entities at all - at least not in the coding mechanics sense. Unfortunately this also will make it very hard to keep them looking like golems. And this reminded me of my old idea of wisps.
So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.
I'll agree with several other posters that the golems are cute. But they are also very limited, and get stuck easily in ways that aren't always easy to solve.
The idea of being able to tame (or even create) wisps is an interesting one. Of course, if it was 'tame', then it would be dependent on the supply of wisps, which thus far I have found abundant only in the Nether, having not found a magical forest yet in my currently generated world.
I think that a nice middle ground would be to make the higher tiers of golemancy become wisps, and keeping a few golems around for style and simple tasks.
Although that could make it harder for you to update the mod, with two different mechanics to code each version.
I agree with this. Perhaps golems could retain a few simple tasks like crop harvesting, but "I have found that the intelligence of the simple golems I have created is too rudimentary for complex tasks. I need to devise or discover something more agile and more versatile. I wonder if there is any way to harness the wisps I have seen?"
But if you want to drop golemancy altogether and replace it with a new thaumaturgical specialty of capturing or even creating wisps and binding them to one's will, hey, go for it! Remember the lesson of the Modern Day Warrior with his mean, mean stride:
"He knows changes aren't permanent, but change is."
I'd be happy if the researches didn't require useful resources to complete. As of right now, the table is basically Fetch Quest Generator 9000, sucking up stuff I'd rather see put to use elsewhere.
Perhaps a different approach could be to still require the same items to be present to complete the cards, but don't actually consume them. That way the player would have to go and get whatever item the research is looking for, but once they've examined it, they can put it back in their research chest for next time it's needed. Call it "going back and having a closer look at xyz item and learning more about it"
I am in general very happy with the current research mechanism; it feels much more like actually doing research rather than playing an arbitrary make-work minigame. You're not just clicking on a grid to complete a puzzle and trying desperately to devise bizarre-yet-innovative ways to complete it to relieve the growing monotony, you're actually choosing which ways to direct your research and "roleplaying" doing the research. Study this phenomenon some more and see if I overlooked anything. Oh, hey, I saw this just the other day. Time to hit the books. I wonder if I can make X. What do these things do if combined? Well, THAT didn't pan out ... I need to sit back and think about this some more. Maybe this is a dead-end, I need to look at things from a different perspective and see if I can gain some new insight...
It FEELS like actually doing research.
That said, I agree that completing a research that requires you to produce items (or show that you know what comes from a particular combination of items) should not consume the items. That makes no sense. The learning part of creating a thaumium ingot, for example, comes in actually creating the thaumium, not in handing it over and watching it vanish into nowhere. This is especially the case since some researches may show up multiple times with the exact same combination of aspects. If you've already had that insight, hey, you already know it. It shouldn't cost you anything in resources to just review what you already know.
So, I've since run into a nasty crash regarding Thaumcraft somehow: I'm getting constant block tesselation crashes.
Apparently as far as I can tell, something regarding one of the Vis crystals isn't playing nice:
Put your spoiler here.
Time: 2/14/18 8:44 AM
Description: Tesselating block model
java.lang.NullPointerException: Tesselating block model
at thaumcraft.client.renderers.block.CrystalModel.func_188616_a(CrystalModel.java:60)
at ConnectedTextures.getNeighbourIcon(ConnectedTextures.java:1377)
at ConnectedTextures.isNeighbour(ConnectedTextures.java:1323)
at ConnectedTextures.isNeighbour(ConnectedTextures.java:1303)
at ConnectedTextures.getConnectedTextureTop(ConnectedTextures.java:1695)
at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:545)
at ConnectedTextures.getConnectedTextureSingle(ConnectedTextures.java:370)
at ConnectedTextures.getConnectedTextureMultiPass(ConnectedTextures.java:299)
at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:113)
at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:89)
at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:60)
at net.minecraft.client.renderer.BlockModelRenderer.func_187498_b(BlockModelRenderer.java:105)
at net.minecraftforge.client.model.pipeline.ForgeBlockModelRenderer.func_187498_b(ForgeBlockModelRenderer.java:107)
at net.minecraft.client.renderer.BlockModelRenderer.func_187493_a(BlockModelRenderer.java:72)
at net.minecraft.client.renderer.BlockModelRenderer.func_178267_a(BlockModelRenderer.java:52)
at net.minecraft.client.renderer.BlockRendererDispatcher.func_175018_a(BlockRendererDispatcher.java:81)
at codechicken.lib.render.block.CCExtendedBlockRendererDispatcher.func_175018_a(CCExtendedBlockRendererDispatcher.java:54)
at mods.betterfoliage.client.Hooks.renderWorldBlock(Hooks.kt:95)
at net.minecraft.client.renderer.chunk.RenderChunk.func_178581_b(RenderChunk.java:290)
at net.minecraft.client.renderer.chunk.ChunkRenderWorker.func_178474_a(ChunkRenderWorker.java:119)
at net.minecraft.client.renderer.chunk.ChunkRenderWorker.run(ChunkRenderWorker.java:47)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at thaumcraft.client.renderers.block.CrystalModel.func_188616_a(CrystalModel.java:60)
at ConnectedTextures.getNeighbourIcon(ConnectedTextures.java:1377)
at ConnectedTextures.isNeighbour(ConnectedTextures.java:1323)
at ConnectedTextures.isNeighbour(ConnectedTextures.java:1303)
at ConnectedTextures.getConnectedTextureTop(ConnectedTextures.java:1695)
at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:545)
at ConnectedTextures.getConnectedTextureSingle(ConnectedTextures.java:370)
at ConnectedTextures.getConnectedTextureMultiPass(ConnectedTextures.java:299)
at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:113)
at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:89)
at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:60)
at net.minecraft.client.renderer.BlockModelRenderer.func_187498_b(BlockModelRenderer.java:105)
at net.minecraftforge.client.model.pipeline.ForgeBlockModelRenderer.func_187498_b(ForgeBlockModelRenderer.java:107)
-- Block model being tesselated --
Details:
Block: minecraft:sandstone[type=sandstone]
Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Using AO: true
Stacktrace:
at net.minecraft.client.renderer.BlockModelRenderer.func_187493_a(BlockModelRenderer.java:72)
at net.minecraft.client.renderer.BlockModelRenderer.func_178267_a(BlockModelRenderer.java:52)
-- Block being tesselated --
Details:
Block type: ID #24 (tile.sandStone // net.minecraft.block.BlockSandStone)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.client.renderer.BlockRendererDispatcher.func_175018_a(BlockRendererDispatcher.java:81)
-- Block being tesselated --
Details:
Block type: ID #24 (tile.sandStone // net.minecraft.block.BlockSandStone)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at codechicken.lib.render.block.CCExtendedBlockRendererDispatcher.func_175018_a(CCExtendedBlockRendererDispatcher.java:54)
at mods.betterfoliage.client.Hooks.renderWorldBlock(Hooks.kt:95)
The Thaumcraft 6 Beta5 Fixed the Focal Manipulator bug, I can do the focus now, but the recipe is not concluding as show in the image attached.
Also, the game crashes when using Salis Mundus on Cauldron to make the Crucible.
Crash report:
---- Minecraft Crash Report -------- Minecraft Crash Report ----// I let you down. Sorry
Time: 14/02/18 14:43Description: Unexpected error
java.lang.IllegalArgumentException: Stack can not be null! at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434) at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31) at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50) at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399) at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518) at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184) at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961) at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1749) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055) 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(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
The only things that worry me are the loss of the 80% of steampunk thaumcraft, and the vague feeling that wisp would be too similar to computercraft turtles or buildcraft robots, and then the loss of originality, but i'm quite confident about your aesthetics.
You simply have to shift the application of the methods. Like say, have a essentia fueled tower that passively binds the wisps you attune to it to an area, like the stone rings that are theorized to bind phalanx to its desert area (Shadow of the Colossus). You pump essentia into the tower, which then distributes it aurally to nearby wisps, altering their frequencies to receive instructions for the needed task and using up the essentia they absorb to do it. Perhaps even be able to have multiple wisp merge into a Swarm to perform more demanding tasks. (a invisible central entity orbited by sprites, the amount determined by how many wisps have merged with it.) Or perhaps i'm just mad and have no idea what i'm talking about. My thoughts get so jumbled in the transfer to text, i wouldn't be surprised.
[11:32:22] [Server thread/INFO]: Removing aura cache for world 1
[11:32:22] [Server thread/INFO]: Unloading dimension 0
[11:32:22] [Server thread/INFO]: Unloading dimension -1
[11:32:22] [Server thread/INFO]: Unloading dimension 1
[11:32:22] [Server thread/INFO]: Applying holder lookups
[11:32:22] [Server thread/INFO]: Holder lookups applied
[11:32:22] [Thread-18/WARN]: No auras found!
[11:32:22] [Thread-17/WARN]: No auras found!
[11:32:22] [Thread-16/WARN]: No auras found!
[11:32:22] [Thread-18/INFO]: Stopping aura thread for dim 0
[11:32:22] [Thread-16/INFO]: Stopping aura thread for dim -1
[11:32:22] [Thread-17/INFO]: Stopping aura thread for dim 1
[11:32:22] [Client thread/FATAL]: Unreported exception thrown!
java.lang.IllegalArgumentException: Stack can not be null!
at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434) ~[OreDictionary.class:?]
at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31) ~[DustTriggerOre.class:?]
at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50) ~[ItemMagicDust.class:?]
at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399) ~[blm.class:?]
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1749) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:371) [bcx.class:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
[11:32:22] [Client thread/INFO]: [net.minecraft.init.Bootstrap:func_179870_a:560]: ---- Minecraft Crash Report ----
// There are four lights!
Time: 2/14/18 11:32 AM
Description: Unexpected error
java.lang.IllegalArgumentException: Stack can not be null!
at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434)
at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31)
at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518)
at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184)
at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1749)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055)
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)
left
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434)
at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31)
at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518)
at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184)
at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityPlayerSP['roflgoggle55'/13, l='MpServer', x=-1197.56, y=4.00, z=-72.74]]
Chunk stats: MultiplayerChunkCache: 589, 589
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-1190,4,-60), Chunk: (at 10,0,4 in -75,-4; contains blocks -1200,0,-64 to -1185,255,-49), Region: (-3,-1; contains chunks -96,-32 to -65,-1, blocks -1536,0,-512 to -1025,255,-1)
Level time: 6648 game time, 29891 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: 19 total; [EntityPig['Pig'/45761, l='MpServer', x=-1126.50, y=4.00, z=-66.50], EntityPig['Pig'/45762, l='MpServer', x=-1121.50, y=4.00, z=-67.50], EntityPig['Pig'/45763, l='MpServer', x=-1121.50, y=4.00, z=-68.50], EntityChicken['Chicken'/45764, l='MpServer', x=-1128.50, y=4.00, z=-67.50], EntityChicken['Chicken'/45765, l='MpServer', x=-1202.87, y=4.00, z=-138.20], EntityChicken['Chicken'/45766, l='MpServer', x=-1209.44, y=4.00, z=-133.50], EntityChicken['Chicken'/45767, l='MpServer', x=-1209.89, y=4.00, z=-133.50], EntityChicken['Chicken'/45768, l='MpServer', x=-1212.50, y=4.00, z=-131.50], EntityHorse['Horse'/45769, l='MpServer', x=-1206.87, y=4.00, z=-26.31], EntityHorse['Horse'/45770, l='MpServer', x=-1209.18, y=4.00, z=-32.22], EntityHorse['Horse'/45771, l='MpServer', x=-1210.86, y=4.00, z=-18.13], EntityHorse['Horse'/45772, l='MpServer', x=-1205.15, y=4.00, z=-26.19], EntityHorse['Donkey'/45773, l='MpServer', x=-1206.33, y=4.00, z=-25.17], EntityHorse['Donkey'/45774, l='MpServer', x=-1208.35, y=4.00, z=-31.15], EntityPlayerSP['roflgoggle55'/13, l='MpServer', x=-1197.56, y=4.00, z=-72.74], EntityPig['Pig'/45749, l='MpServer', x=-1251.55, y=4.00, z=-34.71], EntitySheep['Sheep'/45750, l='MpServer', x=-1251.41, y=4.00, z=-27.81], EntitySheep['Sheep'/45751, l='MpServer', x=-1250.01, y=4.00, z=-28.02], EntitySheep['Sheep'/45752, l='MpServer', x=-1244.54, y=4.00, z=-39.20]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
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:400)
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: 541442800 bytes (516 MB) / 1073741824 bytes (1024 MB) up to 1073741824 bytes (1024 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.3.2185 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2185.jar)
UCHIJAAAA Forge{12.18.3.2185} [Minecraft Forge] (forge-1.10.2-12.18.3.2185.jar)
UCHIJAAAA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.10.2.jar)
UCHIJAAAA Baubles{1.3.13} [Baubles] (Baubles-1.10.2-1.3.13.jar)
UCHIJAAAA thaumcraft{6.0.BETA5} [Thaumcraft] (Thaumcraft-1.10.2-6.0.BETA5.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 387.95' Renderer: 'GeForce GTX 1050 Ti/PCIe/SSE2'
Launched Version: 1.10.2-forge1.10.2-12.18.3.2185
LWJGL: 2.9.4
OpenGL: GeForce GTX 1050 Ti/PCIe/SSE2 GL version 4.6.0 NVIDIA 387.95, NVIDIA Corporation
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: 8x Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz
[11:32:22] [Client thread/INFO]: [net.minecraft.init.Bootstrap:func_179870_a:560]: #@!@# Game crashed! Crash report saved to: #@!@# C:\Users\jacko\AppData\Roaming\.minecraft\crash-reports\crash-2018-02-14_11.32.22-client.txt
This happens whenever I try to create a crucible. Does anyone know what's going on?
I just uploaded Beta 5 that should fix all the crash issues people have been reporting.
As you can see from the patch notes and the Golem Logistics research I added I have been working on golems a bit this week. Golems are fun, but adorably goofy and a bit unreliable. A lot of that has to do with the limits on entities in MC. Working on them this week I was reminded of my original concept for them - and that concept was NOT golems.
While I was working on TC 2 I had the idea that the wisps I added could later be captured and used in much the way golems are being used now. Time and lack of knowledge blocked my from adding it back then and I ended up adding the TC 2 seals instead. When TC 3 rolled around the idea had morphed into golems and I sort of forgot about the original concept.
I have been wracking my brain lately to find ways to make golems more foolproof. I have a few ideas and most of them involve them not being entities at all - at least not in the coding mechanics sense. Unfortunately this also will make it very hard to keep them looking like golems. And this reminded me of my old idea of wisps.
So my question is: How attached are you guys to golems? What if they were wisps instead? The would work in much the same way - you would place seals and they would zip around doing tasks created by those seals. Behind the scenes they would work a lot differently and (obviously) the flavor would be a lot different than with golems.
Logged in just to comment on this: Please keep the golems golems. For me it's 95% of why I was attracted to TC in the first place. Your changes to them in 1.8.9 was what I have been waiting for. I know there are technical things you want to do, but please do whatever you can to keep them looking like little clockwork automotons that we created in some crazy magical lab. No other mod even comes close to the golems.
Wisps are too ethereal, too mystical. I like the oompa lumpa feel of the golems working away in my tower.
Logged in just to comment on this: Please keep the golems golems. For me it's 95% of why I was attracted to TC in the first place. Your changes to them in 1.8.9 was what I have been waiting for. I know there are technical things you want to do, but please do whatever you can to keep them looking like little clockwork automotons that we created in some crazy magical lab. No other mod even comes close to the golems.
Wisps are too ethereal, too mystical. I like the oompa lumpa feel of the golems working away in my tower.
Agreed, golems are too adorable. Love em, especially those straw and clay golems. Heck, even if they're made of iron.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Now we can yet, I would beg fot getting back aura nodes in the game. It's one of the most original concepts and added an important exploration component to the Thaumcraft experience. I also liked wands, but I understand they were completely replaced by gauntlets or other stuff. But wands were more "magical" and created a perfect enviroment to feel the real magic when playing the mod...
Thanks for your work.
If you think wisps yould do a better job, then go ahead.
I guess we can't say we'd rather keep the golems as long as we haven't tried anything else.
I really like the golem press though. But having a machine that wouldd alow us to configure different types of wisp is fine too.
It'd be a shame to lose the golems; they're kinda cute, but I guess if it means the successor can be more responsive, work faster, see further, load up the server less then it's for the best I think.
On a different note, I'm strongly against the change relating to research entries using up observations and theories so fast in Beta5. It has resulted in me spending most of my time in front of the research table (one of the bad aspects of TC4 that was a welcome omission to TC until now), burning up valuable resources in the hopes that the right train of knowledge swings around so I can recover what I lost unlocking my last thaumonomicon entry.
The previous "you must be this well versed in auromancy/golemancy/infusion/alchemy etc. to unlock this research" system, even if bugged, worked much better than the current one.
To be blunt, Golemancy has been for eternity the one study I never really got into.
The only thing I am attached about the golems is the idea to give them sentience and make them hate you for forcing them to do the labour you are to lazy for
I do not know how the wisps would be in terms of gameplay, but they surely would be intruiging, to say the least
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?
I really like golems, but never tried with wisp, so I may end up liking them more instead, specially if they work better than current golems (looking at you, lumberjack). My only gripe with the idea is how hard has been to me since TC4 to find wisp anywhere outside those spawners on top of the mountains.
It was actually a bug that I fixed. It was always supposed to consume the points, but due to me goofing it was only consuming a fraction of the points. For example, to get 1 'full' observation you need 16 mini points. I was accidentally subtracting mini points instead of the full point whenever research was being completed. Since no researches cost more than 1 theory of a type and observations are easy to get it means in the bugged system it would have been SUPER easy to knock out 1 theory for each category in a few minutes and then unlock everything forever.
However given that all the testing has been done with the bug in place, I am obviously going to take any feedback into consideration to get the balance right. I am already planning (when I get a chance) to redo a lot of the theorycraft 'cards'. Some categories are just way easier than others and there is not much strategy involved beyond taking the easiest choice and grinding out the theories.
To make the choices more important I am considering changing it so that that you must have 100%+ in a category to get any points. Obviously in return the card choices need to be a lot more impactful.
I'd be happy if the researches didn't require useful resources to complete. As of right now, the table is basically Fetch Quest Generator 9000, sucking up stuff I'd rather see put to use elsewhere.
Perhaps a different approach could be to still require the same items to be present to complete the cards, but don't actually consume them. That way the player would have to go and get whatever item the research is looking for, but once they've examined it, they can put it back in their research chest for next time it's needed. Call it "going back and having a closer look at xyz item and learning more about it"
If you're aiming to avoid people burning through all required research in one go and then never using the table again, what about capping the number of theories possible? Right now, if you know (as an example, probably not the actual number) it takes 7 theories total to get through Infusion, cap it to 1 or 2. This makes the player go back to the drawing board, so to speak, in between thaumonomicon unlocking "sessions"
I appreciate Thaumcraft being magical mod, and I understand your concerns and challenges involved, but everything working with MAGIC! drops the presentation value of the mod.
On a note of foolproof-ness, let me get you on a secret: you don't need to make things entirely fool-proof. Golems getting stuck, aura nodes deplete, nuclear reactors explode - it all adds a challenge for the player, and challenge adds gameplay value. When challenge is missing, the game become boring and eventually - unplayable.
Hello
I think I found few bugs in the newest version of BETA5 (It was in BETA4 aswell). When you use a focus with bolt medium on it it creates that weird path that stays for like 5 seconds. I don't think so it should be like this?
Also I'm unable to use any golems. When I try to place them on the ground nothing happens. It is because of other mod I believe because when I try to place golems with only TC and Optifine everything seems fine. Mods i'm currently using are in the attachments with screenshots of focus bug.
EDIT: I experimented with the mods and I think it's because of BiomesOPlenty or Mo'Creatures
I think that a nice middle ground would be to make the higher tiers of golemancy become wisps, and keeping a few golems around for style and simple tasks.
Although that could make it harder for you to update the mod, with two different mechanics to code each version.
Oh. My. God. I've been wracking ideas in my head of using wisps for item transport and building/minor world interactions for a long time now.
Hold on, ill get the current text file! Alright lets see here. No that's not it, No. No,No, No, No... AHA! Found it!.
Wisps are very intelligent, It's just happens that they're very intelligent much in the same way that a calculator is.
Though this intelligence makes the wisps especially suited for very precise sorting, or for transporting items.
Wisps can also be instructed to complete a multi-block structure, though this consumes the wisp in question.
Unfortunately, though wisps are capable of breaking and placing blocks, they are not permeable enough to do complex task such as chopping down a tree or crafting a item.
Such tasks should instead be relegated to Golems, who are especially suited for such jobs of material interaction.
Strangely, even tainted wisps can be captured or programmed. Though with the caveat that they are still, Always hostile to anything untainted.
Neither can this hostility be removed, As even the most advanced techniques fails at pacifying a wisp while it is tainted.
It is possible to capture a tainted wisp and then purify it however. After which, It can be made just as docile as any other wisp.
Composition of the wisp: [WIP]
-Aetheric Matrice:
This part of the wisp is the equivalent of its skin, keeping all its energy from spilling out into the aura.
The Aetheric matrice is also partly responsible for filtering in and out the Wisps internal storage of Vis.
This capacity to filtrate Vis is what lets a wisp interact with the world and perform different tasks.
-Aural nodule:
The core of the wisp, and where it essentially stores, and modulates its internal energy.
The energy within is surprisingly compressed, holding much more than one would think a wisp is capable of.
Sufficiently damaging this part usually causes the wisp to rupture, bursting into a shower of sparks.
-Emergent Tear:
The source of a wisp's life. It is located within its core and is a gateway to the place where their life-force churns from.
At a wisp's core lies a tiny dimensional rift that meagerly trickles out Vis from an unknown dimension.
This rift is stabilized and manipulated through the wisp's Aural Nodule, the destruction of which always disrupts the rift.
It seems to be from here that Wisp-Droplets is created from, though you've had no luck recreating the rift artificially.
Items: [WIP]
-Harmonic(ca) Resonance Inducer:
Founded upon the same principles as the note blocks, This instrument uses aural waves to manipulate magical frequencies.
Music alone has the potential to manipulate magic, and this tool has been magically enhanced to amplify that effect.
Wisps seems to be especially affected by its cadence, Making it an excellent tool to use for instructing them.
Structures: [WIP]
-Architect's Table:
The Architect's table is used to create and design structures in a 'digital' medium.
Using the Architect's table, Wisps can be instructed to assemble the Blueprints with a Focus.
Can be used with the thaumonomicon to build multi-block structures easily.
The table can also be used to take an image of terrain or structures, such as to use wisps to move it elsewhere.
-Wisp Attractor:
Basic structure designed to attract wild wisps. Can attract wisps from far away.
Wisps are drawn towards the node-like resonance this tower emitts, and swarm to it like moths to light.
-Wisp Capturer: (Wood,Metal,Advanced)
A machine that captures attracted wisps.
The captured wisps may be used for uses such as reprogramming, or even as early-game batteries.
The Wisp Capturer can also be set to release captured wisps, reversing its function.
-Wisp-Droplet Extractor: (Forbidden)
This machine uses intense, harmonic resonances to squeeze out the Vis-lifeforce of a captured wisp.
This process sadly destroys the wisp, as it is too intense for its Aetheric-Matrice to sustain.
What it leaves behind is a droplet of unzynthesised Ether, a small packet of power ready to be used.
The unzynthesized Ether can only be obtained through this way.
-Wisp Tainter: (Tainted)
This machine consumes a bunch of flux from the aura and injects it into the wisp, Forcing it to become tainted.
This process always turns the wisp hostile however, and the flux will return to the aura when the wisp expires.
-Wisp Nexus:
Tall tower-like structure that controls Wisps. Acts as the central control-tower for wisps.
Can eventually be upgraded with additions to create wisps as they are needed.
-Wisp Tower:
A tower where wisps will go to rest and recharge when not in use.
Recharges its internal capacity directly from the local aura, But can be upgraded to be recieving from a energy system.
Can eventually be upgraded with a Gateway to directly transfer Wisps through one tower to another.
-Wisp Hoop:
Tool placed to direct and instruct the movement of free flowing wisps.
The Wisp Hoop can hold instructions which it will relay to any wisp that passes through it.
Hoops without instructions will act as a vector guide for wisps, Channeling them in the direction it is pointed towards.
Wisps are also attracted to nearby wisp hoops if they do not have any instructions to follow, and will happily pass through them.
-Bell-Whistler:
Forces nearby attuned wisps to do the task they're assigned to every time the bell tolls, making it useful for automating.
Giving it a redstone signal causes its bell to emit a melody, telling nearby attuned wisps to perform their task.
-Wisp Focus: ((Seals for wisps))
A focus is a simple arrangement of crystal in patterns, that when placed somewhere acts as a location indicator for wisps.
The focus will take on different purposes depending on the crystals inserted.
Up to three shards of Crystal may be placed within a focus to change its influence.
Wisp Augments: [WIP] Wisp augments are instructions installed in Breeders[Name Pending], that allow wisps to act with a greater variety of abilities.
-Wisp Augment; Grabber:
Using a thaumostatic-field theory as its basis, this Wisp-Augment allows wisp to be instructed to grab items.
-Wisp Augment; Optical Camouflage:
Resonance Modifier, Causes the wisp to alter its own emissions, making the wisp invisible to the naked eye. Can still be seen using thaumometer or googles.
-Wisp Augment; Clear Phase:
Resonance Modifier, Allows wisps to move through clear blocks such as glass.
-Wisp Augment; Phase Shift:
Resonance modifier, Allows wisps to move through solid blocks at the cost of speed.
-Wisp Augment; Shocker:
Combat augment, support cat. allows the wisp to attack with rapid fire electric shocks, doing minimal damage but pushing the enemy back to a standstill.
-Wisp Augment;
-Wisp Augment;
-Wisp Augment;
-Wisp Augment;
Anyways! I'm not entirely sold on removing Golems completely, Perhaps keep them for physical tasks, or just increase their size to closer or larger than vanilla golems and rename them War-golems. But really, i'm fine with either, Switch or not. I mean there's no harm in trying something new, Right? You can always change it back if you don't like it and all that.
I'll agree with several other posters that the golems are cute. But they are also very limited, and get stuck easily in ways that aren't always easy to solve.
The idea of being able to tame (or even create) wisps is an interesting one. Of course, if it was 'tame', then it would be dependent on the supply of wisps, which thus far I have found abundant only in the Nether, having not found a magical forest yet in my currently generated world.
I agree with this. Perhaps golems could retain a few simple tasks like crop harvesting, but "I have found that the intelligence of the simple golems I have created is too rudimentary for complex tasks. I need to devise or discover something more agile and more versatile. I wonder if there is any way to harness the wisps I have seen?"
But if you want to drop golemancy altogether and replace it with a new thaumaturgical specialty of capturing or even creating wisps and binding them to one's will, hey, go for it! Remember the lesson of the Modern Day Warrior with his mean, mean stride:
"He knows changes aren't permanent, but change is."
Everything evolves. Life... Stars... Thaumaturgy.
I am in general very happy with the current research mechanism; it feels much more like actually doing research rather than playing an arbitrary make-work minigame. You're not just clicking on a grid to complete a puzzle and trying desperately to devise bizarre-yet-innovative ways to complete it to relieve the growing monotony, you're actually choosing which ways to direct your research and "roleplaying" doing the research. Study this phenomenon some more and see if I overlooked anything. Oh, hey, I saw this just the other day. Time to hit the books. I wonder if I can make X. What do these things do if combined? Well, THAT didn't pan out ... I need to sit back and think about this some more. Maybe this is a dead-end, I need to look at things from a different perspective and see if I can gain some new insight...
It FEELS like actually doing research.
That said, I agree that completing a research that requires you to produce items (or show that you know what comes from a particular combination of items) should not consume the items. That makes no sense. The learning part of creating a thaumium ingot, for example, comes in actually creating the thaumium, not in handing it over and watching it vanish into nowhere. This is especially the case since some researches may show up multiple times with the exact same combination of aspects. If you've already had that insight, hey, you already know it. It shouldn't cost you anything in resources to just review what you already know.
I love you Azanor
hoping to get back into a little bit of minecraft soon (chinese new year atm).
Will you update your Youtube channel ?
So, I've since run into a nasty crash regarding Thaumcraft somehow: I'm getting constant block tesselation crashes.
Apparently as far as I can tell, something regarding one of the Vis crystals isn't playing nice:
Put your spoiler here.
Time: 2/14/18 8:44 AM
Description: Tesselating block model
java.lang.NullPointerException: Tesselating block model
at thaumcraft.client.renderers.block.CrystalModel.func_188616_a(CrystalModel.java:60)
at ConnectedTextures.getNeighbourIcon(ConnectedTextures.java:1377)
at ConnectedTextures.isNeighbour(ConnectedTextures.java:1323)
at ConnectedTextures.isNeighbour(ConnectedTextures.java:1303)
at ConnectedTextures.getConnectedTextureTop(ConnectedTextures.java:1695)
at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:545)
at ConnectedTextures.getConnectedTextureSingle(ConnectedTextures.java:370)
at ConnectedTextures.getConnectedTextureMultiPass(ConnectedTextures.java:299)
at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:113)
at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:89)
at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:60)
at net.minecraft.client.renderer.BlockModelRenderer.func_187498_b(BlockModelRenderer.java:105)
at net.minecraftforge.client.model.pipeline.ForgeBlockModelRenderer.func_187498_b(ForgeBlockModelRenderer.java:107)
at net.minecraft.client.renderer.BlockModelRenderer.func_187493_a(BlockModelRenderer.java:72)
at net.minecraft.client.renderer.BlockModelRenderer.func_178267_a(BlockModelRenderer.java:52)
at net.minecraft.client.renderer.BlockRendererDispatcher.func_175018_a(BlockRendererDispatcher.java:81)
at codechicken.lib.render.block.CCExtendedBlockRendererDispatcher.func_175018_a(CCExtendedBlockRendererDispatcher.java:54)
at mods.betterfoliage.client.Hooks.renderWorldBlock(Hooks.kt:95)
at net.minecraft.client.renderer.chunk.RenderChunk.func_178581_b(RenderChunk.java:290)
at net.minecraft.client.renderer.chunk.ChunkRenderWorker.func_178474_a(ChunkRenderWorker.java:119)
at net.minecraft.client.renderer.chunk.ChunkRenderWorker.run(ChunkRenderWorker.java:47)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at thaumcraft.client.renderers.block.CrystalModel.func_188616_a(CrystalModel.java:60)
at ConnectedTextures.getNeighbourIcon(ConnectedTextures.java:1377)
at ConnectedTextures.isNeighbour(ConnectedTextures.java:1323)
at ConnectedTextures.isNeighbour(ConnectedTextures.java:1303)
at ConnectedTextures.getConnectedTextureTop(ConnectedTextures.java:1695)
at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:545)
at ConnectedTextures.getConnectedTextureSingle(ConnectedTextures.java:370)
at ConnectedTextures.getConnectedTextureMultiPass(ConnectedTextures.java:299)
at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:113)
at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:89)
at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:60)
at net.minecraft.client.renderer.BlockModelRenderer.func_187498_b(BlockModelRenderer.java:105)
at net.minecraftforge.client.model.pipeline.ForgeBlockModelRenderer.func_187498_b(ForgeBlockModelRenderer.java:107)
-- Block model being tesselated --
Details:
Block: minecraft:sandstone[type=sandstone]
Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Using AO: true
Stacktrace:
at net.minecraft.client.renderer.BlockModelRenderer.func_187493_a(BlockModelRenderer.java:72)
at net.minecraft.client.renderer.BlockModelRenderer.func_178267_a(BlockModelRenderer.java:52)
-- Block being tesselated --
Details:
Block type: ID #24 (tile.sandStone // net.minecraft.block.BlockSandStone)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.client.renderer.BlockRendererDispatcher.func_175018_a(BlockRendererDispatcher.java:81)
-- Block being tesselated --
Details:
Block type: ID #24 (tile.sandStone // net.minecraft.block.BlockSandStone)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at codechicken.lib.render.block.CCExtendedBlockRendererDispatcher.func_175018_a(CCExtendedBlockRendererDispatcher.java:54)
at mods.betterfoliage.client.Hooks.renderWorldBlock(Hooks.kt:95)
Hi,
The Thaumcraft 6 Beta5 Fixed the Focal Manipulator bug, I can do the focus now, but the recipe is not concluding as show in the image attached.
Also, the game crashes when using Salis Mundus on Cauldron to make the Crucible.
Crash report:
---- Minecraft Crash Report -------- Minecraft Crash Report ----// I let you down. Sorry
Time: 14/02/18 14:43Description: Unexpected error
java.lang.IllegalArgumentException: Stack can not be null! at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434) at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31) at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50) at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399) at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518) at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184) at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961) at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1749) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055) 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(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Thread: Client threadStacktrace: at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434) at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31) at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50) at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399) at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518) at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184) at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961)
-- Affected level --Details: Level name: MpServer All players: 1 total; [EntityPlayerSP['BlackSnows'/1079, l='MpServer', x=-119,30, y=64,00, z=179,56]] Chunk stats: MultiplayerChunkCache: 851, 851 Level seed: 0 Level generator: ID 00 - default, ver 1. Features enabled: false Level generator options: Level spawn location: World: (-116,64,192), Chunk: (at 12,4,0 in -8,12; contains blocks -128,0,192 to -113,255,207), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Level time: 13749 game time, 36593 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: 78 total; [EntitySquid['Squid'/1024, l='MpServer', x=-76,49, y=49,78, z=228,97], EntitySkeleton['Skeleton'/1025, l='MpServer', x=-65,51, y=27,00, z=251,29], EntityBat['Bat'/1039, l='MpServer', x=-72,60, y=37,24, z=107,29], EntityBat['Bat'/1040, l='MpServer', x=-60,34, y=20,03, z=124,35], EntitySquid['Squid'/1041, l='MpServer', x=-63,89, y=45,47, z=124,68], EntitySquid['Squid'/1042, l='MpServer', x=-56,93, y=49,28, z=151,20], EntitySquid['Squid'/1043, l='MpServer', x=-62,42, y=48,70, z=155,55], EntitySquid['Squid'/1045, l='MpServer', x=-62,67, y=51,92, z=156,63], EntitySkeleton['Skeleton'/1046, l='MpServer', x=-53,50, y=14,00, z=206,72], EntitySkeleton['Skeleton'/1047, l='MpServer', x=-56,50, y=18,00, z=207,50], EntityCreeper['Creeper'/1048, l='MpServer', x=-50,50, y=17,00, z=203,50], EntityWitch['Witch'/1049, l='MpServer', x=-55,50, y=14,00, z=211,50], EntityWitch['Witch'/1050, l='MpServer', x=-48,50, y=18,00, z=218,50], EntityZombie['Zombie'/926, l='MpServer', x=-190,50, y=23,00, z=236,50], EntitySquid['Squid'/927, l='MpServer', x=-173,59, y=61,15, z=228,36], EntitySquid['Squid'/928, l='MpServer', x=-178,78, y=58,93, z=234,42], EntityZombie['Zombie'/929, l='MpServer', x=-182,60, y=24,00, z=251,80], EntityBat['Bat'/931, l='MpServer', x=-188,75, y=24,10, z=260,25], EntityBat['Bat'/932, l='MpServer', x=-173,25, y=26,00, z=248,25], EntityBat['Bat'/1064, l='MpServer', x=-40,34, y=18,04, z=216,11], EntitySquid['Squid'/937, l='MpServer', x=-163,03, y=59,50, z=158,86], EntitySquid['Squid'/938, l='MpServer', x=-170,38, y=62,46, z=178,20], EntitySquid['Squid'/939, l='MpServer', x=-178,23, y=55,28, z=176,00], EntitySquid['Squid'/940, l='MpServer', x=-177,00, y=58,89, z=181,45], EntitySquid['Squid'/941, l='MpServer', x=-172,52, y=58,04, z=183,89], EntitySquid['Squid'/942, l='MpServer', x=-166,34, y=45,24, z=202,66], EntitySquid['Squid'/943, l='MpServer', x=-176,05, y=61,09, z=198,14], EntitySquid['Squid'/944, l='MpServer', x=-166,25, y=57,47, z=216,31], EntityBat['Bat'/945, l='MpServer', x=-161,45, y=21,10, z=239,50], EntityCreeper['Creeper'/946, l='MpServer', x=-171,50, y=21,00, z=243,50], EntitySquid['Squid'/952, l='MpServer', x=-146,31, y=47,34, z=122,64], EntitySkeleton['Skeleton'/953, l='MpServer', x=-155,50, y=18,00, z=185,50], EntityCreeper['Creeper'/954, l='MpServer', x=-154,50, y=18,00, z=185,50], EntityBat['Bat'/1210, l='MpServer', x=-157,14, y=19,87, z=240,15], EntityBat['Bat'/1082, l='MpServer', x=-191,51, y=26,03, z=253,63], EntityZombie['Zombie'/955, l='MpServer', x=-159,50, y=19,00, z=191,50], EntitySquid['Squid'/956, l='MpServer', x=-157,21, y=60,67, z=210,86], EntityBat['Bat'/1084, l='MpServer', x=-183,58, y=24,69, z=257,71], EntitySquid['Squid'/957, l='MpServer', x=-148,40, y=62,00, z=202,91], EntityCreeper['Creeper'/958, l='MpServer', x=-155,50, y=19,00, z=240,50], EntityPlayerSP['BlackSnows'/1079, l='MpServer', x=-119,30, y=64,00, z=179,56], EntityCreeper['Creeper'/966, l='MpServer', x=-128,50, y=18,00, z=109,50], EntityCreeper['Creeper'/967, l='MpServer', x=-129,50, y=18,00, z=107,50], EntitySkeleton['Skeleton'/969, l='MpServer', x=-133,50, y=19,00, z=111,50], EntityZombie['Zombie'/970, l='MpServer', x=-134,64, y=19,00, z=113,67], EntitySquid['Squid'/971, l='MpServer', x=-137,83, y=50,20, z=120,53], EntityCreeper['Creeper'/972, l='MpServer', x=-128,50, y=37,00, z=200,50], EntitySkeleton['Skeleton'/973, l='MpServer', x=-143,50, y=26,00, z=216,50], EntityCreeper['Creeper'/978, l='MpServer', x=-126,19, y=42,00, z=108,41], EntityCreeper['Creeper'/980, l='MpServer', x=-113,99, y=42,00, z=100,64], EntityCreeper['Creeper'/981, l='MpServer', x=-121,50, y=60,00, z=105,81], EntitySpider['Spider'/982, l='MpServer', x=-112,50, y=31,00, z=115,50], EntityChicken['Chicken'/983, l='MpServer', x=-119,81, y=66,00, z=116,62], EntityCow['Cow'/984, l='MpServer', x=-112,50, y=68,00, z=129,50], EntityBat['Bat'/985, l='MpServer', x=-105,30, y=26,64, z=196,37], EntityCreeper['Creeper'/986, l='MpServer', x=-112,59, y=21,00, z=219,84], EntitySkeleton['Skeleton'/987, l='MpServer', x=-121,50, y=22,00, z=225,50], EntitySkeleton['Skeleton'/988, l='MpServer', x=-120,50, y=22,00, z=225,50], EntityCow['Cow'/997, l='MpServer', x=-111,50, y=68,00, z=131,50], EntitySquid['Squid'/998, l='MpServer', x=-103,09, y=48,25, z=153,96], EntitySquid['Squid'/999, l='MpServer', x=-98,25, y=60,32, z=177,94], EntityZombie['Zombie'/1000, l='MpServer', x=-110,50, y=26,00, z=200,50], EntityZombie['Zombie'/1001, l='MpServer', x=-107,20, y=26,00, z=236,49], EntityCreeper['Creeper'/1002, l='MpServer', x=-111,50, y=21,00, z=220,50], EntitySpider['Spider'/1003, l='MpServer', x=-110,50, y=21,00, z=220,50], EntityCreeper['Creeper'/1004, l='MpServer', x=-109,50, y=24,00, z=246,50], EntitySkeleton['Skeleton'/1005, l='MpServer', x=-102,50, y=24,00, z=245,50], EntitySquid['Squid'/1008, l='MpServer', x=-86,27, y=48,79, z=119,42], EntitySquid['Squid'/1009, l='MpServer', x=-89,89, y=46,88, z=118,10], EntityZombie['Zombie'/1010, l='MpServer', x=-82,57, y=19,00, z=242,75], EntityZombie['Zombie'/1015, l='MpServer', x=-74,19, y=25,00, z=103,49], EntityZombie['Zombie'/1016, l='MpServer', x=-76,07, y=28,00, z=100,57], EntityBat['Bat'/1017, l='MpServer', x=-68,96, y=26,08, z=103,05], EntitySquid['Squid'/1019, l='MpServer', x=-70,11, y=45,76, z=123,48], EntitySquid['Squid'/1020, l='MpServer', x=-76,56, y=61,79, z=138,67], EntitySquid['Squid'/1021, l='MpServer', x=-75,70, y=61,33, z=149,66], EntitySquid['Squid'/1022, l='MpServer', x=-60,57, y=48,38, z=160,11], EntitySquid['Squid'/1023, l='MpServer', x=-61,58, y=53,95, z=220,33]] 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:400) at net.minecraft.client.main.Main.main(SourceFile:124) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) 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_161, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 348129136 bytes (332 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94 FML: MCP 9.32 Powered by Forge 12.18.3.2511 6 mods loaded, 6 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 journeymap{1.10.2-5.6.0b2} [JourneyMap] (journeymap-1.10.2-5.6.0b2.jar) UCHIJAAAAAAAAA thaumcraft{6.0.BETA5} [Thaumcraft] (Thaumcraft-1.10.2-6.0.BETA5.jar) Loaded coremods (and transformers): GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 390.77' Renderer: 'GeForce GTX 1050 Ti/PCIe/SSE2' Launched Version: 1.10.2-forge1.10.2-12.18.3.2511 LWJGL: 2.9.4 OpenGL: GeForce GTX 1050 Ti/PCIe/SSE2 GL version 4.6.0 NVIDIA 390.77, NVIDIA Corporation 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) i5-7400 CPU @ 3.00GHz
Putting that aside, I'm having so much fun again in minecraft with my friends. thanks to your return!
You simply have to shift the application of the methods. Like say, have a essentia fueled tower that passively binds the wisps you attune to it to an area, like the stone rings that are theorized to bind phalanx to its desert area (Shadow of the Colossus). You pump essentia into the tower, which then distributes it aurally to nearby wisps, altering their frequencies to receive instructions for the needed task and using up the essentia they absorb to do it.
Perhaps even be able to have multiple wisp merge into a Swarm to perform more demanding tasks. (a invisible central entity orbited by sprites, the amount determined by how many wisps have merged with it.)
Or perhaps i'm just mad and have no idea what i'm talking about. My thoughts get so jumbled in the transfer to text, i wouldn't be surprised.
[11:32:22] [Server thread/INFO]: Removing aura cache for world 1
[11:32:22] [Server thread/INFO]: Unloading dimension 0
[11:32:22] [Server thread/INFO]: Unloading dimension -1
[11:32:22] [Server thread/INFO]: Unloading dimension 1
[11:32:22] [Server thread/INFO]: Applying holder lookups
[11:32:22] [Server thread/INFO]: Holder lookups applied
[11:32:22] [Thread-18/WARN]: No auras found!
[11:32:22] [Thread-17/WARN]: No auras found!
[11:32:22] [Thread-16/WARN]: No auras found!
[11:32:22] [Thread-18/INFO]: Stopping aura thread for dim 0
[11:32:22] [Thread-16/INFO]: Stopping aura thread for dim -1
[11:32:22] [Thread-17/INFO]: Stopping aura thread for dim 1
[11:32:22] [Client thread/FATAL]: Unreported exception thrown!
java.lang.IllegalArgumentException: Stack can not be null!
at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434) ~[OreDictionary.class:?]
at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31) ~[DustTriggerOre.class:?]
at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50) ~[ItemMagicDust.class:?]
at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399) ~[blm.class:?]
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1749) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:371) [bcx.class:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
at java.lang.reflect.Method.invoke(Method.java:483) ~[?:1.8.0_25]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
[11:32:22] [Client thread/INFO]: [net.minecraft.init.Bootstrap:func_179870_a:560]: ---- Minecraft Crash Report ----
// There are four lights!
Time: 2/14/18 11:32 AM
Description: Unexpected error
java.lang.IllegalArgumentException: Stack can not be null!
at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434)
at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31)
at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518)
at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184)
at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1749)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055)
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)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at net.minecraftforge.oredict.OreDictionary.getOreIDs(OreDictionary.java:434)
at thaumcraft.common.lib.crafting.DustTriggerOre.getValidFace(DustTriggerOre.java:31)
at thaumcraft.common.items.resources.ItemMagicDust.onItemUseFirst(ItemMagicDust.java:50)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_187099_a(PlayerControllerMP.java:399)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518)
at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:2184)
at net.minecraft.client.Minecraft.func_184118_az(Minecraft.java:1961)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityPlayerSP['roflgoggle55'/13, l='MpServer', x=-1197.56, y=4.00, z=-72.74]]
Chunk stats: MultiplayerChunkCache: 589, 589
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-1190,4,-60), Chunk: (at 10,0,4 in -75,-4; contains blocks -1200,0,-64 to -1185,255,-49), Region: (-3,-1; contains chunks -96,-32 to -65,-1, blocks -1536,0,-512 to -1025,255,-1)
Level time: 6648 game time, 29891 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: 19 total; [EntityPig['Pig'/45761, l='MpServer', x=-1126.50, y=4.00, z=-66.50], EntityPig['Pig'/45762, l='MpServer', x=-1121.50, y=4.00, z=-67.50], EntityPig['Pig'/45763, l='MpServer', x=-1121.50, y=4.00, z=-68.50], EntityChicken['Chicken'/45764, l='MpServer', x=-1128.50, y=4.00, z=-67.50], EntityChicken['Chicken'/45765, l='MpServer', x=-1202.87, y=4.00, z=-138.20], EntityChicken['Chicken'/45766, l='MpServer', x=-1209.44, y=4.00, z=-133.50], EntityChicken['Chicken'/45767, l='MpServer', x=-1209.89, y=4.00, z=-133.50], EntityChicken['Chicken'/45768, l='MpServer', x=-1212.50, y=4.00, z=-131.50], EntityHorse['Horse'/45769, l='MpServer', x=-1206.87, y=4.00, z=-26.31], EntityHorse['Horse'/45770, l='MpServer', x=-1209.18, y=4.00, z=-32.22], EntityHorse['Horse'/45771, l='MpServer', x=-1210.86, y=4.00, z=-18.13], EntityHorse['Horse'/45772, l='MpServer', x=-1205.15, y=4.00, z=-26.19], EntityHorse['Donkey'/45773, l='MpServer', x=-1206.33, y=4.00, z=-25.17], EntityHorse['Donkey'/45774, l='MpServer', x=-1208.35, y=4.00, z=-31.15], EntityPlayerSP['roflgoggle55'/13, l='MpServer', x=-1197.56, y=4.00, z=-72.74], EntityPig['Pig'/45749, l='MpServer', x=-1251.55, y=4.00, z=-34.71], EntitySheep['Sheep'/45750, l='MpServer', x=-1251.41, y=4.00, z=-27.81], EntitySheep['Sheep'/45751, l='MpServer', x=-1250.01, y=4.00, z=-28.02], EntitySheep['Sheep'/45752, l='MpServer', x=-1244.54, y=4.00, z=-39.20]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
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:400)
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: 541442800 bytes (516 MB) / 1073741824 bytes (1024 MB) up to 1073741824 bytes (1024 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.3.2185 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2185.jar)
UCHIJAAAA Forge{12.18.3.2185} [Minecraft Forge] (forge-1.10.2-12.18.3.2185.jar)
UCHIJAAAA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.10.2.jar)
UCHIJAAAA Baubles{1.3.13} [Baubles] (Baubles-1.10.2-1.3.13.jar)
UCHIJAAAA thaumcraft{6.0.BETA5} [Thaumcraft] (Thaumcraft-1.10.2-6.0.BETA5.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 387.95' Renderer: 'GeForce GTX 1050 Ti/PCIe/SSE2'
Launched Version: 1.10.2-forge1.10.2-12.18.3.2185
LWJGL: 2.9.4
OpenGL: GeForce GTX 1050 Ti/PCIe/SSE2 GL version 4.6.0 NVIDIA 387.95, NVIDIA Corporation
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: 8x Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz
[11:32:22] [Client thread/INFO]: [net.minecraft.init.Bootstrap:func_179870_a:560]: #@!@# Game crashed! Crash report saved to: #@!@# C:\Users\jacko\AppData\Roaming\.minecraft\crash-reports\crash-2018-02-14_11.32.22-client.txt
Logged in just to comment on this: Please keep the golems golems. For me it's 95% of why I was attracted to TC in the first place. Your changes to them in 1.8.9 was what I have been waiting for. I know there are technical things you want to do, but please do whatever you can to keep them looking like little clockwork automotons that we created in some crazy magical lab. No other mod even comes close to the golems.
Wisps are too ethereal, too mystical. I like the oompa lumpa feel of the golems working away in my tower.
Agreed, golems are too adorable. Love em, especially those straw and clay golems. Heck, even if they're made of iron.
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I don't mind if golems are replaced by wisps. I would prefer reliability.
Now we can yet, I would beg fot getting back aura nodes in the game. It's one of the most original concepts and added an important exploration component to the Thaumcraft experience. I also liked wands, but I understand they were completely replaced by gauntlets or other stuff. But wands were more "magical" and created a perfect enviroment to feel the real magic when playing the mod...