This weekend I (Using FTB:Monster) created an IC2 workshop for the first time. And made an IC2 electric jetpack.
Please make the thaumostatic harness work like this.
Creative flight is all well and good. but the IC2 jetpack has a far more realistic flight profile in its "glide" mode.
Even better, you don't need to triple / double tap space to activate the harness. Glide mode auto activates if you start falling.
Now, given the utility of the current flight mode, I can see a lot of resistance to rewriting the flight mechanics to be IC2 only.
That said I would appreciate the ability to turn on a physics based flight model that works like IC2 - Especially one that supported an implicit activation on falling.
--
PS. This is my last post on these forums.
--
My first response is from someone ALSO getting Mark of the Beast. You can't trick me into an actual reply!
Why would magical flight follow the laws of physics at all?
Dear Azanor, This weekend I (Using FTB:Monster) created an IC2 workshop for the first time. And made an IC2 electric jetpack. Please make the thaumostatic harness work like this. Creative flight is all well and good. but the IC2 jetpack has a far more realistic flight profile in its "glide" mode. Even better, you don't need to triple / double tap space to activate the harness. Glide mode auto activates if you start falling. Now, given the utility of the current flight mode, I can see a lot of resistance to rewriting the flight mechanics to be IC2 only. That said I would appreciate the ability to turn on a physics based flight model that works like IC2 - Especially one that supported an implicit activation on falling. -- PS. This is my last post on these forums.
Why would magical flight follow the laws of physics at all?
If you have Thaumic Tinkerer installed the "Slow Fall" enchantment it adds for boots is exactly what you are looking for, gives a very nice glide effect when falling which if you "sneak" is suppressed.
Heh amusing I replied to you and got post 666 myself
Aye, I ken. I just remember it being further than that. Memory is an unreliable thing.
Also, back when we started out, 500 blocks was a bigger distance.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
This weekend I (Using FTB:Monster) created an IC2 workshop for the first time. And made an IC2 electric jetpack.
Please make the thaumostatic harness work like this.
Creative flight is all well and good. but the IC2 jetpack has a far more realistic flight profile in its "glide" mode.
Even better, you don't need to triple / double tap space to activate the harness. Glide mode auto activates if you start falling.
The crippling thing with the IC2 electric jetpack is it has (or had, the last time I made one) zero hovering ability. I agree it is immensely better for everything except building or Nether mining than creative mode flight, which is truly horrible, but the lack of ability to hover seriously reduces its utility.
IMHO the best flight mode in Minecraft, hands down, is that provided by Smart Moving.
All the golems on our server keep disappearing I've done some research of others having this problem...is there anything i need to be aware of to fix this?
All the golems on our server keep disappearing I've done some research of others having this problem...is there anything i need to be aware of to fix this?
Other people have had problems with golems disappearing. I've never had a golem really disappear. I *have* had golems get stuck on terrain, sometimes in ways where I can't even figure out how they're stuck. (My alchemy golem can get stuck on my alembic; just faces into it and won't go anywhere.) If they're stuck someplace you can't see, they've "disappeared". Mine especially like to get stuck in the water. My policy now is that golems should be on flat land (never more than a half step), chests should be recessed into and flush with floor or walls, and there should be walls or fences to keep them from wandering.
4. Water seems (very limited testing so far) to completely block the spread of taint. Man-made rivers are easy to set up, and seem 100% effective, and can even be set up in untainted lands if you have taint spread turned on.
No fibrous taint has spread since I set this up, switching from torch blockers to water barriers. The little bit of fiber on the lower ground was from a spread test, and it has not spread outside of the test zone.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
No fibrous taint has spread since I set this up, switching from torch blockers to water barriers. The little bit of fiber on the lower ground was from a spread test, and it has not spread outside of the test zone.
I believe water does block fibrous taint, but there are a couple of problems. One is that taint (As in the biome) can spread across water, and fibrous taint can spontaneously appear once it makes it across the water. The other is that is can spread underground, so all it needs is on missed cave system to slink under your moat.
2013-12-10 22:57:48 [INFO] Attempted to place a tile entity (thaumcraft.common.tiles.TileNode@6f11b2c1) at -148,73,-1158 (X2405) where there was no entity tile!
2013-12-10 22:57:48 [INFO] Chunk coordinates: -160,-1168
2013-12-10 22:57:48 [SEVERE] java.lang.Exception
2013-12-10 22:57:48 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76604_a(Chunk.java:1115)
2013-12-10 22:57:48 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76620_a(Chunk.java:1077)
2013-12-10 22:57:48 [SEVERE] at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:560)
2013-12-10 22:57:48 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:49)
2013-12-10 22:57:48 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:15)
2013-12-10 22:57:48 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:179)
2013-12-10 22:57:48 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.util.AsynchronousExecutor.finishActive(AsynchronousExecutor.java:287)
2013-12-10 22:57:48 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOExecutor.tick(ChunkIOExecutor.java:26)
2013-12-10 22:57:48 [SEVERE] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:835)
2013-12-10 22:57:48 [SEVERE] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:327)
2013-12-10 22:57:48 [SEVERE] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:780)
2013-12-10 22:57:48 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:662)
2013-12-10 22:57:48 [SEVERE] at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
2013-12-10 23:00:00 [INFO] CONSOLE: Forcing save.
2013-12-10 23:00:00 [INFO] CONSOLE: Save complete.
2013-12-10 23:01:45 [INFO] Attempted to place a tile entity (thaumcraft.common.tiles.TileNode@46c4dc51) at -317,76,-1211 (X2405) where there was no entity tile!
2013-12-10 23:01:45 [INFO] Chunk coordinates: -320,-1216
2013-12-10 23:01:45 [SEVERE] java.lang.Exception
2013-12-10 23:01:45 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76604_a(Chunk.java:1115)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76620_a(Chunk.java:1077)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:560)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:49)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:15)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:179)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.util.AsynchronousExecutor.finishActive(AsynchronousExecutor.java:287)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOExecutor.tick(ChunkIOExecutor.java:26)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:835)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:327)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:780)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:662)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
2013-12-10 23:01:45 [INFO] Attempted to place a tile entity (thaumcraft.common.tiles.TileNode@7e42cf81) at -317,74,-1211 (X2405) where there was no entity tile!
2013-12-10 23:01:45 [INFO] Chunk coordinates: -320,-1216
2013-12-10 23:01:45 [SEVERE] java.lang.Exception
2013-12-10 23:01:45 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76604_a(Chunk.java:1115)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76620_a(Chunk.java:1077)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:560)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:49)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:15)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:179)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.util.AsynchronousExecutor.finishActive(AsynchronousExecutor.java:287)
2013-12-10 23:01:45 [SEVERE] at org.bukkit.craftbukkit.v1_6_R3.chunkio.ChunkIOExecutor.tick(ChunkIOExecutor.java:26)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:835)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:327)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:780)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:662)
2013-12-10 23:01:45 [SEVERE] at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
-----------------------------------------------
I tried using
Its a tile entity crash, so you can try
1. backup your save game
2. open ~\.minecraft\config\forge.cfg and turn ON the option to delete crashing tile entities.
3. reload the game.
All the golems on our server keep disappearing I've done some research of others having this problem...is there anything i need to be aware of to fix this?
Got Ars Magica? The Hecate mobs from that fly over walls and attack golems.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
This weekend I (Using FTB:Monster) created an IC2 workshop for the first time. And made an IC2 electric jetpack.
Please make the thaumostatic harness work like this.
Creative flight is all well and good. but the IC2 jetpack has a far more realistic flight profile in its "glide" mode.
Even better, you don't need to triple / double tap space to activate the harness. Glide mode auto activates if you start falling.
Now, given the utility of the current flight mode, I can see a lot of resistance to rewriting the flight mechanics to be IC2 only.
That said I would appreciate the ability to turn on a physics based flight model that works like IC2 - Especially one that supported an implicit activation on falling.
--
PS. This is my last post on these forums.
--
My first response is from someone ALSO getting Mark of the Beast. You can't trick me into an actual reply!
Yeah, all of that was normal plains biome. No purple grass, nothing.
Note: I Was coming from a single biome superflat world, that might have had an impact.
Note2: After this i recreated the world, same spot, different shaped taint (but taint none the less) and same Tainted node.
Prehaps the fix in 4.0.5 had some sort of unintended consequences?
Actually, I think that's just how taint spawns. Had it happen before.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
I HATE Ic2 jetpack. When I have magic flight, I want it to be creative style.
I like the no double tap space to fly part, I hate the inability to fly at a set height, and thus the need to bounce up and down.
If this were to be implemented, it should be a config option.
Hey. I 've been playing for a while and i decided that i need to build some farm at my spawn chunks. Unfortunately many of them were tainted so i started fighting it. After making tons of Ethereal Blooms and killing the taint i finally cleared out all of it. I also killed all nodes that were nearby to prevent them from geting tainted and spreading it again(100% i got them all). But now after some while at my spawn i started noticing small taint spots coming back.
So my question: Does the taint come back even though i have killed every single block of it? If its shouldnt come back, what can i do to get rid of it permanently? I got rid of nodes and all the tainted biomes, but there are still spots appearing.
Mostly sure this means you missed a little spot somewhere. Once you've cleared it out, trying wandering around with the F3 menu up to see if anyone biomes are marked as tainted.
Question... would changing the "ench_repair" id in the thaumcraft config to zero disable the repair enchantment, or would it instead cause the minecraft to blow up?
Rollback Post to RevisionRollBack
Sometimes you Diamond and sometimes you just Die...
You need more runes, meaning another aspect. But you've already got three aspects lit, so (unless this is one of the advanced researches with four aspects), it is unsolvable. Toss the note and try again with the same aspect you started this one with. (BTW, I think I might have lit four aspects once or twice ever. Even the ones with four can usually be solved with three, if they're solvable at all.)
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Go quite far from your base, and dig a 20mx20m arena with 3 high walls. Place a crucible in the center. Throw in a few stacks of something and get the @#$% clear.
Have excellent armor on. Boots of the traveler to jump out the pit. And a fully charged silverwood wand with a fire wand focus with potency III.
A travelling trunk will be useful or a backpacks mod to stash the "loot" before it decays in your inventory and gives you taint sickness - which does not help.
Other people have had problems with golems disappearing. I've never had a golem really disappear. I *have* had golems get stuck on terrain, sometimes in ways where I can't even figure out how they're stuck. (My alchemy golem can get stuck on my alembic; just faces into it and won't go anywhere.) If they're stuck someplace you can't see, they've "disappeared". Mine especially like to get stuck in the water. My policy now is that golems should be on flat land (never more than a half step), chests should be recessed into and flush with floor or walls, and there should be walls or fences to keep them from wandering.
I can see this happening if it was just one or two players golems but all our players golems are disappearing :/
Got Ars Magica? The Hecate mobs from that fly over walls and attack golems.
we do have Ars Magica and but the area all the golems are in is well lit with in a large radius.. can hectates still spawn with in lit areas? and as i said in my other response all the golems are disappearing even the ones inside houses and stuff... we thought it was cause of server restarts...maybe the golems wasn't rendering when the world loaded but that wasn't it and we thought it was clear lagg so we disable clear lagg and they still disappear :/ i dont know what it is... and i was thinking maybe it was MCPC+ but others are having this problems with just regular forge
This weekend I (Using FTB:Monster) created an IC2 workshop for the first time. And made an IC2 electric jetpack.
Please make the thaumostatic harness work like this.
Creative flight is all well and good. but the IC2 jetpack has a far more realistic flight profile in its "glide" mode.
Even better, you don't need to triple / double tap space to activate the harness. Glide mode auto activates if you start falling.
Now, given the utility of the current flight mode, I can see a lot of resistance to rewriting the flight mechanics to be IC2 only.
That said I would appreciate the ability to turn on a physics based flight model that works like IC2 - Especially one that supported an implicit activation on falling.
--
PS. This is my last post on these forums.
--
My first response is from someone ALSO getting Mark of the Beast. You can't trick me into an actual reply!
Basically, because people find parabolic trajectories fun (http://online.wsj.com/news/articles/SB10001424052748703779704576074222543274268?mg=reno64-wsj&url=http%3A%2F%2Fonline.wsj.com%2Farticle%2FSB10001424052748703779704576074222543274268.html)
Why would magical flight follow the laws of physics at all?
If you have Thaumic Tinkerer installed the "Slow Fall" enchantment it adds for boots is exactly what you are looking for, gives a very nice glide effect when falling which if you "sneak" is suppressed.
Heh amusing I replied to you and got post 666 myself
Yeah,, I'd forgotten that one.
Also, back when we started out, 500 blocks was a bigger distance.
IMHO the best flight mode in Minecraft, hands down, is that provided by Smart Moving.
Other people have had problems with golems disappearing. I've never had a golem really disappear. I *have* had golems get stuck on terrain, sometimes in ways where I can't even figure out how they're stuck. (My alchemy golem can get stuck on my alembic; just faces into it and won't go anywhere.) If they're stuck someplace you can't see, they've "disappeared". Mine especially like to get stuck in the water. My policy now is that golems should be on flat land (never more than a half step), chests should be recessed into and flush with floor or walls, and there should be walls or fences to keep them from wandering.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
So here's a picture of my test setup.
http://i.imgur.com/PSFgX5S.png
No fibrous taint has spread since I set this up, switching from torch blockers to water barriers. The little bit of fiber on the lower ground was from a spread test, and it has not spread outside of the test zone.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I believe water does block fibrous taint, but there are a couple of problems. One is that taint (As in the biome) can spread across water, and fibrous taint can spontaneously appear once it makes it across the water. The other is that is can spread underground, so all it needs is on missed cave system to slink under your moat.
Taint is a terrible, terrible thing.
Thaumcraft 4.0.5b
I have here such errors on the server:
-----------------------------------------------
I tried using
but did not help, so the same mistakes!
How to fix?
Got Ars Magica? The Hecate mobs from that fly over walls and attack golems.
I HATE Ic2 jetpack. When I have magic flight, I want it to be creative style.
Actually, I think that's just how taint spawns. Had it happen before.
I like the no double tap space to fly part, I hate the inability to fly at a set height, and thus the need to bounce up and down.
If this were to be implemented, it should be a config option.
Mostly sure this means you missed a little spot somewhere. Once you've cleared it out, trying wandering around with the F3 menu up to see if anyone biomes are marked as tainted.
You need more runes, meaning another aspect. But you've already got three aspects lit, so (unless this is one of the advanced researches with four aspects), it is unsolvable. Toss the note and try again with the same aspect you started this one with. (BTW, I think I might have lit four aspects once or twice ever. Even the ones with four can usually be solved with three, if they're solvable at all.)
Go quite far from your base, and dig a 20mx20m arena with 3 high walls. Place a crucible in the center. Throw in a few stacks of something and get the @#$% clear.
Have excellent armor on. Boots of the traveler to jump out the pit. And a fully charged silverwood wand with a fire wand focus with potency III.
A travelling trunk will be useful or a backpacks mod to stash the "loot" before it decays in your inventory and gives you taint sickness - which does not help.
I can see this happening if it was just one or two players golems but all our players golems are disappearing :/
we do have Ars Magica and but the area all the golems are in is well lit with in a large radius.. can hectates still spawn with in lit areas? and as i said in my other response all the golems are disappearing even the ones inside houses and stuff... we thought it was cause of server restarts...maybe the golems wasn't rendering when the world loaded but that wasn't it and we thought it was clear lagg so we disable clear lagg and they still disappear :/ i dont know what it is... and i was thinking maybe it was MCPC+ but others are having this problems with just regular forge