Thaumcraft 3.0.5i (Outdated)

  • #5646
    Quote from elemenster

    is that a bacon sword?

    edit: also wher do i dl industrialcraft for 1.4.6/7 all i can find are 1.4.5 dls


    on the industrialcraft2 forums.

    Go into the support section and you'll see 1.112 beta

    better yet... here's a link

    http://forum.industr...d&threadID=8607

    *sigh* if only Xycraft textures didn't flicker when looking at structures made out of them from a distance... that's my only beef with Xycraft... well there is also them not showing a proper color texture in the Rei's minimap as well... it's the damn same thing with greatwood trees from TC3, Acadia, Redwood, and Fir trees from extrabiomes XL.
    Last edited by Aeraesoria: 1/14/2013 12:48:51 AM
  • #5647
    Quote from Aeraesoria

    on the industrialcraft2 forums.

    Go into the support section and you'll see 1.112 beta

    better yet... here's a link

    http://forum.industr...d&threadID=8607

    thanks
  • #5648
    Quote from Aeraesoria


    *sigh* if only Xycraft textures didn't flicker when looking at structures made out of them from a distance... that's my only beef with Xycraft... well there is also them not showing a proper color texture in the Rei's minimap as well... it's the damn same thing with greatwood trees from TC3, Acadia, Redwood, and Fir trees from extrabiomes XL.


    This is a widely known issue with optifine, not XYcraft. Optifine is doing funky things to the renderer from what I hear and its causing all sorts of problems with many mods. I would have no problem with optifine doing things with the renderer if I got tangible performance gain from it but as it is now I see maybe a +5fps boost when using optifine.
  • #5649
    Quote from nukularpower

    He has been awfully quiet. I guess he deserves a break, though!

    Plus, he had those cool lookin defender golems in that one DW20 vid. But I want to see some of the TC2 tools come back in style!


    Can you link me to which video that is? Direwolf20 has so many
  • #5650
    Quote from Elmach

    You don't get "infinite" praecantio. You require the use of a wand when doing the process -- this method turns vis in the aura into the praecantio aspect.

    Yeah, but the aura recharges itself, while other methods of gaining Precantatio require actually sacrificing items.
  • #5651
    Quote from Bernardos

    Yeah, but the aura recharges itself, while other methods of gaining Precantatio require actually sacrificing items.

    by draining infused ore turning it into dull ore, the only source of free aura are dark nodes and nodes that have just merged
  • #5652
    The Aura is actually finite and if you keep spamming that method to create Praecantatio you'll deplete your local Aura relatively fast. It's infinite if you consider Mystcraft Ages, but without that it is finite. Nah, wait, you can now create Vis by making the Crystal Clusters, and you can also just keep planting Silverwood trees. But anyway, if you keep using the Aura recklessly, you might end up with a Node that have depleted all the surrounding Aura.


    Quote from elemenster

    by draining infused ore turning it into dull ore, the only source of free aura are dark nodes and nodes that have just merged

    You're confusing Aura and Flux. Flux is part of the Aura [IIRC], but they're not the same thing.
  • #5653
    What exactly is causing the corruption of worlds lately? It's getting a bit concerning hearing about it...
    Resident Thaumaturge cake-dragon at your service o:
  • #5654
    realy? I thought that dark nodes made both, could of sworn I read that somewhere
    Last edited by elemenster: 1/14/2013 6:01:11 AM
  • #5655
    Quote from Laskeri

    Maybe it could only generate aspects that are nearby? So people couldn't get aspects they don't already have, just aspects they might not want to use a lot of for research.

    Even then though it seems a little broken, considering how easy it is to just pack up and move if the aura gets too low/the flux gets too high.


    A salient point. My issue is that the "scavenger hunt" side of research is often tedious, and this can be compounded by the resources needed not being evident. This is particularly true with some later research, where several aspects have to be discovered before you even have a name to go off of (the general theories are a particular nuisance to learn). Having, even as a mid to high tier item, something more akin to the old Quaesitum, where it is possible to make progress even without ideal research materials, would do a lot to alleviate this. Thematically, it also seems fitting to imagine a magus sitting in his tower, making offerings to spirits and otherworldly beings through seances and rituals in order to gain secret knowledge. Since there are already some devices that act as upgraded workstations at the cost of vis drain and/or taint production, I imagine a research upgrade could work the same way. I will offer, though, that based on existing items like the infernal furnace and infusion altar, it might work batter to make it a multi-block structure than a crafted item.

    Another possibility, rather than simply generating extra research, is that different aspects could be tied to different otherworldly beings. Thus they would be made into groupings. For example, "Flower, Herb, and Tree" might all belong to a "Dryad", "Harvest, Food, and Body" to "Brownie", "Decay, Body, and Poison" to "Ghoul", "Malice, Fire, and Darkness" to "Daemon", "Rock, Metal, and Precious" to "Kobold", "Din, Binding, and Soul" to "Banshee", etc... The simple method would be that sacrificing an aspect has a reduced chance of generating research for any other aspect in the same group. For the complex method, the being associated to each aspect group could be an actual mob. The research station would be a summoning circle. First you would have to draw out the magic circle, with dye or maybe special vis-infused dust, using either a menu or in-world placement on the ground. Maybe also lay out some candles. Then you place an offering for the spirits. The dominant grouping among the aspects of that you offer determines the spirit you summon, and maybe how powerful it is. Depending on how your circle is made, it might be weaker, stronger, or just better at containing certain spirits than others, so the spirit might break free of the circle. If it does, it will attack you. Otherwise, you can "commune" with the spirit, offering it things in exchange for research in the areas it specializes in, until you choose to banish it or it breaks free, but its mere presence creates flux of those aspects as long as it stays. Flux of a spirit's type could also give it an increased chance of breaking free of a circle, making it more dangerous the more you rely on it. Also, if candles are part of the circle, then they might burn down, needing to be periodically replaced to keep the circle active.
    Last edited by AnonTheMouse: 1/14/2013 6:32:03 AM
    Check out my 5 Rules of Game Design!
  • #5656
    Well, that would deviate from Thaumcraft A LOT, IMO. TC isn't about elemental gods and summoning and that stuff, TC is about energy that exists in all things and using it to achieve your objectives.
  • #5657
    Quote from moonra

    TC isn't about elemental gods


    Explain wisps.
    Check out my 5 Rules of Game Design!
  • #5658
    Quote from AnonTheMouse

    Explain wisps.


    If Magical Energy is a body, Wisps are the tumors.
    Resident Thaumaturge cake-dragon at your service o:
  • #5659
    Quote from AnonTheMouse

    Explain wisps.

    minor creatures formed from ambient magic to cleanse aspects from the air

    as for your other points you seem to be ignoring the fluff in the thauminominominomicon for example in the reasearch table you poke and prod items examining them in a corsoury manor or pull them apart for a mor thorough examination of how they work(this may be form a fourm post actualy Im in the middle of updateing minecrafts and dont realy want to swap them out again at the moment
    Quote from Rossmallo

    If Magical Energy is a body, Wisps are the tumors.

    I think of them as more like a pearl or booger myself

    also thaumcraft errored in these ones so here first one has thaumic bees in it second one dosent



    Minecraft has crashed!
    ----------------------
    Minecraft has stopped running because it encountered a problem; Failed to start game
    A full error report has been saved to C:\Users\admin\AppData\Roaming\.minecraft\crash-reports\crash-2013-01-14_06.38.12-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(

    --- BEGIN ERROR REPORT a509d973 --------
    Full report at:
    C:\Users\admin\AppData\Roaming\.minecraft\crash-reports\crash-2013-01-14_06.38.12-client.txt
    Please show that file to Mojang, NOT just this screen!
    Generated 1/14/13 6:38 AM
    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Windows Vista (x86) version 6.0
    Java Version: 1.6.0_31, Sun Microsystems Inc.
    Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode), Sun Microsystems Inc.
    Memory: 347612656 bytes (331 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 70 mods loaded, 70 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Forestry [Forestry for Minecraft] (forestry-A-1.7.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Condensed Block [Condensed Block] ([1.4.6] Condensed Blocks.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
    AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Backpack [Backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Knives [Call of Duty Knives] (Call Of Duty Knives V2 - 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ChestTransporter [Chest Transporter] (chestTransporter_1.1.3_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
    CompactSolars [Compact Solar Arrays] (compactsolars-universal-1.4.7-3.2.3.23.zip) Unloaded->Constructed->Pre-initialized->Initialized
    DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.3.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    PocketDimensions [PocketDimensionsMod] (Dimensional Doors Beta v.Whatever.zip) Unloaded->Constructed->Pre-initialized->Initialized
    DragonMounts [Dragon Mounts (WIP)] (dragonmount_v0.92_mc1.4.6_forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
    DustMod [Runic Dust Mod] (dustmod-v1.2_CORE.jar) Unloaded->Constructed->Pre-initialized->Initialized
    DustDeco [Runic Dust Mod: Decorative dusts pack] (dustmod-v1.2_DECORATIVE-PACK.jar) Unloaded->Constructed->Pre-initialized->Initialized
    DustModDefaults [Runic Dust Mod: Default runes and inscriptions pack] (dustmod-v1.2_DEFAULT-RUNES.jar) Unloaded->Constructed->Pre-initialized->Initialized
    DustModTestPack [Runic Dust Mod: Pre-Release rune and inscriptions pack] (dustmodtestpack.jar) Unloaded->Constructed->Pre-initialized->Initialized
    EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BinnieCore [Binnie Core] (extrabees-1.4.9.17-prerelease.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ExtraBees [Extra Bees] (extrabees-1.4.9.17-prerelease.zip) Unloaded->Constructed->Pre-initialized->Initialized
    factorization [Factorization] (Factorization-0.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized
    GoluiUtils [GoluiUtils] (GoluiUtils - 1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    GreyGooMod [Grey Goo Mod] (Grey Goo Mod v2.3.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Machetes [Machetes] (Machetes V2 - 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Mark-Crops [Magic Crops] (magical_crops_1.0_firstrelease.zip) Unloaded->Constructed->Pre-initialized->Initialized
    MagicYarn [Magic Yarn] (MagicYarn_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    darkhax_msm [MoreSwordMod] (More Swords Mod 2.3.2 For 1.4.7 .zip) Unloaded->Constructed->Pre-initialized->Initialized
    MutantCreatures [Mutant Creatures] (Mutant Creatures v1.2.0 mc1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
    NetherOres [Nether Ores] (NetherOres_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_GenTest [mod_GenTest] (NewDun.1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    PetBat [Pet Bat] (PetBat_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    PonyPowers [Pony Powers] (PonyPowers_146_PRERELEASE.zip) Unloaded->Constructed->Pre-initialized->Initialized
    PortalGun [Portal Gun] (PortalGun1.4.7v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Railcraft [Railcraft] (Railcraft_1.4.6-6.14.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RopesPlus [Ropes+] (RopePlus_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    SoulShards [SoulShards] (SoulShards-v1.26-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
    StevesCarts [Steve's Carts] (StevesCarts2.0.0.a43.zip) Unloaded->Constructed->Pre-initialized->Initialized
    SwordPedestal [Sword Pedestal] (SwordPedestal - 1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    SwordPedestalCustomiser [Sword Pedestal Customiser] (SwordPedestalCustomiser-1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Thaumcraft [Thaumcraft] (Thaumcraft3.0.1c.zip) Unloaded->Constructed->Pre-initialized->Errored
    ThaumicBees [ThaumicBees] (thaumicbees-1.0.701-56.jar) Unloaded->Constructed->Pre-initialized->Errored
    mod_TheBlanks [mod_TheBlanks] (TheBlanksMod1.0.0a.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ThermalExpansion|Factory [Factory] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ThermalExpansion|Energy [Energy] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ThermalExpansion|Transport [Transport] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
    weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ZapApples [Zap Apple Mod] (ZapApples v1.6 1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 4350 GL version 2.1.8537 Release, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    cpw.mods.fml.common.LoaderException: java.lang.NullPointerException
    at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:246)
    at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:220)
    at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:210)
    at thaumcraft.common.CommonProxy.registerBlocks(CommonProxy.java:127)
    at thaumcraft.client.ClientProxy.registerBlocks(ClientProxy.java:278)
    at thaumcraft.common.Thaumcraft.load(Thaumcraft.java:98)
    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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
    at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
    at net.minecraft.client.Minecraft.a(Minecraft.java:456)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.NullPointerException
    at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:239)
    ... 35 more
    --- END ERROR REPORT b337c1cc ----------


    Minecraft has crashed!
    ----------------------
    Minecraft has stopped running because it encountered a problem; Failed to start game
    A full error report has been saved to C:\Users\admin\AppData\Roaming\.minecraft\crash-reports\crash-2013-01-14_06.45.00-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(

    --- BEGIN ERROR REPORT 27389976 --------
    Full report at:
    C:\Users\admin\AppData\Roaming\.minecraft\crash-reports\crash-2013-01-14_06.45.00-client.txt
    Please show that file to Mojang, NOT just this screen!
    Generated 1/14/13 6:45 AM
    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Windows Vista (x86) version 6.0
    Java Version: 1.6.0_31, Sun Microsystems Inc.
    Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode), Sun Microsystems Inc.
    Memory: 352682208 bytes (336 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 69 mods loaded, 69 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Forestry [Forestry for Minecraft] (forestry-A-1.7.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Condensed Block [Condensed Block] ([1.4.6] Condensed Blocks.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
    AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Backpack [Backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Knives [Call of Duty Knives] (Call Of Duty Knives V2 - 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ChestTransporter [Chest Transporter] (chestTransporter_1.1.3_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
    CompactSolars [Compact Solar Arrays] (compactsolars-universal-1.4.7-3.2.3.23.zip) Unloaded->Constructed->Pre-initialized->Initialized
    DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.3.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    PocketDimensions [PocketDimensionsMod] (Dimensional Doors Beta v.Whatever.zip) Unloaded->Constructed->Pre-initialized->Initialized
    DragonMounts [Dragon Mounts (WIP)] (dragonmount_v0.92_mc1.4.6_forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
    DustMod [Runic Dust Mod] (dustmod-v1.2_CORE.jar) Unloaded->Constructed->Pre-initialized->Initialized
    DustDeco [Runic Dust Mod: Decorative dusts pack] (dustmod-v1.2_DECORATIVE-PACK.jar) Unloaded->Constructed->Pre-initialized->Initialized
    DustModDefaults [Runic Dust Mod: Default runes and inscriptions pack] (dustmod-v1.2_DEFAULT-RUNES.jar) Unloaded->Constructed->Pre-initialized->Initialized
    DustModTestPack [Runic Dust Mod: Pre-Release rune and inscriptions pack] (dustmodtestpack.jar) Unloaded->Constructed->Pre-initialized->Initialized
    EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BinnieCore [Binnie Core] (extrabees-1.4.9.17-prerelease.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ExtraBees [Extra Bees] (extrabees-1.4.9.17-prerelease.zip) Unloaded->Constructed->Pre-initialized->Initialized
    factorization [Factorization] (Factorization-0.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized
    GoluiUtils [GoluiUtils] (GoluiUtils - 1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    GreyGooMod [Grey Goo Mod] (Grey Goo Mod v2.3.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Machetes [Machetes] (Machetes V2 - 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Mark-Crops [Magic Crops] (magical_crops_1.0_firstrelease.zip) Unloaded->Constructed->Pre-initialized->Initialized
    MagicYarn [Magic Yarn] (MagicYarn_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    darkhax_msm [MoreSwordMod] (More Swords Mod 2.3.2 For 1.4.7 .zip) Unloaded->Constructed->Pre-initialized->Initialized
    MutantCreatures [Mutant Creatures] (Mutant Creatures v1.2.0 mc1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
    NetherOres [Nether Ores] (NetherOres_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_GenTest [mod_GenTest] (NewDun.1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    PetBat [Pet Bat] (PetBat_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    PonyPowers [Pony Powers] (PonyPowers_146_PRERELEASE.zip) Unloaded->Constructed->Pre-initialized->Initialized
    PortalGun [Portal Gun] (PortalGun1.4.7v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Railcraft [Railcraft] (Railcraft_1.4.6-6.14.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    RopesPlus [Ropes+] (RopePlus_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    SoulShards [SoulShards] (SoulShards-v1.26-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
    StevesCarts [Steve's Carts] (StevesCarts2.0.0.a43.zip) Unloaded->Constructed->Pre-initialized->Initialized
    SwordPedestal [Sword Pedestal] (SwordPedestal - 1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    SwordPedestalCustomiser [Sword Pedestal Customiser] (SwordPedestalCustomiser-1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Thaumcraft [Thaumcraft] (Thaumcraft3.0.1c.zip) Unloaded->Constructed->Pre-initialized->Errored
    mod_TheBlanks [mod_TheBlanks] (TheBlanksMod1.0.0a.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ThermalExpansion|Factory [Factory] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ThermalExpansion|Energy [Energy] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ThermalExpansion|Transport [Transport] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
    mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
    weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ZapApples [Zap Apple Mod] (ZapApples v1.6 1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 4350 GL version 2.1.8537 Release, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
    cpw.mods.fml.common.LoaderException: java.lang.NullPointerException
    at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:246)
    at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:220)
    at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:210)
    at thaumcraft.common.CommonProxy.registerBlocks(CommonProxy.java:127)
    at thaumcraft.client.ClientProxy.registerBlocks(ClientProxy.java:278)
    at thaumcraft.common.Thaumcraft.load(Thaumcraft.java:98)
    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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
    at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
    at net.minecraft.client.Minecraft.a(Minecraft.java:456)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.NullPointerException
    at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:239)
    ... 35 more
    --- END ERROR REPORT 7f5d7797 ----------
    Last edited by elemenster: 1/14/2013 7:02:23 AM
  • #5660
    Quote from AnonTheMouse

    Explain wisps.

    There's a difference between "Mysterious entities that shoot lightning and are based on a documented but unstudied phenomenon" (Ball lightning and bog fires, of course, which are... Well, ball lightning and bog gas?) and "High fantasy dryads"

    Also if you're going to be summoning things, give me a coder and a few hours and I'll give you bloody GoeticDemonCraft so I can summon Sabnock and we can go around and spread disease to all my foes while he fills my castle with weapons

    Actually, screw that. Dantalion because he is a demon with the faces of many people who knows the thoughts of all men. How would you program this into Minecraft aside from letting him teleport you around
    The Emperor's Rage echoes through the hills. The Emperor's Strength grips this land with fists of iron. The Emperor's Courage burns everlasting. The Endless Army will crush the Emperor's foes.
  • #5661
    Quote from Rossmallo

    If Magical Energy is a body, Wisps are the tumors.


    Tumours which have a degree of awareness, however. They're clearly some sort of spiritual being, and some of the lore seems to indicate that spiritual entities are "a thing" in Thaumcraft. While it's only a suggestion, I don't really think my idea isn't all that much in keeping. Thaumcraft presents a ritual and formulaic system of magic, relying on preparation and infrastructure as opposed to outright spells. Anything more than that is just speculation. Currently, I'm speculating on the possibility of a more powerful class of spirits existing, that are a step up from Wisps, and associated with multiple aspects. I offer the idea of summoning and binding them to gain insight into the forces they are tied to, because a] it's fairly iconic, and b] it requires preparation, has established concepts of cost and risk, and isn't something you can just pack up and move. The names I offer to different spirits are purely speculative, mainly for the sake of being able to easily categorize, by associating aspects to recognizable concepts. They could be just as formless as wisps and be without names, just bigger and more powerful, for what that matters. Call them Eidolons, if that's more acceptable.

    ...in fact, that's probably a much better idea. Wisps are little balls of a single aspect. Eidolons are big balls of several. Works conceptually, as it is easily recognizable as "more powerful Wisp". Works linguistically, as "eidolon" means both "Spirit or apparition" and "An image of an ideal"...so its name would literally mean an embodiment of aspects. As a side benefit, this offers a solution to "dangerous" flux composed of several aspects, or to particularly high flux, as both could release more powerful Eidolons into the world in place of Wisps. So, rather than "summoning demons", try to imagine the idea as deliberately forcing a powerful variant of Wisp to form within a ward prepared to contain it, so that you can gain knowledge by studying it...as long as your containment measures don't fail. (Heck, even just a device that forces random Wisps/hypothetical super-wisps to spawn, so you can murder them, would make research less of a chore, and keep it from grinding the game to a halt.)
    Check out my 5 Rules of Game Design!
  • #5662
    Quote from AnonTheMouse

    Tumours which have a degree of awareness, however. They're clearly some sort of spiritual being, and some of the lore seems to indicate that spiritual entities are "a thing" in Thaumcraft. While it's only a suggestion, I don't really think my idea isn't all that much in keeping. Thaumcraft presents a ritual and formulaic system of magic, relying on preparation and infrastructure as opposed to outright spells. Anything more than that is just speculation. Currently, I'm speculating on the possibility of a more powerful class of spirits existing, that are a step up from Wisps, and associated with multiple aspects. I offer the idea of summoning and binding them to gain insight into the forces they are tied to, because a] it's fairly iconic, and b] it requires preparation, has established concepts of cost and risk, and isn't something you can just pack up and move. The names I offer to different spirits are purely speculative, mainly for the sake of being able to easily categorize, by associating aspects to recognizable concepts. They could be just as formless as wisps and be without names, just bigger and more powerful, for what that matters. Call them Eidolons, if that's more acceptable.

    ...in fact, that's probably a much better idea. Wisps are little balls of a single aspect. Eidolons are big balls of several. Works conceptually, as it is easily recognizable as "more powerful Wisp". Works linguistically, as "eidolon" means both "Spirit or apparition" and "An image of an ideal"...so its name would literally mean an embodiment of aspects. As a side benefit, this offers a solution to "dangerous" flux composed of several aspects, or to particularly high flux, as both could release more powerful Eidolons into the world in place of Wisps. So, rather than "summoning demons", try to imagine the idea as deliberately forcing a powerful variant of Wisp to form within a ward prepared to contain it, so that you can gain knowledge by studying it...as long as your containment measures don't fail. (Heck, even just a device that forces random Wisps/hypothetical super-wisps to spawn, so you can murder them, would make research less of a chore, and keep it from grinding the game to a halt.)

    this actualy seems interesting didnt likeyour previous idea much because thaumcraft seems more like a mage determined to figure out magic for himself than a shaman depending on the aid of spirits shure you have less conections among the spirits of the area but you dont need to be careful to not stepp on anyones toes to keep casting your spells

    but this really looks lke it would be neat captured super wisps that you study do get a deeper understanding of the aspect(glowy numbers in your reasearch table)

    "They're aware yes, but sentient?" the mage chuckles "Not realy, I've been studying the forces of magic long enough to detrmine that. ...Are they trainable you say?" he pauses scratching his chin" ...I'm curios to try, who wouldent be after all? Just imagine those little buggers attacking someone else for once!" his eyes gain a... disturbing gleam at this sstatment" just, one problem. where to even begin training a wisp, binding one to an object is a simple task. I can do it blindfolded, its actualy easyer that way to be ohnest. training one however, thats another story entirely. Its just a semi aware blob of magic mixed with an aspect or two afterall, not quite the grand entitys one thinks of when one hears about a spirit."
    Last edited by elemenster: 1/14/2013 7:45:54 AM
  • #5663
    Quote from Rossmallo

    If Magical Energy is a body, Wisps are the tumors.


    I always thought of them like white blood cells. You, the thaumaturge, are pumping nastiness into the local Aura (in the form of unused aspects) and eventually blobs of magic attack and surround the "germs." Pearls might be a more apt analogy, though... wisp forms around an irritant, and is colored by the impurities in the local environment.

    Regardless, I kind of like the idea of being able to trap the little beasties in a thaumic cage or something, and then magically vivisect them..
    I am the Godzilla of relationships. Once I've been there, there's nothing left but smoldering rubble and hysterical Japanese people.
  • #5664
    Quote from elemenster

    realy? I thought that dark nodes made both, could of sworn I read that somewhere


    You were the one who said aura couldn't be made.
    "Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
  • #5665
    So last night I was laying in my bed, and my mind began to wander, and I started to think about what would happen if Steve drank liquid Essentia. Here are some of the ideas I've come up with:

    Aura: No idea. :P

    Motus: Similar to a speed potion.

    Vacuous: Instantly drains a large section of the food bar.

    Visum: Similar to a nightvision potion.

    Cognitio: Makes him smarter. :P

    Volito: Similar to a jump boost potion.

    Ignis: Spontaneous combustion :D

    Fractus: The next time Steve dies, he explodes like a creeper :SSSS:

    Lux: He can be seen from afar in the dark, similar to a burning mob

    Potentia: Similar to a strength potion.

    Machina: Any armour he's wearing merges into his body. What this means I have no idea. :P

    Saxum: Steve turns to stone and becomes completely immobile but invincible to non-creepers for a short time.

    Metallum: Steve gains the ability to eat metals to regain hunger until it wears off. (OP, I know)

    Permutatio: Whatever he ate last turns into something else inside his stomach, assuming you have the right food in your inventory. (Beef->pork, apple->carrot, mushroom soup->chicken->potato, cookie->melon slice). Somehow the food you get back isn't digested at all, and the food that comes out of your inventory simply takes the place of it.

    Pannus: No idea. :P

    Solum: Steve becomes heavy and sluggish.

    Tutamen: Bonus armour points!

    Telum: Any sword Steve uses acts as though it has 1 extra level of Sharpness.

    Instrumentum: Same as Telum, except with Efficiency on tools instead. (Like a haste potion.)

    Vitreus: No idea :P

    Aqua: Steve gains the ability to breathe underwater

    Aer: No idea. :P (Maybe when he farts it causes a rainstorm?)

    Gelum: Ice begins to form on Steve's insides, damaging him and causing him slowness.

    Sonus: Any sound he makes can be heard from a much larger distance.

    Sano: Like a Healing II potion.

    Victus: Restores X amount of hunger instantly.

    Mortuus: Inflicts the Wither effect.

    Vinculum: Any mob Steve hits will be rendered immobile. (Skeletons can still shoot, and Endermen are not affected.)

    Venenum: Inflicts Poison II.

    Animus: No idea. :P

    Carus: In multiplayer, mobs will be more likely to attack the drinker of this Essentia. In SSP mobs can see Steve from farther away. (Because he's expensive and precious, so they want to get him, you know?)

    Lignum: Grants Steve invisibility, but ONLY in forest and taiga biomes. (Because he blends into the trees)

    Flos: Bonemealing grass has a MUCH higher chance of making flowers. (Alternatively, flowers grow wherever Steve walks)

    Fungus: Mushrooms grow wherever he walks

    Messis: Harvesting wheat will give double drops. (Both wheat and seeds)

    Herba: Any edible plant (Apples, carrots, potatoes, etc., not bread because it has to be processed from wheat) will restore double the hunger until it wears off

    Purus: Until it wears off, drinking other essentia will have no effect. (Vanilla potions still will, just to be clear)

    Praecantatio: When Steve farts, it charges the aura. :D

    Imperito: Steve can touch a mob to control it, similar to the mind-control helmet from explosives+.

    Tenebris: Similar to the blindness potion effect.

    Fabrico: Steve's inventory crafting grid becomes 3x3 instead of 2x2 for a single craft.

    Bestia: He can ride ANY passive mob, not just pigs.

    Corpus: He grows to double his normal size.

    Bestiola: Spiders and silverfish will not attack him.

    Malum: He regains hearts when in the nether, but get damaged elsewhere.

    Mutatio: Same as Praecantatio, except farts cause flux.

    Alienis: Instantly teleports him to the End to probably be pummeled by the dragon. :D

    So, what do you guys think? Got any ideas on the ones I was stumped on? Think of a better effect for drinking a type of Essentia?

    Put it in your post!

    EDIT: Put the list of effects in a spoiler.
    Last edited by lucariomaster1: 1/14/2013 2:43:50 PM
    I still like dragons. Haters gonna hate. Click it please! ----------------->
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