Thaumcraft 3.0.5i (Outdated)

  • #907
    Quote from JamesGrapejuice


    Edit: i did download from the OP...

    The error message reads:

    "Forge Mod Loader has found a problem with your minecraft installation
    The mods and versions listed below could not be found
    Forge:
    The file 'Forgemodloader-client-0-log' contains more information."

    the forgemodloader-client-0.log is a .lck and i don't know what program to use to open it.
    there is also a forgemodloader-client-0 but its a txt doc.

    and the only line i found about Thaumcraft was:
    2012-12-03 15:11:25 [FINE] [ForgeModLoader] Thaumcraft(Thaumcraft:3.0.0f): Thaumcraft3.0.0f.zip (required-after:Forge@

    I thought Forge was on 6.4.0.397. but that's all i got of the message.

    and Forge works without Thaumcraft3.0.0f in the mods folder

    Upgrade your forge. http://files.minecraftforge.net/

    Requires 407 or later.
  • #908
    So I think I've had the luckiest spawn with this mod: Right next to spawn is one of those warp-y dungeons with a cluster with two of each of the unique trees further away. It appears that the only unique practical feature of the dungeon is that it contains three chests with exactly three Thauminium ingots each, either as the ingots themselves or as a tool and spare ingots. Otherwise the weird Node in the center works exactly like a regular one.
  • #909
    Quote from gloryofarioch

    Upgrade your forge. http://files.minecraftforge.net/

    Requires 407 or later.


    Thanks, dude! This should be put in the OP, instead of the out of date link that it already has.
  • #910
    Very impressive, love the look of the Golems. Soon as I saw them, I'm thinking of workers in my factory. In my mind I pictured my redpower chicken egg farm, then all the transposers scapped, and replaced with a golem running around picking up the eggs.

    One concern, how much lag could you get with tons of these golems running around?


    Also, is there anything like "Taint" from before? I really loved that idea. I always saw it as an "alien invasion" and was working on a texture to make it look more like the "red weed" from war of the worlds.
  • #911
    Quote from gloryofarioch

    Upgrade your forge. http://files.minecraftforge.net/

    Requires 407 or later.


    This worked like a charm. thank you very much. :)
  • #912
    http://www.youtube.com/watch?v=5jzJ0jiqnC0&feature=g-all HOW TO INSTALL
  • #913
    As I was playing TC3, I noticed that my goggles of revealing show nothing anymore, only the aspects pop-ups.
    http://imgur.com/cFhJk
  • #914
    Quote from HektikHero

    Chain armor in vanilla cannot be aquired (that I know of), therefore it becomes a mod items, and if Azanor were to add the coding the give aspects to every item that every mod, or even just the most popular mods, he would never be finished with this mod. This is an early release, and so it has barely or no crossover with other mods. You can't expect this mod to have crossovers with your other mods, even if he does make it have any crossovers, don't expect it to be any mods that aren't used by either Technic or FTB.

    Quote from Minecraft Wiki »

    ~snip~
    As of snapshot 12w21a and 1.3.1, blacksmith villagers may trade chain armor for emeralds. This makes it possible to obtain chain armor in Survival through trading. However, the crafting recipe remains unchanged and still requires fire blocks, making it impossible for a player to craft.

    As of snapshot 12w32a, monsters have a chance of spawning with chain armor, so the player can also obtain chain armor from killing zombies or skeletons that are wearing chain armor.
    ~snip~

    Also I think that that Bottle o' Enchanting (XP Bottles/Potions) and the other Potions should have some sort of aspects... o.o And before someone stats that Bottle o' Enchanting is a Creative only item:

    Quote from Minecraft Wiki »

    ~snip~
    Despite not being brewable like normal potions, they can still be traded for. However, before trading was introduced, these could only be found in the creative inventory or by use of the /give command in multiplayer (This was before the 1.3 release, there were no legitimate ways to use commands in single player).
    ~snip~
  • #915
    Quote from Doomcat

    Loving the mod so far, but I seem t have a problem that is now becoming well..kind of game breaking, where my house is, there seems to be no aura. I put on my goggles of revealing and they show absolutely nothing in the bottom left until I move into the neighboring desert biome. Same with my wands, no charging/indicator of anything until I move out towards the desert.

    I decided I would just live with it for now, after all, TC is just an AWESOME mod (and still is) however, I just made my infernal furnace. "powered off aura in the air" I thought, "ok, my wands dont work...my goggles dont, but maybe, JUST maybe, the furnace would" I threw 39 unsmelted iron in, nothing came out. I am just a bit ed, and it is not the fault of Azanor, but does anyone know a way I can make the aura work around my home? Thanks.

    quick edit: it should be noted, i also cannot see any aura nodes until I get into the desert with my goggles. thought that was interesting.


    go out, find some silverwood trees, chop the leaves to get saplings, then plant the saplings around your home, they will create a node.
    Redpower - Making control of your Minecraft world a whole lot easier... or as complex as you want to!
  • #916
    A big thank you Azanor for all the hard work have you put on this great mod! =]
  • #917
    Quote from magicmad1

    This is a strange suggestion, but here goes, a flux capacitor, it collects flux, and when it is full, you have to right click on it with the wand of the thaumaturge, and it will reset the amount of flux back to 0.


    flux isnt a physical thing... flux is instability in the aura, caused by magic use, the aura recharging, or an excess of aspects being released into the aura.
    Redpower - Making control of your Minecraft world a whole lot easier... or as complex as you want to!
  • #918
    Hmmm... don't know if it's a bug or what, but:


    I created a new node with a silverwood sapling?, checking out with the thaumometer that was here, but i dumped about 100 aspects to the atmosphere, and there was no flux changes (cheated the googles to check it out). I mooved back to the previous node that was in the area, and it was dangerous. There's the 2 options:

    1: i must chop down the tree for the node to become active

    2: new nodes don't take place of the old ones, and they are only staying there, without taking place of the old node... maby reload server? or is it really a bug?
    Last edited by Autorun: 12/3/2012 4:27:00 PM
  • #919
    Quote from Autorun

    Hmmm... don't know if it's a bug or what, but:


    I created a new node with a silverwood sapling?, checking out with the thaumometer that was here, but i dumped about 100 aspects to the atmosphere, and there was no flux changes (cheated the googles to check it out). I mooved back to the previous node that was in the area, and it was dangerous. There's the 2 options:

    1: i must chop down the tree for the node to become active

    2: new nodes don't take place of the old ones, and they are only staying there, without taking place of the old node... maby reload server? or is it really a bug?


    Yes, you create.

    The node that is dangerous is closer than the tree or aspects was released on the other node that is intersecting with the node's tree....
  • #920
    Hey azanor, would it be possible to add a functionality of putting 2 levitators over each other, 10 blocks for every levitator you put connecting, and the space in between be an area where you are able to fly, or something of the sorts. that way levis work both ways within the space of a block, and if you have tons of materials, an entire room. And will somebody please tell me why the sides of my blocks are black? Not using optifine... that crashed me. Now it just wont show the sides. Help?
  • #921
    I have a problem with saplings, both greatwood and silverwood saplings have glitchy texture (pink, sometimes blinks with correct one) and dont react to bonemeal with message:
    2012-12-03 23:24:50 [INFO] [STDOUT] Bonemeal event fired server side.
    2012-12-03 23:24:50 [INFO] [STDOUT] Not an instance of tile sapling.

    Left: Greatwood, Right: Silverwood


    Edit:
    After relog, textures are fine until i point at them. Tested with and without optifine, same effect
    Last edited by hubertnnn: 12/3/2012 4:39:17 PM
  • #922
    Quote from DarklingGX

    Hey azanor, would it be possible to add a functionality of putting 2 levitators over each other, 10 blocks for every levitator you put connecting, and the space in between be an area where you are able to fly, or something of the sorts. that way levis work both ways within the space of a block, and if you have tons of materials, an entire room. And will somebody please tell me why the sides of my blocks are black? Not using optifine... that crashed me. Now it just wont show the sides. Help?


    It stacks... read the book =P
    I'm making a floating castle and you only get there by levitating 100 blocks high lol

    Quote from hubertnnn

    I have a problem with saplings, both greatwood and silverleve saplings have glitchy texture (pink, sometimes blinks with correct one) and dont react to bonemeal with message:
    2012-12-03 23:24:50 [INFO] [STDOUT] Bonemeal event fired server side.
    2012-12-03 23:24:50 [INFO] [STDOUT] Not an instance of tile sapling.






    bonemeal does not work...

    any other mods installed?
    Last edited by hboia: 12/3/2012 4:38:43 PM
  • #923
    Quote from hubertnnn

    I have a problem with saplings, both greatwood and silverwood saplings have glitchy texture (pink, sometimes blinks with correct one) and dont react to bonemeal with message:
    2012-12-03 23:24:50 [INFO] [STDOUT] Bonemeal event fired server side.
    2012-12-03 23:24:50 [INFO] [STDOUT] Not an instance of tile sapling.

    Left: Greatwood, Right: Silverwood


    Edit:
    After relog, textures are fine until i point at them. Tested with and without optifine, same effect

    Disable nei thingy for the names of the stuff you're looking at.
  • #924
    A suggestion for a magic item: a gizmo that repairs holes, specifically something you can use to repair the damage done to the landscape by creepers. It could either generate it's own dirt, or use dirt you have in inventory. Maybe the one that generates it's own dirt is an upgrade.
  • #925
    Oh, I just love Thaumcraft, Add's some good flavor to minecraft, You know.

    Anyway, here's something:
    As i was climbing my base's spiralling central staircase(goes down from the surface to layer 11)
    I ended up getting a bit too close to the edge and promptly fell down(squish), And that made me think this:
    God d*mmit. I wish i had something that would slow me down so i wouldn't fall and die.
    Which leads to this idea.

    Basically a Featherfall something that stops you from plunging to your doom whenever you slip down over 20 Z's.

    Thats the idea, quite simple isn't it.
    But i think i have taken up enough of your time now. Your precious, Precious time... OH! I'm sorry, didn't mean to space out there.
    Anyway, feel free to use this idea however you want (not that i could have stopped you anyway). so... just consider it, Okay?

    EDIT:
    Oh Sweet!
    "I hereby name this page Gargalarl The Forgotten of Names and baptise it in the blood of death itself."
    Last edited by fallatus: 12/3/2012 5:02:53 PM
  • #926
    Found a minor bug:


    Silverwood saplings can be planted on the side of dirt


    Also if i can make a suggestion can you make it so that when you power with redstone an arcane levitator all the arcane levitators connected to it deactivate as well. I think it wolud be really helpful for many as redpower isn't updated yet.

    Thanks for all the awesome!
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