That is a known issue that has been resolved on my end. The fix will be resolved in the update I'm going to push about four hours from now. Thanks for the report, and sorry for the delay!
If you cannot wait that long, you can fix it yourself by deleting one of the two copies of CoFHCore from the mods folder. (One of them is the mac compatible version, one of them isn't, and they somehow both got into the server zip. Sorry about that). But if you go that route, then your server will be out of date four hours from now.
You can turn off cheats (in the default map), and players CAN still use NEI to give themselves items, I believe. For other things that require permissions, players can always edit the save to turn on cheats.
That is a known issue that has been resolved on my end. The fix will be resolved in the update I'm going to push about four hours from now. Thanks for the report, and sorry for the delay!
If you cannot wait that long, you can fix it yourself by deleting one of the two copies of CoFHCore from the mods folder. (One of them is the mac compatible version, one of them isn't, and they somehow both got into the server zip. Sorry about that). But if you go that route, then your server will be out of date four hours from now.
Thanks, I'll fix it up. If you are putting out a new server zip I would also mention that ops.json has player names in it and the 'pause' command in startup.sh doesn't exist.
First update! Let's see if I can make my first update to my first modpack without destroying worlds and corrupting saves...
Mod changes:
- Updated WAILA 1.5.4 -> 1.5.9
- Deleted CoFHLib. Apparently it's a dev-only mod. :/
- Upgraded Applied Energistics 2 rv1 Stable 1 -> rv2 beta 8.
- Upgraded BigReactors 0.4.0rc10 -> 0.4.1A2
- Upgraded Not Enough Items 1.0.3.56 -> 1.0.4.83
- Upgraded CodeChickenCore 1.0.3.26 -> 1.0.4.29
- Updated RequisitionCredit 0.43 -> 0.45
--- Makes Pink Slime and Plastic appear normally in Ayumu Nagasawa's second and fifth books.
--- Research for purity focus now mentions you can use it to cure tainted mobs. Also correctly references "Enlarge" instead of "Potency".
--- Removed trace debugging console spam when you open one of Ayumu Nagasawa's books.
- Updated personal branch of IguanaTweaks to be more compatible with new NEI version (Less console spam due to a fixed Null Pointer Exception)
- Tried to update chisel. It killed the world. I un-updated it for now. We'll see if we can make the new version work later.
Quest Changes:
- Changed name of "Don't Patronize Me!" to "I Need No Tutorials!" and added a line encouraging those unfamiliar with TiC to back up and do the other quest line.
- Changed endstone to netherrack in "Sample Netherrack" quest. Derp.
- Prometheum Sale now gives a breeding pair of chickens as a reward, but three fewer animal bags.
- Prometheum Production now gives two extra animals, one extra seed, and a breeding pair of cows as a reward, but one fewer machine bags. (10 prometheum blocks is a lot, but with a smeltry, that's only 45 prometheum ore, which shouldn't be hard to find with a TiC hammer. Besides, chickens are the main roadblock.)
- You can now ask for more antique tools, such as gold axes or iron shovels.
- If you manage to get an iron ingot before getting a prometheum or copper pick, the supernaturalist will open anyway. This lets people teching up via alternate routes (bloodwood, etc) still get into the main quest.
Config Changes:
- Alumite changed from mining level 6 to 5 (Alien to Supra-diamond) Geting an alumite pick requires either gold or aluminum brass, which requires at least a hard metal pick. You're only skipping one tier by being clever instead of two now.
- Made it so that non-head tool parts change the levelling speed of the tool. Now Celengil bindings will make picks level up far faster, for instance. I can't beleive I forgot to toggle that config option, given that I programmed it in!
World changes (Will not affect previous saves unless you use the new world file):
- Killed all the starting taint in biodome Epsilon to make starting conditions similar to other biodomes.
- Disabled cheat mode. Cheat mode in NEI will still work if you overwrite the world default config. /tp does not. Nor does Minimap teleporting.
Hotfix: Server files have HQM Edit mode off. If you downloaded the server in the past hour, and it won't let you open quest books, redownload. (Also deleted the ops file, thanks syntaxaire!)
I'll admit, I've been working on this modpack for literally 8 months, and when I started, there was no cultist related stuff in thaumcraft. Because of that, I didn't design the map with cultist stuff in mind. When I upgraded to the version of TC with the obelisks and stuff, I thought "Oh, crap, my players are going to want to use these, and I have no clue how they work."
I opened up a new world and explored until I found an obelisk, so I knew what they looked like. Then, I went to the Blightfall map and used the creative mode obelisk placer to place an obelisk. It looked... off. There was no obsidian platform, just the black spinny thing. It didn't even have a node in it. Worried it might need one, I placed one in it (where nodes usually go) but it was a pure node, not a sinister one. There also weren't any of those platforms I saw cultists standing on.
I have no clue if that'll be enough to make the labyrinth thing work or if I horribly messed it up. But yes, there is indeed an obelisk in the map.
If it doesn't work, let me know, and also let me know what I need in order to *make* it work, and it'll be out next time I update the world file (probably version 2.1.0.) Thanks!
You are unlucky. It is as common as copper in all biomes. How much copper you found? Then statistically speaking, you should have probably found that much tin, too, but your luck is bad.
There are some "Cache" locations that you can unlock late game where the "tech" ores are about ten times as common. If you stumble across one of them accidentally early game, it can make tech metals much easier to find. Even late game, going through one of those with a hammer is helpful when getting into Thermal Expansion.
Speaking of ores, how is the ore balance? Is there anything you're finding way too much of? Anything that you're having a hard time finding? This question is for everyone, not just Demiurge. I have a copy of the world file with no ores in it, so I can use CoFH Core's retrogen settings to tweak the ore balance. That means I can change the ore balance for future updates if need be.
Also: Video tutorial for people who don't like reading the quest book:
Demiurge, I started in Delta the clay mountain and have opened sapling bags for days and couldn't get a wheat seed lol I always ended up getting cactus which has less than 5% for players to get. Sometimes you're just unlucky. You could always try digging underneath swamps and lakes, normally I find more thermal expansion ores there. You could also use your reputation to get tin ingots, unless you need a lot of them.
If you're looking for tin to make bronze, instead consider Oureclasse. I see you already have some in your chest. That will let you mine gold, which lets you make smeltery casts and lets you break into thaumcraft.
All I imagine someone needing tin for is for thermal expansion machines, and I've really been trying to incentivise alternate tech routes. Thaumcraft golems can do lots of stuff you normally use thermal expansion for. Having all the thermal expansion machines you could ever want is more a late game luxury in this modpack. Tin is not needed to go up the metallurgy tech tree, for instance.
If you get desperate, I think there's a "Tin Transmutation" research in Thaumcraft you can go for. It won't give you tin ore (so you can't complete that quest until finding it the "normal" way) but you can start mass-producing tin ingots if you need them.
I'm grateful you see my mod as cool, and I'm all about trying to get and incorporate feedback. (Like the chicken/cow roadblock that is now resolved through the black-market quests) Tell me, what is "mid-game" for you? What are you looking for? What are you frustrated about being unable to break into?
Wait... Obsidian Is Supradiamond? I meant to make it Diamond level
<Takes out notebook again and makes more tech-tree notes>
I had intended for the Thaumium in the village chests to be a shortcut, but obsidian? That's just too easy to shortcut with. An igneous extruder, or an MFR straw, or some clever smeltery work can all get you obsidian really fast without needing a diamond level pick. Oops. Oh well. Enjoy until next patch.
I found a skystone meteor, and there was no chest in it. Do we get presses by other means? Also, is it possible to get Necrotic Bones or Wither Skeleton Skulls?
Edit: Okay, I cleared out some of the taint biome around my base, and I built a darkroom. Nothing spawns in it. This makes it very difficult to get bones. Less so, spider eyes. Rotten flesh and zombie brains are obtainable from Furious Zombies, which will spawn just fine from Sinister Nodes in the dark. I presume there are still dungeons with monster spawners in them, so you can get bones and spider eyes that way. Also, greatwood minidungeons have spider spawners. Due to this I suppose you have to ask for ender pearls via the quest, but that's not so bad really. I don't know where blazes and ghasts are supposed to spawn so I can't say if they're failing to spawn or not. I do know that I have yet to see a zombie pigman near the volcano.
Hey, trying to play the pack but NPCs will not react for any reason so im stuck in the beginning area :L also would the fact I turned on LAN to have access to commands to regive myself a quest book since i passed out and died while i slept, losing it possibly break npcs?
Hey, trying to play the pack but NPCs will not react for any reason so im stuck in the beginning area :L also would the fact I turned on LAN to have access to commands to regive myself a quest book since i passed out and died while i slept, losing it possibly break npcs?
There are like 10 quest books in the bookcase in every biodome. Losing a book breaks nothing, it's just how you access quests. The book itself is not important.
Quote from Demiurgejump
Shiitake, there's a large floating island with glowstone visible next to the volcano. I haven't gone there yet (I'm waiting for my thaumostatic harness) but it might have the appropriate biome for pigmen. Right now the only way for me to really fill my wand is killing mobs, so I've just been hunting taint swarms for fire vi. I'll probably look into catching a few bright nodes I've found and toss them on an island to charge off of but it's really hard to find clean nodes anywhere so I'm not sure how I'll end up handling large scale thaumcraft stuff.
I'm fairly sure once you turn a node into an Energized node it will lose any special qualities it had. In theory this could even be used to directly harness hungry nodes if it weren't for the fact it eats the blocks needed to energize it.
Edit: Oh right also you can just carry around the required resource to jar nodes, and find them in new areas before they're fully infected by taint.
Shiitake: Dang. Forgot about wither skeletons. Expect Blood Magic and Thaumcraft infusion recipes next version. Also, I feel like an idiot, but I didn't realize presses had no normal crafting recipe. I guess I missed that aspect of the AE to AE2 update. I'll add some requisition quests for them. I actually intentionally disabled the skystone chests. It didn't make sense to me that the magic world would have any naturally occurring high tech elements to it, even inside meteors. I didn't realize I was breaking AE.
There are skeleton spawners and Spider spawners in the world. Try looking in deserts: The way the sand falls makes it easy to spot spawners near the surface. In fact, the second episode of Will's Let's Play shows him discovering a skeleton spawner before his... untimely demise and subsequent deletion of his world. As for the darkroom spawning not working...
I don't know what to make of it. My "dev" copy of the world has no taint in it, and before shipping the world, I use the World Tainter item (which you can still find in NEI. Hint: Don't use it!) to infect the world with taint. Before tainting the world, we were getting all sorts of mobs, even in the custom biomes I created with TerrainControl. But after tainting the world... I'm not seeing anything. And my test server has cleared out a lot of land:
I have no clue what to make of it. I know that I didn't disable it, and pre-taint, I saw all sorts of stuff spawning. Now, though, I agree that I haven't seen any natural hostile spawns. My best guess is that perhaps ethereal blooms act like mini-magnum torches, preventing mobs from spawning nearby. If so, it's not in the Ethereal Bloom class itself in the Thaumcraft source code, but under some sort of handler somewhere else. I've looked at decompiled Thaumcraft code to try and understand how taint works and how blooms work, so I'm familiar with those parts, and nothing jumps out at me. Tell you what: first person to screenshot a naturally spawning hostile mob gets a spot in the lorebooks. I'll name a crew member after them or something. :/
Demiurge: Try sailing around. There are some good nodes over the water. In particular, there are two pure nodes with order vis under the easternmost floating island. That's how I fill my wands.
As for the lag problems, "Choppiness" can be caused by too much allocated memory. Java uses something called "Garbage collection," meaning "Eventually, when I run out of memory, I delete the stuff I'm not using so I have memory again." If you give minecraft too much memory, it won't garbage collect until it's all full, meaning it can "hang" for a sec while java garbage collects 6 gig worth of RAM. I have my modpack set to only 4 gig ram, max settings, and a non SSD hard drive, and it's hardly ever choppy. I do have friends that have had problems, though, especially on laptops. Perhaps it's your processor that's the bottleneck? That's all I can say. Sorry I can't help more. If you find some way to profile it and find some mod being irresponsible with processor time or memory usage, let me know and I'll see if I can replace it.
HelloImLuke: That's... that's a new one. I literally have no idea what's going on, and have never seen that happen. Try right-clicking on NPCs with an empty hand instead of a questbook? That's the only thing I can think of.
In other news:
I finally got all my links in my modpack list section lined up! Now I am legitimate with my permissions! Also, Blightfall became the featured modpack in technic for a while! And we have over 1000 downloads! Thanks a ton, guys. I was thinking of getting another update out today, but it took nearly two hours to get all the links in the first post working right. Perhaps tomorrow. But an update is in the works!
Alright, another question. How do you make plastic pipes work? I put down a rancher, it collected milk, then I put a pipe on it connected to a fluid transposer like the quest said. No milk transfer. I right-clicked the connection with a wrench to set the side by the rancher to "extract" and left the transposer side on "output", still nothing. Thankfully, you can just put the transposer directly next to the rancher to get milk into it, and use a rednet energy cable (or two cells) to provide power.
Edit: haha nevermind, you need a redstone signal at the pipe connection, just like fluiducts. No servo equivalent though, I presume.
If you cannot wait that long, you can fix it yourself by deleting one of the two copies of CoFHCore from the mods folder. (One of them is the mac compatible version, one of them isn't, and they somehow both got into the server zip. Sorry about that). But if you go that route, then your server will be out of date four hours from now.
Thanks, I'll fix it up. If you are putting out a new server zip I would also mention that ops.json has player names in it and the 'pause' command in startup.sh doesn't exist.
Mod changes:
- Updated WAILA 1.5.4 -> 1.5.9
- Deleted CoFHLib. Apparently it's a dev-only mod. :/
- Upgraded Applied Energistics 2 rv1 Stable 1 -> rv2 beta 8.
- Upgraded BigReactors 0.4.0rc10 -> 0.4.1A2
- Upgraded Not Enough Items 1.0.3.56 -> 1.0.4.83
- Upgraded CodeChickenCore 1.0.3.26 -> 1.0.4.29
- Updated RequisitionCredit 0.43 -> 0.45
--- Makes Pink Slime and Plastic appear normally in Ayumu Nagasawa's second and fifth books.
--- Research for purity focus now mentions you can use it to cure tainted mobs. Also correctly references "Enlarge" instead of "Potency".
--- Removed trace debugging console spam when you open one of Ayumu Nagasawa's books.
- Updated personal branch of IguanaTweaks to be more compatible with new NEI version (Less console spam due to a fixed Null Pointer Exception)
- Tried to update chisel. It killed the world. I un-updated it for now. We'll see if we can make the new version work later.
Quest Changes:
- Changed name of "Don't Patronize Me!" to "I Need No Tutorials!" and added a line encouraging those unfamiliar with TiC to back up and do the other quest line.
- Changed endstone to netherrack in "Sample Netherrack" quest. Derp.
- Prometheum Sale now gives a breeding pair of chickens as a reward, but three fewer animal bags.
- Prometheum Production now gives two extra animals, one extra seed, and a breeding pair of cows as a reward, but one fewer machine bags. (10 prometheum blocks is a lot, but with a smeltry, that's only 45 prometheum ore, which shouldn't be hard to find with a TiC hammer. Besides, chickens are the main roadblock.)
- You can now ask for more antique tools, such as gold axes or iron shovels.
- If you manage to get an iron ingot before getting a prometheum or copper pick, the supernaturalist will open anyway. This lets people teching up via alternate routes (bloodwood, etc) still get into the main quest.
Config Changes:
- Alumite changed from mining level 6 to 5 (Alien to Supra-diamond) Geting an alumite pick requires either gold or aluminum brass, which requires at least a hard metal pick. You're only skipping one tier by being clever instead of two now.
- Made it so that non-head tool parts change the levelling speed of the tool. Now Celengil bindings will make picks level up far faster, for instance. I can't beleive I forgot to toggle that config option, given that I programmed it in!
World changes (Will not affect previous saves unless you use the new world file):
- Killed all the starting taint in biodome Epsilon to make starting conditions similar to other biodomes.
- Disabled cheat mode. Cheat mode in NEI will still work if you overwrite the world default config. /tp does not. Nor does Minimap teleporting.
Other:
- Server now works. Oops.
Thanks!
Edit: And by that I mean "Thanks for telling me, I wrote your comment in my notes of things to fix for next update"
Longer story:
I'll admit, I've been working on this modpack for literally 8 months, and when I started, there was no cultist related stuff in thaumcraft. Because of that, I didn't design the map with cultist stuff in mind. When I upgraded to the version of TC with the obelisks and stuff, I thought "Oh, crap, my players are going to want to use these, and I have no clue how they work."
I opened up a new world and explored until I found an obelisk, so I knew what they looked like. Then, I went to the Blightfall map and used the creative mode obelisk placer to place an obelisk. It looked... off. There was no obsidian platform, just the black spinny thing. It didn't even have a node in it. Worried it might need one, I placed one in it (where nodes usually go) but it was a pure node, not a sinister one. There also weren't any of those platforms I saw cultists standing on.
I have no clue if that'll be enough to make the labyrinth thing work or if I horribly messed it up. But yes, there is indeed an obelisk in the map.
If it doesn't work, let me know, and also let me know what I need in order to *make* it work, and it'll be out next time I update the world file (probably version 2.1.0.) Thanks!
There are some "Cache" locations that you can unlock late game where the "tech" ores are about ten times as common. If you stumble across one of them accidentally early game, it can make tech metals much easier to find. Even late game, going through one of those with a hammer is helpful when getting into Thermal Expansion.
Speaking of ores, how is the ore balance? Is there anything you're finding way too much of? Anything that you're having a hard time finding? This question is for everyone, not just Demiurge. I have a copy of the world file with no ores in it, so I can use CoFH Core's retrogen settings to tweak the ore balance. That means I can change the ore balance for future updates if need be.
Also: Video tutorial for people who don't like reading the quest book:
All I imagine someone needing tin for is for thermal expansion machines, and I've really been trying to incentivise alternate tech routes. Thaumcraft golems can do lots of stuff you normally use thermal expansion for. Having all the thermal expansion machines you could ever want is more a late game luxury in this modpack. Tin is not needed to go up the metallurgy tech tree, for instance.
If you get desperate, I think there's a "Tin Transmutation" research in Thaumcraft you can go for. It won't give you tin ore (so you can't complete that quest until finding it the "normal" way) but you can start mass-producing tin ingots if you need them.
I'm grateful you see my mod as cool, and I'm all about trying to get and incorporate feedback. (Like the chicken/cow roadblock that is now resolved through the black-market quests) Tell me, what is "mid-game" for you? What are you looking for? What are you frustrated about being unable to break into?
<Takes out notebook again and makes more tech-tree notes>
I had intended for the Thaumium in the village chests to be a shortcut, but obsidian? That's just too easy to shortcut with. An igneous extruder, or an MFR straw, or some clever smeltery work can all get you obsidian really fast without needing a diamond level pick. Oops. Oh well. Enjoy until next patch.
Edit: Okay, I cleared out some of the taint biome around my base, and I built a darkroom. Nothing spawns in it. This makes it very difficult to get bones. Less so, spider eyes. Rotten flesh and zombie brains are obtainable from Furious Zombies, which will spawn just fine from Sinister Nodes in the dark. I presume there are still dungeons with monster spawners in them, so you can get bones and spider eyes that way. Also, greatwood minidungeons have spider spawners. Due to this I suppose you have to ask for ender pearls via the quest, but that's not so bad really. I don't know where blazes and ghasts are supposed to spawn so I can't say if they're failing to spawn or not. I do know that I have yet to see a zombie pigman near the volcano.
There are like 10 quest books in the bookcase in every biodome. Losing a book breaks nothing, it's just how you access quests. The book itself is not important.
I'm fairly sure once you turn a node into an Energized node it will lose any special qualities it had. In theory this could even be used to directly harness hungry nodes if it weren't for the fact it eats the blocks needed to energize it.
Edit: Oh right also you can just carry around the required resource to jar nodes, and find them in new areas before they're fully infected by taint.
There are skeleton spawners and Spider spawners in the world. Try looking in deserts: The way the sand falls makes it easy to spot spawners near the surface. In fact, the second episode of Will's Let's Play shows him discovering a skeleton spawner before his... untimely demise and subsequent deletion of his world. As for the darkroom spawning not working...
I don't know what to make of it. My "dev" copy of the world has no taint in it, and before shipping the world, I use the World Tainter item (which you can still find in NEI. Hint: Don't use it!) to infect the world with taint. Before tainting the world, we were getting all sorts of mobs, even in the custom biomes I created with TerrainControl. But after tainting the world... I'm not seeing anything. And my test server has cleared out a lot of land:
I have no clue what to make of it. I know that I didn't disable it, and pre-taint, I saw all sorts of stuff spawning. Now, though, I agree that I haven't seen any natural hostile spawns. My best guess is that perhaps ethereal blooms act like mini-magnum torches, preventing mobs from spawning nearby. If so, it's not in the Ethereal Bloom class itself in the Thaumcraft source code, but under some sort of handler somewhere else. I've looked at decompiled Thaumcraft code to try and understand how taint works and how blooms work, so I'm familiar with those parts, and nothing jumps out at me. Tell you what: first person to screenshot a naturally spawning hostile mob gets a spot in the lorebooks. I'll name a crew member after them or something. :/
Demiurge: Try sailing around. There are some good nodes over the water. In particular, there are two pure nodes with order vis under the easternmost floating island. That's how I fill my wands.
As for the lag problems, "Choppiness" can be caused by too much allocated memory. Java uses something called "Garbage collection," meaning "Eventually, when I run out of memory, I delete the stuff I'm not using so I have memory again." If you give minecraft too much memory, it won't garbage collect until it's all full, meaning it can "hang" for a sec while java garbage collects 6 gig worth of RAM. I have my modpack set to only 4 gig ram, max settings, and a non SSD hard drive, and it's hardly ever choppy. I do have friends that have had problems, though, especially on laptops. Perhaps it's your processor that's the bottleneck? That's all I can say. Sorry I can't help more. If you find some way to profile it and find some mod being irresponsible with processor time or memory usage, let me know and I'll see if I can replace it.
HelloImLuke: That's... that's a new one. I literally have no idea what's going on, and have never seen that happen. Try right-clicking on NPCs with an empty hand instead of a questbook? That's the only thing I can think of.
In other news:
I finally got all my links in my modpack list section lined up! Now I am legitimate with my permissions! Also, Blightfall became the featured modpack in technic for a while! And we have over 1000 downloads! Thanks a ton, guys. I was thinking of getting another update out today, but it took nearly two hours to get all the links in the first post working right. Perhaps tomorrow. But an update is in the works!
Edit: Anyone found Carmot anywhere? It doesn't seem to be under the forest like the book says.
Alright, another question. How do you make plastic pipes work? I put down a rancher, it collected milk, then I put a pipe on it connected to a fluid transposer like the quest said. No milk transfer. I right-clicked the connection with a wrench to set the side by the rancher to "extract" and left the transposer side on "output", still nothing. Thankfully, you can just put the transposer directly next to the rancher to get milk into it, and use a rednet energy cable (or two cells) to provide power.
Edit: haha nevermind, you need a redstone signal at the pipe connection, just like fluiducts. No servo equivalent though, I presume.