Regarding Buildcraft: I think, the Advanced Thaumaturgy Mod should be free from such dependancies. I like to play with all the Thaumcraft mods installed, like many others do. I'm not interested in Buildcraft, why should I install Buildcraft?
LycaonX, I have played with your mod when it was in an early stage, but unfortunately at this time the mod was very bugged. Now when I come back I can see a good progress of your mod. Unfortunately I cannot play your mod, because this Buildcraft thingy. I like your mod, so please, keep your mod free from such dependancies.
Having Buildcraft as a dependancy was an accident which will be fixed in a future build.
And your mod should be full compatible with the other Thaumcaft 4 mods (TT, TCE, TX). Keep an eye on it.
Thank you very much for your diligent work.
Why should he have to go out of his way to make his mod compatible with every person crawling out of the woodwork to jump on the Thaumcraft Bandwagon? You get all preachy at him for supposedly forcing you to use BC, but you want to force him to use every TC4 add-on under the sun?
aracnoss, thank you very much for your help, of course you're right. Until now I don't know how to use spoiler.
Regarding Buildcraft: I think, the Advanced Thaumaturgy Mod should be free from such dependancies. I like to play with all the Thaumcraft mods installed, like many others do. I'm not interested in Buildcraft, why should I install Buildcraft?
LycaonX, I have played with your mod when it was in an early stage, but unfortunately at this time the mod was very bugged. Now when I come back I can see a good progress of your mod. Unfortunately I cannot play your mod, because this Buildcraft thingy. I like your mod, so please, keep your mod free from such dependancies. And your mod should be full compatible with the other Thaumcaft 4 mods (TT, TCE, TX). Keep an eye on it.
Thank you very much for your diligent work.
Stop sounding like a spoiled 10 year old.
"I want, I want, I want" <-- Seriously, stop. When you are the one driving behind the wheel of creating the mod, YOU go out of YOUR way to make sure it's compatible with other TC4 mods. Until then, keep posts like that to yourself. It's not your mod, nor do you guide the direction of where it goes, nor will you ever probably have that privilege.
There's a simple solution to your problem, two in fact:
Option A) Temporarily remove the mod until the dependency gets fixed. LycaonX is wheelchair bound, cut him some slack. You try programming while being wheelchair bound and tell us how that goes.
Option Temporarily install BuildCraft, but don't use it. While I agree wholeheartedly with your choices to not use BC and stick to TC4 mods, being that it is your choice, you still have this option. Simply installing it to fix a temporary bug does NOT mean to have to actually use the content in BC.
Regarding Buildcraft: I think, the Advanced Thaumaturgy Mod should be free from such dependancies. I like to play with all the Thaumcraft mods installed, like many others do. I'm not interested in Buildcraft, why should I install Buildcraft?
The thing is why shouldn't you install buildcraft? people pour hours into the mods why cant you just install buildcraft and not use it?
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CoCreator of the Mechanical Titan Modpack Feel free to contact me on twitter @Dark_Raven1987 also always on IRC EsperNet #MechanicalTitan or on the MechanicalTitan Team speak 148.251.139.140
The thing is why shouldn't you install buildcraft? people pour hours into the mods why cant you just install buildcraft and not use it?
because it would be another mod ill have to update and keep track of.
what if thaumcraft and this addon finally update to 1.7 and buildcraft doesnt update for weeks? i hate the idea of junk mods, that you install, but dont use.
even if buildcraft is up to date with thaumcraft and this mod, it might cause compability problems with other mods i have installed.
and finally, the essentia engine could be used to power thermal expansion or ic2 machines. someone might want the engine for other pruposes than buildcraft.
every mod thats added also causes the game to take longer on startup. more mods just make the game generally less stable, because each of them sometimes has their own little problems and bugs.
basically, forcing people to install mods theyre potentially not going to use is a bad idea. a lot of crossover mods simply automatically disable the content thats not used.
so if we have this mod installed, but no mod thats using an energy system, the engine would be redundant and never show up in the thaumonomicon.
It's already been addressed that the Buildcraft Dependency is a bug and all, but why are so many people arguing about it? It's going to be removed next Mod-Author-feeling-better-againDay anyway, so it's fairly frivolous.
Also, has anyone else thought that the word frivolous looks frivolous? Or is that just me?
because it would be another mod ill have to update and keep track of.
what if thaumcraft and this addon finally update to 1.7 and buildcraft doesnt update for weeks? i hate the idea of junk mods, that you install, but dont use.
even if buildcraft is up to date with thaumcraft and this mod, it might cause compability problems with other mods i have installed.
and finally, the essentia engine could be used to power thermal expansion or ic2 machines. someone might want the engine for other pruposes than buildcraft.
every mod thats added also causes the game to take longer on startup. more mods just make the game generally less stable, because each of them sometimes has their own little problems and bugs.
basically, forcing people to install mods theyre potentially not going to use is a bad idea. a lot of crossover mods simply automatically disable the content thats not used.
so if we have this mod installed, but no mod thats using an energy system, the engine would be redundant and never show up in the thaumonomicon.
I hope you realize, your argument about Buildcraft is completely invalid and void.
Buildcraft is an OPEN SOURCE, to some extent, mod. It was one of the very first MAJOR mods to be updated to 1.7
It's also one of the most stable mods in existence, much more so than Thaumcraft 4.
With the speed of development that BuildCraft undergoes on a regular basis, it is 100% going to be updated before Thaumcraft or any Thaumcraft addons. End of argument, case in point: BuildCraft has been available on MC 1.7 since February 15th. TC4 is still yet to even come close to being on 1.7, and likely never will due to Azanor's programming history of prior releases. In all essence, it would likely become TC5, which would require you to completely restart from scratch anyway (not like you probably wouldn't have in the first place, going from 1.6.4 to 1.7).
Forcing a mod dependency is always going to be a modder's choice, not the community. In this particular case, it is an accidental bug. As someone on the forums with over 1,000 posts, you should know better than anyone that whining and complaining rarely ever works in your favor. People need to stop complaining about mod dependencies and just simply accept it, or not use the mod entirely.
And as for "Every mod added slows down blah blah blah". Sure. Every mod adds on 5-10 more seconds of time for the game to load, on average. Name one game in the last year, major released game, that doesn't take about the same amount of loading time overall before you can actually play it. Is the load time annoying? Yes. But 2 or 3 minutes of your time in the span of you day isn't going to kill you. You can actually use that time to do something else, like grabbing a drink, or heating up food in a microwave. Multi-tasking, use it!
java.lang.NullPointerException
at thaumcraft.client.gui.GuiResearchBrowser.genResearchBackground(GuiResearchBrowser.java:400)
at thaumcraft.client.gui.GuiResearchBrowser.func_73863_a(GuiResearchBrowser.java:272)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1153)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at thaumcraft.client.gui.GuiResearchBrowser.genResearchBackground(GuiResearchBrowser.java:400)
at thaumcraft.client.gui.GuiResearchBrowser.func_73863_a(GuiResearchBrowser.java:272)
java.lang.NullPointerException
at thaumcraft.client.gui.GuiResearchBrowser.genResearchBackground(GuiResearchBrowser.java:400)
at thaumcraft.client.gui.GuiResearchBrowser.func_73863_a(GuiResearchBrowser.java:272)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1153)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at thaumcraft.client.gui.GuiResearchBrowser.genResearchBackground(GuiResearchBrowser.java:400)
at thaumcraft.client.gui.GuiResearchBrowser.func_73863_a(GuiResearchBrowser.java:272)
it seems (though i may be wrong keep in mind) that research is clashing possibly they are in the same place i do know that thaumic explorer and advanced thaumatergy share some points in the thaumonomicom and i do belive its caused the same issue maybe
P.S sorry for bad spelling
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CoCreator of the Mechanical Titan Modpack Feel free to contact me on twitter @Dark_Raven1987 also always on IRC EsperNet #MechanicalTitan or on the MechanicalTitan Team speak 148.251.139.140
There are some block ID conflicts just use IDFix type it up on the forums, this should help you resolve the problem
There's four total, but three are intentional (Mithion had to do some things weird with AM2), and the last I just haven't gotten to fixing yet. That said, IDFix should really only be used before generating a world. If you use it after, many, many IDs may be changed which can screw with some things.
However, my report wasn't about the ID conflicts at all. It was the now well-known and promised-to-be-fixed-in-the-next-version Buildcraft Dependency.
TC4 is still yet to even come close to being on 1.7, and likely never will due to Azanor's programming history of prior releases. In all essence, it would likely become TC5, which would require you to completely restart from scratch anyway (not like you probably wouldn't have in the first place, going from 1.6.4 to 1.7).
ok, as for your arguments about buildcraft stability, i cant say much about that since i havent played a lot with the mod.
but that thaumcraft wont update or there is a higher chance that hes going to redo it again is simply false.
for one, he didnt say anything about the notion to redo it again, like he did before. on the contrary, he already talked about some of the features he wants to add for 4.2, like manabean breeding. and second, he said hes already working on converting the mod. thaumcraft is a whole lot bigger than buildcraft, and 1.7 broke a lot, especially when it comes to biome generation. there is a lot of gruntwork involved, and azanor saidf hes working his way through.
the only reason why it took so long before he started with updating is, because he still had content planned that he wanted to add for 1.6.
if youve been following the development of the mod, then you would know, that he had redone thaumcraft 3 because of fundamental flaws mainly in the research system, which was nothing more than an item dump.
there where also fundamental problems with the aura nodes as entities instead of blocks, that he didnt know how else to solve.
as far as i can tell, azanor is a lot more content with how the research system turned out with a minigame as a basis, and the improvents that led to the current 4.1 system.
the only major thing, that will need a lot of work currently in thaumcraft would be golem pathfinding. but even, if the entire algorithm was redone, it wouldnt cause any part of the existing content to change, like the rework on the research system.
It's already been addressed that the Buildcraft Dependency is a bug and all, but why are so many people arguing about it? It's going to be removed next Mod-Author-feeling-better-againDay anyway, so it's fairly frivolous.
I'm still around. Wrapping up that paid coding work I mentioned a couple weeks ago, which was delayed due to my hospital visit last week.
Again, the hard dependency on Buildcraft is NOT intentional.
I've got the wand upgrade stuff tested locally, and all I've got left is the Microlith stuff, then I'll be asking the ThaumLite team to help me test out everything in multiplayer just to ensure that the mod absolutely works before I release a build.
I -should- be able to wrap up the Microlith coding/testing tonight, or tomorrow at the latest. I'm also at the testing stage with the paid coding I'm working on, but I can't get anyone off their ass to assist in testing. As many of you have noticed, there's only so many bugs I happen to catch when I test by myself
Save your world, try it out, if it breaks, get a previous version out of your trash file or something and replace it, then put your save back in. I take no responsibility for explosions, although this shouldn't cause any. Key word here is shouldn't. If it does work, it was my idea.
I'm still around. Wrapping up that paid coding work I mentioned a couple weeks ago, which was delayed due to my hospital visit last week.
Again, the hard dependency on Buildcraft is NOT intentional.
I've got the wand upgrade stuff tested locally, and all I've got left is the Microlith stuff, then I'll be asking the ThaumLite team to help me test out everything in multiplayer just to ensure that the mod absolutely works before I release a build.
I -should- be able to wrap up the Microlith coding/testing tonight, or tomorrow at the latest. I'm also at the testing stage with the paid coding I'm working on, but I can't get anyone off their ass to assist in testing. As many of you have noticed, there's only so many bugs I happen to catch when I test by myself
as long as youre allright, dude. dont sweat it, we can wait.
So how do you actually MAKE the crystals for the Microliths and Pommels? it's not showing any recipes. Also, is there anything being added after the Microliths? (Which are awesome-sounding so far)
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
for one, he didnt say anything about the notion to redo it again, like he did before. on the contrary, he already talked about some of the features he wants to add for 4.2, like manabean breeding. and second, he said hes already working on converting the mod. thaumcraft is a whole lot bigger than buildcraft, and 1.7 broke a lot, especially when it comes to biome generation. there is a lot of gruntwork involved, and azanor saidf hes working his way through.
This sort of thing I mentioned was because of his "typical" updating methods since TC2. I'm well aware of the effort involved in updating to 1.7, however, I stopped following Azanor and his TC4 thread directly because, I don't necessarily agree with some of his "visions", which brings me to my next point:
as far as i can tell, azanor is a lot more content with how the research system turned out with a minigame as a basis, and the improvents that led to the current 4.1 system.
the only major thing, that will need a lot of work currently in thaumcraft would be golem pathfinding. but even, if the entire algorithm was redone, it wouldnt cause any part of the existing content to change, like the rework on the research system.
I highlighted the thing I have an issue with in bold, and while the grammar bothers me as well, the intended message is the real problem.
These so called "Improvements" that were made in TC4.1, some of them are not "Improvements" at all, but are instead extreme (for lack of a better term) nerfs.
Hell, as far as I am aware, one of the staves (note: "staffs" is not in any way, shape or form, related to "staff" when used in the context of not implying "people") is not even craftable using the table, because you would need a mod that adds a stronger wand in order to do so. Granted, I haven't looked into it myself, because I find myself no longer all that interested in TC4, ever since 4.1, so this is all hearsay.
4.1 greatly changed the way people did infusion to a point that it is not an improvement. Not now, not ever. Sure, he might have "fixed" something he deemed as a "flaw". But in doing so, he has essentially forced people to do something that most didn't really care for. Golems are fine and all, but why should we be forced to use them if we don't want to, just so we can have a system for essentia transfer that isn't supposed to suck, but manages to anyway due to the tedium? There are ways around the piping changes, but only if you have tons of resources, and tons of time, in order to set up a series of extremely complex tunnels leading to jars every which way. "Improvements", I don't see it. I see a modder who noticed his mod wasn't being used how he wanted, that suddenly decided to force his ideals upon everyone else. An improvement to the pipes, would have been to make them multipart compatible. That's an improvement.
There are other notable nerfs that 4.1 applied to the mod, but the piping one is by far the most notable. It is not an improvement, it was never intended to improve the piping system, it was intended to nerf them. If it was an improvement, no one would have been required to redo all piping systems to their jars in order to viably use them.
I used to get very excited for new TC4 mods and addons, but then 4.1 hit and the ceiling came down with it, leaving me to develop a distaste for it. I've always found Golems tedious, and more of a pain in the ass than helpful. The pathfinding AI is horrid, and doesn't leave much room for it to be more useful over a direct piping system that acts faster, and with less failure. That could change, but I don't see it happening.
I'm still around. Wrapping up that paid coding work I mentioned a couple weeks ago, which was delayed due to my hospital visit last week.
Again, the hard dependency on Buildcraft is NOT intentional.
I've got the wand upgrade stuff tested locally, and all I've got left is the Microlith stuff, then I'll be asking the ThaumLite team to help me test out everything in multiplayer just to ensure that the mod absolutely works before I release a build.
I -should- be able to wrap up the Microlith coding/testing tonight, or tomorrow at the latest. I'm also at the testing stage with the paid coding I'm working on, but I can't get anyone off their ass to assist in testing. As many of you have noticed, there's only so many bugs I happen to catch when I test by myself
Great to know everything's all right, mate. It's like IStoneI said, watch yourself first, we can wait. Hell, we wait for TC4 updates and love each one of them (or maybe not all, but that's not me). Keep up the good work, but first and foremost, good health.
This sort of thing I mentioned was because of his "typical" updating methods since TC2. I'm well aware of the effort involved in updating to 1.7, however, I stopped following Azanor and his TC4 thread directly because, I don't necessarily agree with some of his "visions", which brings me to my next point:
I highlighted the thing I have an issue with in bold, and while the grammar bothers me as well, the intended message is the real problem.
These so called "Improvements" that were made in TC4.1, some of them are not "Improvements" at all, but are instead extreme (for lack of a better term) nerfs.
Hell, as far as I am aware, one of the staves (note: "staffs" is not in any way, shape or form, related to "staff" when used in the context of not implying "people") is not even craftable using the table, because you would need a mod that adds a stronger wand in order to do so. Granted, I haven't looked into it myself, because I find myself no longer all that interested in TC4, ever since 4.1, so this is all hearsay.
4.1 greatly changed the way people did infusion to a point that it is not an improvement. Not now, not ever. Sure, he might have "fixed" something he deemed as a "flaw". But in doing so, he has essentially forced people to do something that most didn't really care for. Golems are fine and all, but why should we be forced to use them if we don't want to, just so we can have a system for essentia transfer that isn't supposed to suck, but manages to anyway due to the tedium? There are ways around the piping changes, but only if you have tons of resources, and tons of time, in order to set up a series of extremely complex tunnels leading to jars every which way. "Improvements", I don't see it. I see a modder who noticed his mod wasn't being used how he wanted, that suddenly decided to force his ideals upon everyone else. An improvement to the pipes, would have been to make them multipart compatible. That's an improvement.
There are other notable nerfs that 4.1 applied to the mod, but the piping one is by far the most notable. It is not an improvement, it was never intended to improve the piping system, it was intended to nerf them. If it was an improvement, no one would have been required to redo all piping systems to their jars in order to viably use them.
I used to get very excited for new TC4 mods and addons, but then 4.1 hit and the ceiling came down with it, leaving me to develop a distaste for it. I've always found Golems tedious, and more of a pain in the ass than helpful. The pathfinding AI is horrid, and doesn't leave much room for it to be more useful over a direct piping system that acts faster, and with less failure. That could change, but I don't see it happening.
Azanor was never happy with essentia pipes, regretted making them pretty much as soon as he created them, and they ended up being a severe performance drag when expanded to the size they needed to be to handle a large infusion set up. They didn't get nerfed, they got fixed so they act like pretty much every other pipe system out there. You couldn't pump several different types of liquid down the same pipe system without some sort of valve set up with any other mod, so why is it expected you could pump 50+ odd flavors of essentia down one pipe system and have it automatically figure out where to go?
Golems aren't useless, not by a long shot. You do have to understand how pathfinding works. Treating them like mobile pipes won't work. They go from point A to point B using the straightest path they can find. You keep that in mind it really isn't that difficult to not get the tangled up. You rip up your pipe system and just plunk down a golem in its place without adjusting things you're going to have problems, and what do you expect?
I highlighted the thing I have an issue with in bold, and while the grammar bothers me as well, the intended message is the real problem.
These so called "Improvements" that were made in TC4.1, some of them are not "Improvements" at all, but are instead extreme (for lack of a better term) nerfs.
Hell, as far as I am aware, one of the staves (note: "staffs" is not in any way, shape or form, related to "staff" when used in the context of not implying "people") is not even craftable using the table, because you would need a mod that adds a stronger wand in order to do so. Granted, I haven't looked into it myself, because I find myself no longer all that interested in TC4, ever since 4.1, so this is all hearsay.
Which is probably why their Thaumonomicon entry calles them Staves instead of Staffs, just sayin.
Okay, so, basically what you've said here is "he's done something to the mod that he personally created, oversees, and works on in his spare time free of charge that I personally dislike and has even added something that we can't currently use in it's most powerful form."
I've highlighted the thing I have an issue with in bold.
Yes, he's decided to take his mod in a different direction than what you imagined and or preferred. I'm not sure how exactly that's rant worthy but I've had some issues that made no sense to anyone else during my time so I'll grant you that.
The issue with the Staves isn't that they can't all be crafted. Let me be clear. Every stave can be crafted.
The issue is that not every stave can be crafted with Thaumium Wand Caps. Which is what people are moaning about. Given that the most powerful stave, The Primal Stave Core, Regenerates every single aspect when it drops below 10% and can store 250 of each kind (meaning that it starts to regen when you hit 24 and will always be able to have 25 in it regardless of a dearth of nodes) I don't really understand exactly why it needs to have an extra 20% Vis discount on top of that, I mean sure it's nice, but it's not exactly going to kill you to do without.
To be perfectly honest, Azanor himself really hasn't even started on "End Game" thaumcraft items, most of the ones to be found are in addons to his mod. Clearly the Primal Stave Core with Thaumium Caps is meant to be closer to End Game than to Mid Game, which is a design choice I can't fault him for. It only really becomes an issue when you start comparing it to addons that focus more on end game content, such as TT Kami and Advanced Thaumaturgy. Which are SUPPOSED to have powerful items that you can attain once you've got a stable resource base. Things which, not to put too fine a point on it, Thaumcraft was never balanced for play with from the start, so you really can't blame him for continuing on the path that he already determined for his mod despite what others may be doing.
4.1 greatly changed the way people did infusion to a point that it is not an improvement. Not now, not ever. Sure, he might have "fixed" something he deemed as a "flaw". But in doing so, he has essentially forced people to do something that most didn't really care for. Golems are fine and all, but why should we be forced to use them if we don't want to, just so we can have a system for essentia transfer that isn't supposed to suck, but manages to anyway due to the tedium? There are ways around the piping changes, but only if you have tons of resources, and tons of time, in order to set up a series of extremely complex tunnels leading to jars every which way. "Improvements", I don't see it. I see a modder who noticed his mod wasn't being used how he wanted, that suddenly decided to force his ideals upon everyone else. An improvement to the pipes, would have been to make them multipart compatible. That's an improvement.
There are other notable nerfs that 4.1 applied to the mod, but the piping one is by far the most notable. It is not an improvement, it was never intended to improve the piping system, it was intended to nerf them. If it was an improvement, no one would have been required to redo all piping systems to their jars in order to viably use them.
Sorry, but, you're dead wrong. It is an improvement in one very important way, which you would probably know if you bothered to actually read those posts you claim to have at one point followed. Any large mass of pipes pre 4.1 had a very horrible flaw. Too many of them, connected or not, actually started to eat up a server's processing capabilities like candy. At one point my server was brought figuratively to it's knees by an overambitious player who created a pipe network of over 500 jars, we were forced to ban them (the pipes, not the player). This new pipe system is painful, true, but it's lightweight, it also prevents the kind of massive system that was causing the problem.
Due to the aforementioned pipe problem I got very familiar with the alchemical golems and I can quite honestly say that they're not anywhere near as bad as you like to claim, they have a lot of things going for them to be honest. The first and foremost among them being that they're super easy on servers, never once have I had any TPS drops due to golems, and I had well over fifty of them at one point doing various tasks all around my base.
The only flaw I could find in the Alchemy golems is their inability to fill labeled jars first, something that I'm hoping will be fixed in the 1.7 update. Other than that they worked quite fine, and allowed me to fill up a startling number of jars autonomously, all I ever had to do was swap out the filled ones, or place down a void jar if I decided I didn't want any more of that type.
I used to get very excited for new TC4 mods and addons, but then 4.1 hit and the ceiling came down with it, leaving me to develop a distaste for it. I've always found Golems tedious, and more of a pain in the ass than helpful. The pathfinding AI is horrid, and doesn't leave much room for it to be more useful over a direct piping system that acts faster, and with less failure. That could change, but I don't see it happening.
Then why are you sitting here lamenting to us about it? Honestly, for someone with such a distaste and disinterest you're doing a whole lot of whining on a forum specifically for a Thaumcraft Addon. One would think that you could find much better things to waste your time on, after all there have to be dozens of other mods you do like that could suffer... I mean.. benefit, from your brand of "constructive criticism", it might behoove you to go and find one and leave the Thaumcraft community in peace for a while. Who knows, maybe you'll find a more sympathetic eye elsewhere.
Having Buildcraft as a dependancy was an accident which will be fixed in a future build.
Why should he have to go out of his way to make his mod compatible with every person crawling out of the woodwork to jump on the Thaumcraft Bandwagon? You get all preachy at him for supposedly forcing you to use BC, but you want to force him to use every TC4 add-on under the sun?
Stop sounding like a spoiled 10 year old.
"I want, I want, I want" <-- Seriously, stop. When you are the one driving behind the wheel of creating the mod, YOU go out of YOUR way to make sure it's compatible with other TC4 mods. Until then, keep posts like that to yourself. It's not your mod, nor do you guide the direction of where it goes, nor will you ever probably have that privilege.
There's a simple solution to your problem, two in fact:
Option A) Temporarily remove the mod until the dependency gets fixed. LycaonX is wheelchair bound, cut him some slack. You try programming while being wheelchair bound and tell us how that goes.
Option Temporarily install BuildCraft, but don't use it. While I agree wholeheartedly with your choices to not use BC and stick to TC4 mods, being that it is your choice, you still have this option. Simply installing it to fix a temporary bug does NOT mean to have to actually use the content in BC.
The thing is why shouldn't you install buildcraft? people pour hours into the mods why cant you just install buildcraft and not use it?
because it would be another mod ill have to update and keep track of.
what if thaumcraft and this addon finally update to 1.7 and buildcraft doesnt update for weeks? i hate the idea of junk mods, that you install, but dont use.
even if buildcraft is up to date with thaumcraft and this mod, it might cause compability problems with other mods i have installed.
and finally, the essentia engine could be used to power thermal expansion or ic2 machines. someone might want the engine for other pruposes than buildcraft.
every mod thats added also causes the game to take longer on startup. more mods just make the game generally less stable, because each of them sometimes has their own little problems and bugs.
basically, forcing people to install mods theyre potentially not going to use is a bad idea. a lot of crossover mods simply automatically disable the content thats not used.
so if we have this mod installed, but no mod thats using an energy system, the engine would be redundant and never show up in the thaumonomicon.
Also, has anyone else thought that the word frivolous looks frivolous? Or is that just me?
I hope you realize, your argument about Buildcraft is completely invalid and void.
Buildcraft is an OPEN SOURCE, to some extent, mod. It was one of the very first MAJOR mods to be updated to 1.7
It's also one of the most stable mods in existence, much more so than Thaumcraft 4.
With the speed of development that BuildCraft undergoes on a regular basis, it is 100% going to be updated before Thaumcraft or any Thaumcraft addons. End of argument, case in point: BuildCraft has been available on MC 1.7 since February 15th. TC4 is still yet to even come close to being on 1.7, and likely never will due to Azanor's programming history of prior releases. In all essence, it would likely become TC5, which would require you to completely restart from scratch anyway (not like you probably wouldn't have in the first place, going from 1.6.4 to 1.7).
Forcing a mod dependency is always going to be a modder's choice, not the community. In this particular case, it is an accidental bug. As someone on the forums with over 1,000 posts, you should know better than anyone that whining and complaining rarely ever works in your favor. People need to stop complaining about mod dependencies and just simply accept it, or not use the mod entirely.
And as for "Every mod added slows down blah blah blah". Sure. Every mod adds on 5-10 more seconds of time for the game to load, on average. Name one game in the last year, major released game, that doesn't take about the same amount of loading time overall before you can actually play it. Is the load time annoying? Yes. But 2 or 3 minutes of your time in the span of you day isn't going to kill you. You can actually use that time to do something else, like grabbing a drink, or heating up food in a microwave. Multi-tasking, use it!
"
---- Minecraft Crash Report ----
// My bad.
Time: 3/22/14 8:13 PM
Description: Rendering screen
java.lang.NullPointerException
at thaumcraft.client.gui.GuiResearchBrowser.genResearchBackground(GuiResearchBrowser.java:400)
at thaumcraft.client.gui.GuiResearchBrowser.func_73863_a(GuiResearchBrowser.java:272)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1153)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at thaumcraft.client.gui.GuiResearchBrowser.genResearchBackground(GuiResearchBrowser.java:400)
at thaumcraft.client.gui.GuiResearchBrowser.func_73863_a(GuiResearchBrowser.java:272)
-- Screen render details --
Details:
Screen name: thaumcraft.client.gui.GuiResearchBrowser
Mouse location: Scaled: (72, 139). Absolute: (145, 201)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['tigerclaw2002'/199, l='MpServer', x=17.70, y=66.62, z=292.01]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (16,64,256), Chunk: (at 0,4,0 in 1,16; contains blocks 16,0,256 to 31,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 4094 game time, 4094 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: 143 total; [EntityCow['Cow'/51, l='MpServer', x=-58.50, y=66.00, z=213.50], EntityCow['Cow'/50, l='MpServer', x=-61.50, y=65.00, z=211.50], EntityCow['Cow'/52, l='MpServer', x=-61.50, y=65.00, z=211.50], EntityPig['Pig'/59, l='MpServer', x=-32.03, y=68.00, z=291.97], EntityPig['Pig'/58, l='MpServer', x=-40.66, y=70.00, z=285.13], EntitySheep['Sheep'/63, l='MpServer', x=-47.47, y=71.00, z=285.47], EntitySheep['Sheep'/62, l='MpServer', x=-48.50, y=70.00, z=281.50], EntityPig['Pig'/61, l='MpServer', x=-53.50, y=72.00, z=279.31], EntityPig['Pig'/60, l='MpServer', x=-44.50, y=70.00, z=287.50], EntitySheep['Sheep'/64, l='MpServer', x=-43.50, y=70.00, z=285.50], EntitySheep['Sheep'/65, l='MpServer', x=-51.84, y=71.00, z=298.13], EntityPig['Pig'/93, l='MpServer', x=28.50, y=74.00, z=211.50], EntityPig['Pig'/95, l='MpServer', x=26.38, y=67.00, z=294.16], EntityPig['Pig'/94, l='MpServer', x=18.50, y=63.00, z=268.50], EntityPig['Pig'/91, l='MpServer', x=28.50, y=74.00, z=211.50], EntityPig['Pig'/102, l='MpServer', x=57.78, y=62.00, z=211.53], EntityPig['Pig'/103, l='MpServer', x=59.28, y=64.00, z=215.78], EntityPig['Pig'/100, l='MpServer', x=17.53, y=68.00, z=303.97], EntityPig['Pig'/101, l='MpServer', x=24.50, y=71.00, z=326.50], EntityPig['Pig'/98, l='MpServer', x=28.78, y=70.00, z=323.50], EntityPig['Pig'/99, l='MpServer', x=35.34, y=67.00, z=331.78], EntityPig['Pig'/96, l='MpServer', x=45.50, y=66.00, z=308.81], EntityPig['Pig'/97, l='MpServer', x=34.69, y=67.00, z=264.50], EntityItem['item.tile.mushroom'/110, l='MpServer', x=54.97, y=18.13, z=258.47], EntityItem['item.tile.mushroom'/111, l='MpServer', x=58.88, y=13.13, z=258.44], EntityItem['item.tile.mushroom'/108, l='MpServer', x=53.53, y=18.13, z=256.34], EntityItem['item.tile.mushroom'/106, l='MpServer', x=55.66, y=19.13, z=254.44], EntityItem['item.tile.mushroom'/107, l='MpServer', x=58.34, y=19.13, z=252.66], EntityPig['Pig'/105, l='MpServer', x=52.84, y=69.00, z=222.50], EntitySheep['Sheep'/119, l='MpServer', x=60.50, y=68.00, z=347.50], EntitySheep['Sheep'/118, l='MpServer', x=59.50, y=68.00, z=345.50], EntitySheep['Sheep'/117, l='MpServer', x=57.75, y=68.00, z=348.50], EntityPig['Pig'/116, l='MpServer', x=68.50, y=65.00, z=352.50], EntityPig['Pig'/115, l='MpServer', x=66.50, y=65.00, z=356.50], EntityPig['Pig'/114, l='MpServer', x=66.50, y=64.00, z=358.19], EntityPig['Pig'/113, l='MpServer', x=73.03, y=68.00, z=365.59], EntityItem['item.tile.mushroom'/112, l='MpServer', x=52.19, y=18.13, z=258.19], EntitySheep['Sheep'/120, l='MpServer', x=54.06, y=69.00, z=349.97], EntityPig['Pig'/137, l='MpServer', x=77.78, y=66.00, z=246.41], EntityPig['Pig'/139, l='MpServer', x=79.53, y=66.00, z=244.50], EntityPig['Pig'/138, l='MpServer', x=76.19, y=66.00, z=245.19], EntityChicken['Chicken'/141, l='MpServer', x=76.50, y=64.00, z=230.50], EntityPig['Pig'/140, l='MpServer', x=77.50, y=66.00, z=247.97], EntityChicken['Chicken'/143, l='MpServer', x=74.50, y=64.00, z=227.50], EntityChicken['Chicken'/142, l='MpServer', x=76.50, y=64.00, z=230.50], EntityChicken['Chicken'/152, l='MpServer', x=94.50, y=68.00, z=290.50], EntityChicken['Chicken'/153, l='MpServer', x=95.50, y=69.00, z=291.50], EntityChicken['Chicken'/154, l='MpServer', x=92.50, y=68.00, z=290.50], EntityChicken['Chicken'/155, l='MpServer', x=95.38, y=67.00, z=299.31], EntityChicken['Chicken'/144, l='MpServer', x=69.53, y=64.00, z=219.53], EntityChicken['Chicken'/151, l='MpServer', x=96.50, y=69.00, z=289.50], EntityClientPlayerMP['tigerclaw2002'/199, l='MpServer', x=17.70, y=66.62, z=292.01], EntityBat['Bat'/306, l='MpServer', x=-3.34, y=27.10, z=281.75], EntityItem['item.item.bone'/4246, l='MpServer', x=-44.75, y=25.13, z=271.47], EntityManaCreeper['Mana Creeper'/631, l='MpServer', x=9.88, y=47.00, z=295.41], EntitySkeleton['Skeleton'/9825, l='MpServer', x=52.50, y=60.00, z=316.13], EntityManaElemental['Mana Elemental'/9902, l='MpServer', x=8.25, y=15.00, z=308.56], EntityBat['Bat'/10142, l='MpServer', x=50.44, y=35.10, z=264.47], EntityItem['item.tile.gravel'/9240, l='MpServer', x=-29.22, y=48.13, z=298.75], EntityItem['item.tile.gravel'/9544, l='MpServer', x=57.88, y=19.13, z=349.13], EntityManaCreeper['Mana Creeper'/9692, l='MpServer', x=12.44, y=43.00, z=283.38], EntityCreeper['Creeper'/9688, l='MpServer', x=21.47, y=49.00, z=282.45], EntityCreeper['Creeper'/9689, l='MpServer', x=25.69, y=45.00, z=293.53], EntityCreeper['Creeper'/9690, l='MpServer', x=25.00, y=34.00, z=272.50], EntityWaypointContainer['unknown'/2263, l='MpServer', x=0.00, y=0.00, z=0.00], EntitySpider['Spider'/10912, l='MpServer', x=27.50, y=39.00, z=325.50], EntityCreeper['Creeper'/10850, l='MpServer', x=62.50, y=13.00, z=271.50], EntitySpider['Spider'/10827, l='MpServer', x=14.94, y=15.00, z=296.44], EntityCreeper['Creeper'/10828, l='MpServer', x=22.50, y=15.00, z=298.50], EntitySkeleton['Skeleton'/10829, l='MpServer', x=30.50, y=47.00, z=347.50], EntityBat['Bat'/10793, l='MpServer', x=38.00, y=44.33, z=366.78], EntityBat['Bat'/10794, l='MpServer', x=28.78, y=43.00, z=362.25], EntityZombie['Zombie'/10776, l='MpServer', x=50.50, y=59.00, z=319.50], EntityBrainyZombie['Angry Zombie'/11255, l='MpServer', x=12.50, y=25.00, z=290.50], EntityCreeper['Creeper'/11157, l='MpServer', x=44.50, y=15.00, z=362.50], EntityCreeper['Creeper'/11073, l='MpServer', x=13.50, y=25.00, z=285.50], EntityBrainyZombie['Angry Zombie'/11075, l='MpServer', x=11.50, y=25.00, z=289.50], EntityZombie['Zombie'/11053, l='MpServer', x=6.09, y=48.00, z=222.72], EntityCreeper['Creeper'/11051, l='MpServer', x=5.69, y=47.00, z=224.53], EntityCreeper['Creeper'/11048, l='MpServer', x=-51.50, y=25.00, z=350.00], EntityZombie['Zombie'/11063, l='MpServer', x=5.30, y=-20.62, z=-34.01], EntityZombie['Zombie'/10469, l='MpServer', x=3.50, y=27.00, z=296.50], EntityBat['Bat'/10369, l='MpServer', x=-2.00, y=23.10, z=297.66], EntitySkeleton['Skeleton'/10524, l='MpServer', x=36.50, y=20.00, z=329.50], EntityBat['Bat'/11957, l='MpServer', x=16.28, y=40.45, z=369.00], EntityBat['Bat'/11958, l='MpServer', x=27.56, y=42.92, z=361.63], EntityBat['Bat'/11940, l='MpServer', x=56.72, y=56.45, z=334.63], EntityBrainyZombie['Angry Zombie'/11943, l='MpServer', x=-39.50, y=55.00, z=280.50], EntityZombie['Zombie'/11945, l='MpServer', x=-40.50, y=55.00, z=280.50], EntityZombie['Zombie'/11944, l='MpServer', x=-35.50, y=55.00, z=281.50], EntityCreeper['Creeper'/11922, l='MpServer', x=26.50, y=14.00, z=255.50], EntityZombie['Zombie'/11923, l='MpServer', x=-24.50, y=41.00, z=314.31], EntityZombie['Zombie'/11920, l='MpServer', x=26.50, y=14.00, z=250.50], EntityZombie['Zombie'/11921, l='MpServer', x=26.50, y=14.00, z=252.50], EntityManaElemental['Mana Elemental'/11930, l='MpServer', x=71.50, y=59.00, z=255.38], EntityManaElemental['Mana Elemental'/11929, l='MpServer', x=71.50, y=59.00, z=256.63], EntityZombie['Zombie'/11919, l='MpServer', x=29.50, y=14.00, z=250.50], EntityZombie['Zombie'/12019, l='MpServer', x=66.50, y=30.00, z=248.50], EntityEnderman['Enderman'/11998, l='MpServer', x=28.50, y=32.00, z=300.50], EntityBat['Bat'/11973, l='MpServer', x=9.44, y=25.98, z=251.56], EntitySkeleton['Skeleton'/11832, l='MpServer', x=18.50, y=36.00, z=268.50], EntityCreeper['Creeper'/11829, l='MpServer', x=28.50, y=31.00, z=294.50], EntityCreeper['Creeper'/11828, l='MpServer', x=22.84, y=27.00, z=291.88], EntityCreeper['Creeper'/11824, l='MpServer', x=48.50, y=58.00, z=342.50], EntityBrainyZombie['Angry Zombie'/11827, l='MpServer', x=27.50, y=31.00, z=288.50], EntityBrainyZombie['Angry Zombie'/11826, l='MpServer', x=30.50, y=31.00, z=289.50], EntityZombie['Zombie'/11797, l='MpServer', x=5.50, y=14.00, z=372.50], EntityZombie['Zombie'/11785, l='MpServer', x=38.50, y=16.00, z=214.50], EntityCreeper['Creeper'/11893, l='MpServer', x=73.50, y=26.00, z=263.50], EntityCreeper['Creeper'/11894, l='MpServer', x=73.50, y=26.00, z=262.50], EntitySkeleton['Skeleton'/11886, l='MpServer', x=68.13, y=13.00, z=258.47], EntityBat['Bat'/11842, l='MpServer', x=30.36, y=20.95, z=321.20], EntityBat['Bat'/11841, l='MpServer', x=47.07, y=20.21, z=337.19], EntitySkeleton['Skeleton'/11418, l='MpServer', x=-5.50, y=17.00, z=296.50], EntitySkeleton['Skeleton'/11420, l='MpServer', x=-2.50, y=17.00, z=298.50], EntityCreeper['Creeper'/11426, l='MpServer', x=90.50, y=30.00, z=277.50], EntityBat['Bat'/11466, l='MpServer', x=92.72, y=20.42, z=279.84], EntitySkeleton['Skeleton'/11493, l='MpServer', x=-40.50, y=51.00, z=328.50], EntityCreeper['Creeper'/11492, l='MpServer', x=75.50, y=30.00, z=351.50], EntitySkeleton['Skeleton'/11352, l='MpServer', x=58.50, y=20.00, z=347.50], EntitySkeleton['Skeleton'/11659, l='MpServer', x=-48.50, y=32.00, z=343.50], EntityCreeper['Creeper'/11660, l='MpServer', x=67.00, y=57.00, z=273.56], EntityItem['item.tile.gravel'/4093, l='MpServer', x=57.88, y=19.13, z=349.88], EntitySkeleton['Skeleton'/11703, l='MpServer', x=84.50, y=33.00, z=352.50], EntitySkeleton['Skeleton'/11714, l='MpServer', x=-46.50, y=55.00, z=320.50], EntityZombie['Zombie'/11757, l='MpServer', x=14.50, y=25.00, z=254.50], EntitySkeleton['Skeleton'/11752, l='MpServer', x=35.50, y=16.00, z=345.50], EntityCreeper['Creeper'/11771, l='MpServer', x=38.28, y=52.00, z=344.50], EntityManaElemental['Mana Elemental'/11539, l='MpServer', x=18.50, y=16.00, z=260.50], EntityZombie['Zombie'/11555, l='MpServer', x=-45.41, y=56.00, z=299.09], EntityCreeper['Creeper'/11558, l='MpServer', x=-44.41, y=56.00, z=299.69], EntityCreeper['Creeper'/11556, l='MpServer', x=-45.66, y=56.00, z=297.41], EntityCreeper['Creeper'/11557, l='MpServer', x=-46.50, y=56.00, z=300.50], EntityBat['Bat'/11583, l='MpServer', x=17.25, y=26.95, z=274.59], EntityBat['Bat'/11582, l='MpServer', x=-26.75, y=48.23, z=300.25], EntityItem['item.item.rottenFlesh'/11599, l='MpServer', x=62.09, y=67.13, z=317.94], EntityBat['Bat'/11584, l='MpServer', x=6.56, y=28.29, z=282.78], EntityBat['Bat'/11585, l='MpServer', x=7.44, y=29.01, z=288.25], EntityCreeper['Creeper'/11609, l='MpServer', x
=17.50, y=16.00, z=268.50], EntitySkeleton['Skeleton'/11607, l='MpServer', x=23.50, y=16.00, z=262.50], EntitySkeleton['Skeleton'/11606, l='MpServer', x=17.91, y=17.00, z=261.50], EntityZombie['Zombie'/11622, l='MpServer', x=16.50, y=25.00, z=284.50], EntityZombie['Zombie'/11623, l='MpServer', x=14.50, y=25.00, z=284.50]]
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:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2312)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:856)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 463969648 bytes (442 MB) / 1049034752 bytes (1000 MB) up to 1049034752 bytes (1000 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1024M -Xms1024M
AABB Pool Size: 1894 (106064 bytes; 0 MB) allocated, 1847 (103432 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 6, tallocated: 62
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 48 mods loaded, 48 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
HeldCore-Core{01.03.06.00} [HeldCore-Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2{2.0.357-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.357-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{2.3.1.1} [Forestry for Minecraft] (forestry-A-2.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{4.1.0g} [Thaumcraft] (Thaumcraft4.1.0g.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Waila{1.5.1} [Waila] (Waila_1.5.1a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AdvancedThaumaturgy{0.0.25} [Advanced Thaumaturgy] (AdvancedThaumaturgy-1.6.4-0.0.25.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
arsmagica2{1.1.2b} [Ars Magica 2] (AM2_1.1.2b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AWWayofTime{v1.0.0} [Blood Magic: Alchemical Wizardry] (Blood Magic v1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ComputerCraft{1.58} [ComputerCraft] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CCTurtle{1.58} [ComputerCraft Turtles] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Tombenpotter's Electro-Magic Tools{1.0.8} [Electro-Magic Tools] (ElectroMagicTools-1.0.8.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicTinkererKami{1.0} [Thaumic Tinkerer KAMI] (ThaumicTinkererKAMI_j6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicTinkerer{2.3-137} [Thaumic Tinkerer] (ThaumicTinkerer-2.3-137.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicExploration{0.5.1} [Thaumic Exploration] (Thaumic Exploration 0.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForbiddenMagic{0.31} [Forbidden Magic] (ForbiddenMagic pr0.31.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
HeldCore{01.03.06.00} [HeldCore] (HeldCore-1.6.4-01.03.06.00.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
th{1.1-02} [Thaumic History] (Thaumic History-1.1-02.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MagicBees{2.1.9} [Magic Bees] (magicbees-2.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons{1.10.4.64} [NEI Addons] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|AE{1.10.4.64} [NEI Addons: Applied Energistics] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|MiscPeripherals{1.10.4.64} [NEI Addons: Misc Peripherals] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|ExtraBees{1.10.4.64} [NEI Addons: Extra Bees] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|Forestry{1.10.4.64} [NEI Addons: Forestry] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|CraftingTables{1.10.4.64} [NEI Addons: Crafting Tables] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIPlugins{1.1.0.6} [NEI Plugins] (NEIPlugins-1.1.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PlayerBeacons{1.2.2} [Player Beacons] (PlayerBeacons-1.6.4-1.2.2.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
xreliquary{1.1.2} [Xeno's Reliquary] (Reliquary-1.1.2b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumcraftExtras{1.1.2} [Thaumcraft Extras] (ThaumcraftExtras-1.6.4-1.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicReliquary{1.0.0} [Thaumic Reliquary] (Thaumic Reliquary 1.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TWarden{0.6A1} [Thaumic Warden] (TWarden-0.6A1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
witchery{0.15.1} [Witchery] (Witchery_0-15-1_164.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMultipart{1.0.0.219} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.219.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
McMultipart{1.0.0.219} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.219.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEI-Mystcraft-Plugin{01.05.01.00} [NEI Mystcraft Plugin] (MystNEI-Plugin-1.6.4-01.05.01.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMicroblock{1.0.0.219} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.219.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry : [Forestry] Warning: You have mods that change the behavior of Minecraft, ForgeModLoader, and/or Minecraft Forge to your client:
Optifine
These may have caused this error, and may not be supported. Try reproducing the crash WITHOUT these mods, and report it then.
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 6530D GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1795 (100520 bytes; 0 MB) allocated, 1225 (68600 bytes; 0 MB) used "
it seems (though i may be wrong keep in mind) that research is clashing possibly they are in the same place i do know that thaumic explorer and advanced thaumatergy share some points in the thaumonomicom and i do belive its caused the same issue maybe
P.S sorry for bad spelling
There's four total, but three are intentional (Mithion had to do some things weird with AM2), and the last I just haven't gotten to fixing yet. That said, IDFix should really only be used before generating a world. If you use it after, many, many IDs may be changed which can screw with some things.
However, my report wasn't about the ID conflicts at all. It was the now well-known and promised-to-be-fixed-in-the-next-version Buildcraft Dependency.
ok, as for your arguments about buildcraft stability, i cant say much about that since i havent played a lot with the mod.
but that thaumcraft wont update or there is a higher chance that hes going to redo it again is simply false.
for one, he didnt say anything about the notion to redo it again, like he did before. on the contrary, he already talked about some of the features he wants to add for 4.2, like manabean breeding. and second, he said hes already working on converting the mod. thaumcraft is a whole lot bigger than buildcraft, and 1.7 broke a lot, especially when it comes to biome generation. there is a lot of gruntwork involved, and azanor saidf hes working his way through.
the only reason why it took so long before he started with updating is, because he still had content planned that he wanted to add for 1.6.
if youve been following the development of the mod, then you would know, that he had redone thaumcraft 3 because of fundamental flaws mainly in the research system, which was nothing more than an item dump.
there where also fundamental problems with the aura nodes as entities instead of blocks, that he didnt know how else to solve.
as far as i can tell, azanor is a lot more content with how the research system turned out with a minigame as a basis, and the improvents that led to the current 4.1 system.
the only major thing, that will need a lot of work currently in thaumcraft would be golem pathfinding. but even, if the entire algorithm was redone, it wouldnt cause any part of the existing content to change, like the rework on the research system.
It's like this:
Again, the hard dependency on Buildcraft is NOT intentional.
I've got the wand upgrade stuff tested locally, and all I've got left is the Microlith stuff, then I'll be asking the ThaumLite team to help me test out everything in multiplayer just to ensure that the mod absolutely works before I release a build.
I -should- be able to wrap up the Microlith coding/testing tonight, or tomorrow at the latest. I'm also at the testing stage with the paid coding I'm working on, but I can't get anyone off their ass to assist in testing. As many of you have noticed, there's only so many bugs I happen to catch when I test by myself
Is this true?
as long as youre allright, dude. dont sweat it, we can wait.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
This sort of thing I mentioned was because of his "typical" updating methods since TC2. I'm well aware of the effort involved in updating to 1.7, however, I stopped following Azanor and his TC4 thread directly because, I don't necessarily agree with some of his "visions", which brings me to my next point:
I highlighted the thing I have an issue with in bold, and while the grammar bothers me as well, the intended message is the real problem.
These so called "Improvements" that were made in TC4.1, some of them are not "Improvements" at all, but are instead extreme (for lack of a better term) nerfs.
Hell, as far as I am aware, one of the staves (note: "staffs" is not in any way, shape or form, related to "staff" when used in the context of not implying "people") is not even craftable using the table, because you would need a mod that adds a stronger wand in order to do so. Granted, I haven't looked into it myself, because I find myself no longer all that interested in TC4, ever since 4.1, so this is all hearsay.
4.1 greatly changed the way people did infusion to a point that it is not an improvement. Not now, not ever. Sure, he might have "fixed" something he deemed as a "flaw". But in doing so, he has essentially forced people to do something that most didn't really care for. Golems are fine and all, but why should we be forced to use them if we don't want to, just so we can have a system for essentia transfer that isn't supposed to suck, but manages to anyway due to the tedium? There are ways around the piping changes, but only if you have tons of resources, and tons of time, in order to set up a series of extremely complex tunnels leading to jars every which way. "Improvements", I don't see it. I see a modder who noticed his mod wasn't being used how he wanted, that suddenly decided to force his ideals upon everyone else. An improvement to the pipes, would have been to make them multipart compatible. That's an improvement.
There are other notable nerfs that 4.1 applied to the mod, but the piping one is by far the most notable. It is not an improvement, it was never intended to improve the piping system, it was intended to nerf them. If it was an improvement, no one would have been required to redo all piping systems to their jars in order to viably use them.
I used to get very excited for new TC4 mods and addons, but then 4.1 hit and the ceiling came down with it, leaving me to develop a distaste for it. I've always found Golems tedious, and more of a pain in the ass than helpful. The pathfinding AI is horrid, and doesn't leave much room for it to be more useful over a direct piping system that acts faster, and with less failure. That could change, but I don't see it happening.
Great to know everything's all right, mate. It's like IStoneI said, watch yourself first, we can wait. Hell, we wait for TC4 updates and love each one of them (or maybe not all, but that's not me). Keep up the good work, but first and foremost, good health.
Azanor was never happy with essentia pipes, regretted making them pretty much as soon as he created them, and they ended up being a severe performance drag when expanded to the size they needed to be to handle a large infusion set up. They didn't get nerfed, they got fixed so they act like pretty much every other pipe system out there. You couldn't pump several different types of liquid down the same pipe system without some sort of valve set up with any other mod, so why is it expected you could pump 50+ odd flavors of essentia down one pipe system and have it automatically figure out where to go?
Golems aren't useless, not by a long shot. You do have to understand how pathfinding works. Treating them like mobile pipes won't work. They go from point A to point B using the straightest path they can find. You keep that in mind it really isn't that difficult to not get the tangled up. You rip up your pipe system and just plunk down a golem in its place without adjusting things you're going to have problems, and what do you expect?
Which is probably why their Thaumonomicon entry calles them Staves instead of Staffs, just sayin.
Okay, so, basically what you've said here is "he's done something to the mod that he personally created, oversees, and works on in his spare time free of charge that I personally dislike and has even added something that we can't currently use in it's most powerful form."
I've highlighted the thing I have an issue with in bold.
Yes, he's decided to take his mod in a different direction than what you imagined and or preferred. I'm not sure how exactly that's rant worthy but I've had some issues that made no sense to anyone else during my time so I'll grant you that.
The issue with the Staves isn't that they can't all be crafted. Let me be clear. Every stave can be crafted.
The issue is that not every stave can be crafted with Thaumium Wand Caps. Which is what people are moaning about. Given that the most powerful stave, The Primal Stave Core, Regenerates every single aspect when it drops below 10% and can store 250 of each kind (meaning that it starts to regen when you hit 24 and will always be able to have 25 in it regardless of a dearth of nodes) I don't really understand exactly why it needs to have an extra 20% Vis discount on top of that, I mean sure it's nice, but it's not exactly going to kill you to do without.
To be perfectly honest, Azanor himself really hasn't even started on "End Game" thaumcraft items, most of the ones to be found are in addons to his mod. Clearly the Primal Stave Core with Thaumium Caps is meant to be closer to End Game than to Mid Game, which is a design choice I can't fault him for. It only really becomes an issue when you start comparing it to addons that focus more on end game content, such as TT Kami and Advanced Thaumaturgy. Which are SUPPOSED to have powerful items that you can attain once you've got a stable resource base. Things which, not to put too fine a point on it, Thaumcraft was never balanced for play with from the start, so you really can't blame him for continuing on the path that he already determined for his mod despite what others may be doing.
Sorry, but, you're dead wrong. It is an improvement in one very important way, which you would probably know if you bothered to actually read those posts you claim to have at one point followed. Any large mass of pipes pre 4.1 had a very horrible flaw. Too many of them, connected or not, actually started to eat up a server's processing capabilities like candy. At one point my server was brought figuratively to it's knees by an overambitious player who created a pipe network of over 500 jars, we were forced to ban them (the pipes, not the player). This new pipe system is painful, true, but it's lightweight, it also prevents the kind of massive system that was causing the problem.
Due to the aforementioned pipe problem I got very familiar with the alchemical golems and I can quite honestly say that they're not anywhere near as bad as you like to claim, they have a lot of things going for them to be honest. The first and foremost among them being that they're super easy on servers, never once have I had any TPS drops due to golems, and I had well over fifty of them at one point doing various tasks all around my base.
The only flaw I could find in the Alchemy golems is their inability to fill labeled jars first, something that I'm hoping will be fixed in the 1.7 update. Other than that they worked quite fine, and allowed me to fill up a startling number of jars autonomously, all I ever had to do was swap out the filled ones, or place down a void jar if I decided I didn't want any more of that type.
Then why are you sitting here lamenting to us about it? Honestly, for someone with such a distaste and disinterest you're doing a whole lot of whining on a forum specifically for a Thaumcraft Addon. One would think that you could find much better things to waste your time on, after all there have to be dozens of other mods you do like that could suffer... I mean.. benefit, from your brand of "constructive criticism", it might behoove you to go and find one and leave the Thaumcraft community in peace for a while. Who knows, maybe you'll find a more sympathetic eye elsewhere.