may i ask why you removed Kami support? obviously you have the right to do whatever you want, I was mostly just curious why you wanted to do this. I have been on 1.6.4 up until today so sorry if there has already been a discussion about this previously
may i ask why you removed Kami support? obviously you have the right to do whatever you want, I was mostly just curious why you wanted to do this. I have been on 1.6.4 up until today so sorry if there has already been a discussion about this previously
It's because now thaumcraft has his own endgame material: VOID (the things that require warp to unlock).
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It's so hard to find the right words to say someting if you aren't english, so i could use the wrong word sometimes. I'm sorry.
Small question - I don't see researches for them, so I assume the new plants are for some other mod? Or do I have to venture to new chunks to find them? I kind of wanted them just to have them, even though I don't need the effects
Small question - I don't see researches for them, so I assume the new plants are for some other mod? Or do I have to venture to new chunks to find them? I kind of wanted them just to have them, even though I don't need the effects
You need "Botania" to get them.
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It's so hard to find the right words to say someting if you aren't english, so i could use the wrong word sometimes. I'm sorry.
may i ask why you removed Kami support? obviously you have the right to do whatever you want, I was mostly just curious why you wanted to do this. I have been on 1.6.4 up until today so sorry if there has already been a discussion about this previously
Thaumcraft has its own canon endgame now which KAMI blatantly contradicts. I'd rather stick to base Thaumcraft's theme.
Small question - I don't see researches for them, so I assume the new plants are for some other mod? Or do I have to venture to new chunks to find them? I kind of wanted them just to have them, even though I don't need the effects
The plants are an interaction with the mod Botania. You'll need to install Botania to make them. Should install Botania anyway. It's pretty awesome.
At current time, I've been trying to install FM into the DW20 1.7.10 modpack (I've modified with a bunch of other mods already and it runs fine), and for some bizarre reason, the FML mod sorting cycle (going by the logs here) errors out when FM is present, before the init phase. I'm used to seeing errors, but not like this. I only come here as this only ever occurs with FM.
Log (You'll want to go towards the end to find the error): https://paste.ee/p/ljA0J (I would use Pastebin, but the whole log was larger than free users were allowed)
If this is an error elsewhere, then I do apologize.
There shouldn't be anything in FM's load order that would cause contradictions. I don't know how this is happening, and I can't test it myself because my computer doesn't have enough RAM to play the DW20 pack. Can anyone else confirm this?
Forbidden Magic and Aquaculture don't play nice together. My crash report leads me to believe it's because of a duplicated enchantment but I have no knowledge of how to fix that manually.
Figured it would be worth mentioning those two mods are incompatible in the OP since it took me a day to figure out why FM would crash my instance. Would probably save someone else the same frustration.
No offense to aquaculture but I opted for FM when given the choice between the two. :V
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If you say "plz" because it's shorter than "Please," I'll say "No" because it's shorter than "Yes."
Forbidden Magic and Aquaculture don't play nice together. My crash report leads me to believe it's because of a duplicated enchantment but I have no knowledge of how to fix that manually.
Figured it would be worth mentioning those two mods are incompatible in the OP since it took me a day to figure out why FM would crash my instance. Would probably save someone else the same frustration.
No offense to aquaculture but I opted for FM when given the choice between the two. :V
If you show me the crash report, I could probably tell you what exactly is the problem.
From the sounds of it, it sounds like there's an enchantment ID conflict. Just go into FM or Aquaculture's config and change the ids to not conflict anymore.
If you have NEI, go into the game and open up your inventory. Click on "Options" in NEI in the lower left corner. Then Click on "Tools" and then "Data Dumps". Click on the "Used" next to Enchantments until it says "All" and then click "Dump". It'll save a list of all the enchantment IDs showing which are free or taken in your Minecraft instance's "dump" folder.
If you show me the crash report, I could probably tell you what exactly is the problem.
From the sounds of it, it sounds like there's an enchantment ID conflict. Just go into FM or Aquaculture's config and change the ids to not conflict anymore.
If you have NEI, go into the game and open up your inventory. Click on "Options" in NEI in the lower left corner. Then Click on "Tools" and then "Data Dumps". Click on the "Used" next to Enchantments until it says "All" and then click "Dump". It'll save a list of all the enchantment IDs showing which are free or taken in your Minecraft instance's "dump" folder.
Didn't know enchant IDs could be configured like item IDs. I remember sometime ago biome IDs could not be dumped or reconfigured by config (it made twilight forest and biomesoplenty hate each other) so I assumed it was like that. I guess a lot has changed since then.
If I can fix it myself I will. Sorry, I don't usually report ID conflicts if I know I can fix them myself because that kinda falls under the responsibility of the user and not the modder. Thank you for replying though, at least telling me that it can be changed in configs. A lot of people would've just not responded.
I'm not sure if that really is the problem but I will definitely try changing IDs to find out. This was the last crash report: http://pastebin.com/711T0kdQ
(hopefully that is the right one, there are like 30 in that folder by now >_>)
and yeah I'm using a lot of mods :V I cannot play minecraft otherwise. I do know for a fact those two particular mods are conflicting because removing one or the other made the game start fine, if that helps.
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If you say "plz" because it's shorter than "Please," I'll say "No" because it's shorter than "Yes."
Right, well, I managed to fix my issue myself. I feel like I owe you an apology. My initial intent was not aggressive but I still feel pretty bad about basically complaining about 2 mods at once when I could have just fixed it myself. I should've bothered to look into NEI's dumps in the first place because they apparently got a lot more options since I used it last. There's even a dump for biomes now. (I love how easy this stuff has gotten!) So, yeah, sorry for wasting your time like that. I am usually not such an idiot. >_>
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If you say "plz" because it's shorter than "Please," I'll say "No" because it's shorter than "Yes."
Right, well, I managed to fix my issue myself. I feel like I owe you an apology. My initial intent was not aggressive but I still feel pretty bad about basically complaining about 2 mods at once when I could have just fixed it myself. I should've bothered to look into NEI's dumps in the first place because they apparently got a lot more options since I used it last. There's even a dump for biomes now. (I love how easy this stuff has gotten!) So, yeah, sorry for wasting your time like that. I am usually not such an idiot. >_>
No problem. Not many mods add Enchant IDs, so seeing enchant conflicts isn't that common.
i have an idea for another botania flower. it consumes mana and infects nearby mobs with taint, so they turn into their tainted versions. this would allow to create a mob farm for their drops.
also, i dont know if the euclidaisy was made on purpose to drop random whisp essences. but there is actually something like a neutral ethereal essence.
it only gives 2 auram and cycles through all the colors of the aspects. i traded a bunch of them from a thaumcraft villager. so unless the idea is to make an essentia farm for all the types from it, maybe it could be switched to generating the neutral essence.
i have an idea for another botania flower. it consumes mana and infects nearby mobs with taint, so they turn into their tainted versions. this would allow to create a mob farm for their drops.
also, i dont know if the euclidaisy was made on purpose to drop random whisp essences. but there is actually something like a neutral ethereal essence.
it only gives 2 auram and cycles through all the colors of the aspects. i traded a bunch of them from a thaumcraft villager. so unless the idea is to make an essentia farm for all the types from it, maybe it could be switched to generating the neutral essence.
Personally, I like the idea of it being an essentia farm for all types. Makes it easier to get things like Examines and Sano.
The Euclidaisy mostly drops Auram essences with a smaller chance of dropping ANY of the other aspects. It's pretty inefficient for farming any one aspect that isn't Auram since it isn't meant as a replacement for other essentia farming methods.
Not too sure if this has been mentioned (and I can't really search the thread because the search function is borked for me), but when crafting with the eldritch blood orb, (specifically a master ritual stone) it consumed the orb.
Not too sure if this has been mentioned (and I can't really search the thread because the search function is borked for me), but when crafting with the eldritch blood orb, (specifically a master ritual stone) it consumed the orb.
That would be a problem on WayOfTime's end. Report it to him.
Here's a bug for you, there's no crash report/log; just this single picture. Research is "Wrath Enchantment".
Delete (i.e. throw in fire/lava etc) the research notes, and get a new one (click on the research in the Thaumonomicon again)
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Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
Forbidden Magic 0.54 is now live! It can be found on the CurseForge page, as usual.
v0.54
- Bugfix: Eldritch Blood Orb is no longer consumed in orb recipes
- Bugfix: Eldritch Blood Orb actually has 80 mil LP cap now
- Bugfix: Chameleon Tools won't count as "enchanted" on blank states
- Bugfix: Disabling cross-mod wands but leaving Blood Magic enabled no longer crashes
- Change: Mana costs on the Whisperweed increased
- Addition: Collar of Pain
- Addition: Plea of Delayed Insanity - Now you can finally have a safe place from Warp. Just never run out of LP or leave its area...
The ritual setup for Plea of Delayed Insanity is as follows:
The ritual costs 20k LP to activate and costs 10k LP per person every 30 seconds. It applies Warp Ward to everyone within its area of effect, providing you with a safe sanctuary from Warp as long as you have enough LP. It may or may not have adverse effects on your long-term sanity, though, so running out of LP or walking out of its area is not recommended.
Not too sure if this has been mentioned (and I can't really search the thread because the search function is borked for me), but when crafting with the eldritch blood orb, (specifically a master ritual stone) it consumed the orb.
Turns out that was a glitch on my end. It's fixed now.
It's because now thaumcraft has his own endgame material: VOID (the things that require warp to unlock).
You need "Botania" to get them.
Thaumcraft has its own canon endgame now which KAMI blatantly contradicts. I'd rather stick to base Thaumcraft's theme.
The plants are an interaction with the mod Botania. You'll need to install Botania to make them. Should install Botania anyway. It's pretty awesome.
There shouldn't be anything in FM's load order that would cause contradictions. I don't know how this is happening, and I can't test it myself because my computer doesn't have enough RAM to play the DW20 pack. Can anyone else confirm this?
Figured it would be worth mentioning those two mods are incompatible in the OP since it took me a day to figure out why FM would crash my instance. Would probably save someone else the same frustration.
No offense to aquaculture but I opted for FM when given the choice between the two. :V
If you show me the crash report, I could probably tell you what exactly is the problem.
From the sounds of it, it sounds like there's an enchantment ID conflict. Just go into FM or Aquaculture's config and change the ids to not conflict anymore.
If you have NEI, go into the game and open up your inventory. Click on "Options" in NEI in the lower left corner. Then Click on "Tools" and then "Data Dumps". Click on the "Used" next to Enchantments until it says "All" and then click "Dump". It'll save a list of all the enchantment IDs showing which are free or taken in your Minecraft instance's "dump" folder.
Didn't know enchant IDs could be configured like item IDs. I remember sometime ago biome IDs could not be dumped or reconfigured by config (it made twilight forest and biomesoplenty hate each other) so I assumed it was like that. I guess a lot has changed since then.
If I can fix it myself I will. Sorry, I don't usually report ID conflicts if I know I can fix them myself because that kinda falls under the responsibility of the user and not the modder. Thank you for replying though, at least telling me that it can be changed in configs. A lot of people would've just not responded.
I'm not sure if that really is the problem but I will definitely try changing IDs to find out. This was the last crash report:
http://pastebin.com/711T0kdQ
(hopefully that is the right one, there are like 30 in that folder by now >_>)
and yeah I'm using a lot of mods :V I cannot play minecraft otherwise. I do know for a fact those two particular mods are conflicting because removing one or the other made the game start fine, if that helps.
No problem. Not many mods add Enchant IDs, so seeing enchant conflicts isn't that common.
also, i dont know if the euclidaisy was made on purpose to drop random whisp essences. but there is actually something like a neutral ethereal essence.
it only gives 2 auram and cycles through all the colors of the aspects. i traded a bunch of them from a thaumcraft villager. so unless the idea is to make an essentia farm for all the types from it, maybe it could be switched to generating the neutral essence.
Personally, I like the idea of it being an essentia farm for all types. Makes it easier to get things like Examines and Sano.
but for that purpose, something like the flower would be rather inefficient, since you get a ton of junk aspects.
manabean breeding or making specific farms would be a lot better.
That would be a problem on WayOfTime's end. Report it to him.
Delete (i.e. throw in fire/lava etc) the research notes, and get a new one (click on the research in the Thaumonomicon again)
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
- Bugfix: Eldritch Blood Orb is no longer consumed in orb recipes
- Bugfix: Eldritch Blood Orb actually has 80 mil LP cap now
- Bugfix: Chameleon Tools won't count as "enchanted" on blank states
- Bugfix: Disabling cross-mod wands but leaving Blood Magic enabled no longer crashes
- Change: Mana costs on the Whisperweed increased
- Addition: Collar of Pain
- Addition: Plea of Delayed Insanity - Now you can finally have a safe place from Warp. Just never run out of LP or leave its area...
The ritual setup for Plea of Delayed Insanity is as follows:
The ritual costs 20k LP to activate and costs 10k LP per person every 30 seconds. It applies Warp Ward to everyone within its area of effect, providing you with a safe sanctuary from Warp as long as you have enough LP. It may or may not have adverse effects on your long-term sanity, though, so running out of LP or walking out of its area is not recommended.
Turns out that was a glitch on my end. It's fixed now.