My guess is that making an arrow out of the extra materials(not yet supported in 1.0.3 of extraTIC) causes a rendering error and crashes, tried it myself and also crashed.
You arent actually supposed to be able to create arrows out of the extraTIC materials yet, but using both tool rod and arrow head from extraTic extra mats seems to circumvent that.
Just wondering, as this update seems to be quite a substantial one, will upgrading from 1.0.3 to the next one be a simple drag-and-drop or would holding off on making a new world till the update be a better idea(I know that with the prevalence of forge mods most upgrades go smoothly but better safe than sorry :P)
Backed mine up, copied this in. Didn't work then compared the two but both are identical (mine had the link size increased).
For some reason it loves assigning 768, so getting a text editor to search for all of the id's with it in the config speeds things up.
Unrelated, I seem to have some visual artifacts with volcanoes, maybe optifine causes it, anyone else had similar issues and solved it would be appreciated.
Edit:Switched off multicore chunkloading and it stopped, so yeah :S
Edit: Nvm, the bug seems to only activate sometimes and regardless of metallurgy 2 features.
Seems to be auto gen of the redpower id's massively derping about, apparently it loves assigning 768 to everything....
hey, thanks for info but it's not too mutch of it. can you tell me more?
let's say i create world with extrabiomes and Mystcraft ... i will be playing on it, etc. and then i create mystcraft age(world) (on existing save)and install redpower. ores from redpower(and volcanoes) will be in mystcraft world? (so i can have clean over world and mystcraft world with redpower ores ...) this will work ? pls help
Ya, that is one of the great things with mystcraft.
Tthough I've been waiting since I want to build my overworld house with microblock marble and basalt
Oh, that sounds like my case! There ARE IC2/BC3 conflict (some BC items in NEI also missing - that might be another sign of the conflict)
Anyways, I'll try to resolve it this evening.
BTW, I LOVE Thermal expansion! It might partially replace IC2, which is starting to be boring for me...
Manually looking is always a good idea seeing as some newer builds for mods occsionally don't have the automatic addition of the ID's for the newest additions.
Though in theory with stable releases you shouldn't have a problem like this happening.
Flux still has effects for regaining equilibrium. I sort of went for descriptions of the extreme end of the scale, but the idea was that the effects would be tied to balance restoring itself. So, when you use Anima/Animus, the natural ebb and flow causes a buildup of the remaining energy, which leads to flux of the appropriate type. That's what I meant about the player needing to balance their use. Keep the levels near to even, and it can gradually self-correct, but if you build up too much of a charge one way or the other, you would get the magical equivalent of static discharge, with monsters and dramatic changes to the landscape. Sorry if I'm not good at explaining.
Ya, that was what I got from your post and was what I meant with the "effects of certain levels" exception
Probably should have written that better
I'm a bit late to the party, so forgive me if in nearly two-hundred pages, something like this has been covered. I did make an effort to read what I could, but there's no easy way to search for abstract ideas, and many posts are quite lengthy. It would take me a while to go through everything, by which point I think I might forget some of the points I had. I think my ideas may be similar to some things I've read, but have a different take as well.
There is one thing that I would like to see changed completely from the current system of Thaumcraft, and that is Taint. To me, this system puts an arbitrary moral distinction on certain basic magics, and properly I feel that the only moral threshold ought to be in choosing to deal with horrorterrors from beyond the farthest darkness.
I still feel that Aura should be composed of two forces, but not "good" and "evil" forces, where one is purely beneficial and the other wholly malign. What I picture is two equal elements. We'll call them Anima and Animus. However, each of these forms would be equally Vis. In fact, "Vis" would contain equal parts of both, if one were to use the endgame or catalyst models of liquid Vis. Both would be equally important, and moreover, equally dangerous.
Anima is the essence of vitality and creation in its purest form. It would be necessary for magic that nurtures or creates something, such as growing plants or infusing armour with protective magic.
Animus is the essence of destruction and decay...however, it is not inherently evil. Magic that pulls things apart or harms, such as a magical quarry/harvester or magically enhanced weapons, would all be fuelled by Animus.
Vis is simply the two forces in balance. Literally power in its purest form, it requires equal parts of each, and is used in "pure" magic, such as opening portals, summoning creatures, or crafting items with esoteric properties (such as those used to measure the Aura, for example).
If this sounds a lot like the current system, that's because on the surface it is. So, why is that distinction important? Well, first of all, most magic wouldn't be completely creative or destructive. More often than not, you'd deal with things that require gathering some of both, even if one is more predominant. More importantly, though, this makes things a little more difficult than "Build things to positively charge the environment to offset your Taint footprint". In nature, both creation and destruction are equally important. Death and decay keep rampant growth in check, and the development of new life keeps the land from becoming barren. There's a natural cycle that is maintained. So, what happens when you have too much of one or the other? Well, under this system, both extremes are bad.
When there's an excess of Anima, plants grow out of control, even tearing down structures. The air becomes saturated with a choking cloud of pollen and spores. Natural creatures, even normally peaceful ones, enter a state of forced evolution and mutate into dangerous, savage versions of themselves (think D&D's dire animals). Over time, the landscape could transform into a nigh-impenetrable toxic jungle, populated by hostile magic-infused plants and ravening feral beasts.
On the other hand, too much Animus in an area brings down a destructive blight. Plants wither, the earth cracks and fills with pools of noxious sludge, and pestilence and harmful emanations saturate the landscape. Destructive energies discharge periodically without source in jets of flame or bursts of lightning, a malice from the very forces of nature that lashes out blindly at anything it can. Only monsters thrive here, bolstered by the harsh environment that fuels their own capacity to destroy, producing horrors such as toxic slimes, creepers imbued with arcane energies, or zombies and skeletons formed from the remains of many creatures into grotesque but powerful abominations. Left unchecked, the results of excess Animus produce a desolate wasteland that promises doom for any foolish enough to brave its treacherous landscape.
Of course, flux would mean that areas would settle over time, but this would only stop the effects, not fully reverse them. Transformed monster would remain, though new ones would cease to be created, landscapes would stay blighted or overgrown, and toxic effects in the air would take a good deal of time to clear off. Essentially, the type of flux would be effected by the overall charge in the area, and by weather it was excessive or depleted. The player, then, would have to balance their workings. Let an area slide too much toward either energy, and you face the consequences. Only by careful planning, offsetting great workings with others that will tip the balance back toward equilibrium, and carefully monitoring one's actions is it possible to perform magic safely, and reckless use will always invite disaster. Thaumaturgy, then, becomes as much art as science, a dangerous practice that requires care and planning to use, lest one risk destroying themselves, much as magic is described in stories.
The truly "Dark" magic would still have its place, but as an extension of Eldritch magic. Only by making dark pacts and performing forbidden rituals is one able to be favoured with the power of the abyssal beings man was never meant to understand. I see this as building up a third kind of energy, Karma. So, it's not just a moral choice, the player actually makes a personal sacrifice to access the greatest power. Unlike other forms of magic, Karma exists as a person's personal energy, and is theoretically infinite. However, whereas Aura would be neither good nor bad, a player's Karma can most definitely be tainted. Much like Aura, a player's Karma would eventually stabilize, but the more Eldritch magic one employs, the higher their Karmic Taint becomes. What is unlike Aura is that the effects of Karmic Taint do not store up and then discharge, they persist until a player's Karma recovers. At low levels, penalties would be low, like making levels take more experience to gain or Aura harder to draw upon. The player might grow hungry faster (maybe even never gaining saturation from food). As it gets worse, so too the effects, into things like slower regeneration, attracting mobs at a greater distance, perhaps even dimming the player's vision. At some levels, these might even manifest outright potion debuffs, as the player continues to suffer from the dark energies poisoning their soul even to the point a player's max health might be capped. Most importantly, though, would be this. The thresholds at which effects get removed would be much lower than those at which they are added, making overuse of Eldritch power highly dangerous (though high levels of Karmic Taint would actually be likely to take a bit of effort). Some items made with Eldritch magic could even carry an inherent taint in them, artificially inflating the player's Karmic Taint when used or worn.
Having a system that carries strong personal penalties would allow for some more powerful effects to be introduced, as well. For example, using a system like Mystcraft, there could be an Eldritch ritual that provides the player with their own personal pocket-dimension, a dark fortress floating in an endless void that comes pre-furnished with some useful structures of power and generates more Aura as a "baseline" than would naturally occur, making it an ideal place for performing greater workings. Further, the Eldritch caster might be able to summon Lovecraftian horrors to serve them, like a Hound of Tindalos (which could act like a tamed wolf, but would be tougher, stronger, recover by killing things, and able to teleport), or a Shoggoth worker (similar to the Minions mod).
spoiler tag for large post
However Azanor already had the same idea that vis/taint was bad and there is now only "flux" so yeah megapost sort of obsolete there ... <.<
Except for effects of certain levels of magic etc
ill be honest.... all this secretive waiting crap with no end in site is simply wearing away my resolve to desperately cling to this mod in hopes it may eventually release. I just want an alpha or a beta atleast we can help with the rest to make it perfect. well beta not alpha. or atleast a deadline. several maxed out forum posts have made me to exausted to look through 160+ pages to find azanors posts.
im weak and my soul is draining away please hurry master tenticle man.
Watch the youtube videos or streaming of the forgecraft server and you'll see that there is proper and awesome progress being made.
It looks like the "basics" are in already and that the late game stuff, cpu usage, balance and updating to the recently released versions minecraft that are popping up is left.
Have a little patience, most of the time you will be rewarded
Any chance for there to be an update to allow BC gates to work with the energy storage of machines?
At the moment when you place a gate on a pipe near a machine, initially you can see a broken (possibly by texture pack) icon in the gate GUI for Full Energy, but are unable to change to anything else (eg Has Space for Energy). And even if you use this option it doesn't appear to work with the gate anyway (ie doesn't output a wire signal when full of energy).
Awesome mod anyway, but this would make it much easier to integrate early game machines into BC energy nets... Burning through my fuel anyway, but switching the engines off when my net is full/not working, would be great.
Just got to second this, as this functionality would be perfect for any TE and BC systems.
Also seeing as TE already has BC integrated it shouldn't be hard to add, though I haven't looked at BC source to be sure.
This is a great mod for anyone that likes tech mods
349 is recommended. Although you are correct in pointing out that immediately when 2.0.2 was released, 349 was not the version you got by clicking the "recommended" link, I'm guessing there was a delay between the Jenkins tagging it as recommended and the download link choosing it. Sorry for the confusion on that one. But no worries, we won't make you use a non-recommended without good reason.
Just noticed that the actual forum thread didn't update and has 341 while if you click the recommended on the ugly archive page you get 349.
So essentially forge forum are the ones causing the mixup
0
You arent actually supposed to be able to create arrows out of the extraTIC materials yet, but using both tool rod and arrow head from extraTic extra mats seems to circumvent that.
1
0
For some reason it loves assigning 768, so getting a text editor to search for all of the id's with it in the config speeds things up.
Unrelated, I seem to have some visual artifacts with volcanoes, maybe optifine causes it, anyone else had similar issues and solved it would be appreciated.
Edit:Switched off multicore chunkloading and it stopped, so yeah :S
0
Seems to be auto gen of the redpower id's massively derping about, apparently it loves assigning 768 to everything....
1
Tthough I've been waiting since I want to build my overworld house with microblock marble and basalt
0
Then what do you call tubes that are put into a vanilla item frame?
0
Manually looking is always a good idea seeing as some newer builds for mods occsionally don't have the automatic addition of the ID's for the newest additions.
Though in theory with stable releases you shouldn't have a problem like this happening.
0
If iremember correctly the only time "cathing" is effect is when frame motors move them, though its been a while since I messed with them
0
Ya, that was what I got from your post and was what I meant with the "effects of certain levels" exception
Probably should have written that better
0
try "rubber tree burn" immediately hit
0
However Azanor already had the same idea that vis/taint was bad and there is now only "flux" so yeah megapost sort of obsolete there ... <.<
Except for effects of certain levels of magic etc
2
0
Watch the youtube videos or streaming of the forgecraft server and you'll see that there is proper and awesome progress being made.
It looks like the "basics" are in already and that the late game stuff, cpu usage, balance and updating to the recently released versions minecraft that are popping up is left.
Have a little patience, most of the time you will be rewarded
0
Just got to second this, as this functionality would be perfect for any TE and BC systems.
Also seeing as TE already has BC integrated it shouldn't be hard to add, though I haven't looked at BC source to be sure.
This is a great mod for anyone that likes tech mods
0
Just noticed that the actual forum thread didn't update and has 341 while if you click the recommended on the ugly archive page you get 349.
So essentially forge forum are the ones causing the mixup