• 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge

    Could a mod close this thread? Discussion moved to TT3

    Posted in: Minecraft Mods
  • 5

    posted a message on Aura Cascade
    This is a magic mod that challenges the user to think. At it's core is an innovative power system which is nearly impossible to fully optimize. All features are documented via an in-game book.


    • Huge thanks to Vazkii. The lexicon code is taken from Botania, and the design philosophies behind Botania were a huge inspiration.
    • Textures are mostly done by Futureazoo and Drullakus.

    NOTE: This documentation is rarely-updated and may be out of date. Refer to the in-game guide for accurate documentation.

    Basic Concepts

    • Aura does not represent power
    • Aura is not created or destroyed
    • GUI-free
    • Aura nodes pass aura back and forth
    • Aura nodes pass aura in both directions, equalizing aura
    • An aura node with a redstone signal won't send aura onwards, resulting in a build-up on aura
    • Aura comes from aura crystals, which can be crafted
    • Aura will not naturally move up, but it will move down
    • Aura will only move up when a 'pump' (Equivalent to a generator) moves them
    • Power = Aura * vertical distance
    • When aura falls down, it creates power

    Types of Aura

    Aura comes in all colors of the rainbow! (Plus black and white)

    • White Aura: Plain aura. If you use this, you are boring.
    • Black Aura: This aura does not generate power. It can't flow horizontally. It can be produced in near-unlimited amounts by an Aura Manipulator (Discussed later).
    • Red Aura: When TNT is detonated near a node with red aura, large amounts of red aura will move uphill (the explosion will not harm any blocks)
    • Orange Aura: Like black aura, it doesn't generate power and can be produced by an aura manipulator. When orange aura flows, it encourages aura in nearby nodes to move in the same direction.
    • Yellow Aura: Takes a tenth of the energy to pump up, and produces the same amount of power flowing down. However, it is unstable and decays quickly.
    • Green Aura: This 'weighs' twice as much during the daytime, and half as much at night (In the day, it takes twice as much effort to pump it up, but it also generates twice as much power). By pumping power in the night, and using it during the day, you can be more efficient.
    • Blue Aura: This aura is 50x easier to pump up during the rain, but only half as efficient at other times
    • Purple Aura: This aura will slowly multiply. This multiplication occurs significantly faster if it is placed in a node with low amounts of purple aura

    Aura Flow detailed mechanics

    • Aura flows once per second
    • Aura flows between nodes connected in a straight line, with a range of 15 blocks
    • A node with more Aura will send out a larger portion of it's aura
    • Nodes send aura in both directions
    • The end result of the last two rules is that horizontally placed nodes naturally tend towards equilibrium
    • Aura nodes will send much more aura to a node which is closer

    Pump Mechanics

    • Different types of Aura pumps use different kinds of materials to push aura uphill
    • Aura can't flow downhill into an aura pump, for convenience
    • Each material has a 'duration' and a 'power'
    • The duration represents the number of bursts (Once per second) that the pump will run for
    • The power represents the power generated per second. To find the aura sent uphill by a pump per second, divide the power by the vertical distance.

    Types of Pumps

    • Coal pump: Sends power uphill and uses burnable materials, dropped nearby. Power: 200. Duration: 4 x the time the material will burn in a furnace
    • Momentum pump: Creates power when mobs fall near it. Duration: 5 * fall distance. Power: 350
    • Light pump: Eats glowstone and torches placed nearby. Duration: 150 per glowstone, 30 per torch. Power: 1000
    • Projectile pump: Generates power when snowballs, eggs, or arrows are thrown at it. Duration: 300 per arrow, 90 per egg, 10 per snowball. Power: 1500 per arrow, 400 per egg, 200 per snowball.
    • Redstone pump: When redstone wire is connected and powered, it will eat a straight line of redstone wire, up to 15 blocks. Duration: 10 for the first redstone wire. The duration increases by 40% for all following wires. Power: 1500

    Special Aura Nodes

    A series of aura nodes with special properties.

    • Aura Manipulator. Comes in two flavors: Black and orange. When not powered by redstone, it will receive and destroy all aura of it's chosen color (It doesn't accept other colors of aura). When powered, it will create extremely large amounts of aura (100,000 per second).
    • Conserving aura node: Won't send aura downwards. Useful when used with red aura, or when working in tight space (Not needed with aura pumps).
    • Aura Capacitor: Has a tolerance (Can be toggled with right-clicking). It won't send aura out normally, much like an aura node with a redstone signal. When the tolerance is reached, it will discharge all aura in one burst, and it will not receive aura back for a short time.


    One of the first practical uses for aura, used to make most mid-to-late-game items.

    The basic crafting setup has an 'Aura Vortex Controller' surrounded by four 'Aura vortex pedestals'.

    Four specific items, recipe dependent, are placed on the four pedestals. Then aura needs to fall downhill into the pedestals, creating a certain amount of power. When all the power and item requirements are fulfilled, the crafting is complete. A few recipes require that certain pedestals receive certain colors of aura.


    To start off, craft yourself a fairy ring. This ring is worn as a bauble. With this ring equipped, craft specific fairy charms and right click them, causing a fairy to jump out and fly around you. Shift-right-clicking the ring will dump all fairy charms inside the ring. Fairies each perform special effects:

    • Combat Fairy: Damages nearby mobs
    • Debuff fairy: Applies negative potions to nearby mobs
    • Buff Fairy: Applies good potions to you
    • Steal Fairy: Steals other player's held items
    • Push Fairy: Extreme knockback, no damage
    • Shooter Fairy: Enhances damage of arrows shot by you
    • Savior Fairy: High-powered combat fairy that functions only when the owner has low health
    • Fetch Fairy: Picks up nearby items
    • Bait Fairy: Spawns passive mobs
    • Breeder Fairy: Makes passive mobs fall in love (Like wheat)
    • Scarer Fairy: Decreases mob spawns
    • Extinguisher fairy: Puts out fire on the player and removes lava
    • Digger Fairy: Occasionally enables you to break a block instantly
    • Fall fairy: Reduces fall damage
    • Light fairy: Places temporary invisible light sources if it's dark
    • Training fairy: Drops XP orbs EntityCombatFairy.class, EntityDebuffFairy.class, EntityBuffFairy.class,

    Aura Consumers

    These machines all draw power from adjacent aura nodes. All of these machines have extreme, often exponential, diminishing returns in terms of power pumped in, and none of the machines can store power for reasonable amounts of time.

    • Cascading Smelter: Smelts nearby items. More power = more speed
    • Cascading Processor: Will consume large amounts of power to turn ores into three dusts. Yes, this is extremely boring. Possibly removed in a later version?
    • Cascading Looter: Will consume power to generate items which are found in dungeon chests.
    • Cascading Spawner: Will spawn mobs for power. Spawns mobs which would naturally be found in the area, similar to cursed earth.
    • Cascading Synthesizer: Consumes power to generate a rare material known as Angel's steel...

    Angel's steel.

    • Angel's steel is a rare, mystical metal.
    • Angel's steel comes in different 'degrees'. The first degree is produced by the Cascading Synthesizer
    • Subsequent degrees are made by combining three of the previous degree in a crafting bench. Three first-degree angel's steel ingots make a second-degree ingot.
    • Angel's steel ingots can be crafted into shovels, pickaxes and axes.
    • Each degree of tools gives 2 bonus points.
    • Bonus points are randomly applied into four categories: Efficiency, Fortune, Shatter, and Disintegrate
    • Shatter gives bonus speed when breaking hard blocks
    • Disintegrate gives bonus speed when breaking soft blocks
    Posted in: Minecraft Mods
  • 0

    posted a message on Witchery 0.24.1
    Thanks for the report, I'll look into it :).
    Posted in: WIP Mods
  • 4

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from tetrislicious

    when do you think we can expect more content not being pushing just wondering

    I'm about to break just about every modding rule by actually giving an ETA. There is expected to be a bug fix build sunday, which includes things like armor toggles. I'm testing some new content which should be released late next week.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from Roma1704

    What is this:
    ---- Minecraft Crash Report ----// Oops.Time: 21.02.14 17:23Description: Ticking tile entityjava.lang.NoSuchMethodError: appeng.api.IAppEngApi.getMovableRegistry()Lappeng/api/movable/IMovableRegistry; at vazkii.tinkerer.common.block.tile.TileEntityMobilizer.func_70316_g(TileEntityMobilizer.java:133) at net.minecraft.world.World.func_72939_s(World.java:2209) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace: at vazkii.tinkerer.common.block.tile.TileEntityMobilizer.func_70316_g(TileEntityMobilizer.java:133)-- Tile entity being ticked --Details: Name: ttinkerer:Levitational Locomotive // vazkii.tinkerer.common.block.tile.TileEntityMobilizer Block type: ID #2632 (tile.ttinkerer:Levitational Locomotive // vazkii.tinkerer.common.block.mobilizer.BlockMobilizer) Block data value: 0 / 0x0 / 0b0000 Block location: World: (87,4,-1534), Chunk: (at 7,0,2 in 5,-96; contains blocks 80,0,-1536 to 95,255,-1521), Region: (0,-3; contains chunks 0,-96 to 31,-65, blocks 0,0,-1536 to 511,255,-1025) Actual block type: ID #2632 (tile.ttinkerer:Levitational Locomotive // vazkii.tinkerer.common.block.mobilizer.BlockMobilizer) Actual block data value: 0 / 0x0 / 0b0000Stacktrace: at net.minecraft.world.World.func_72939_s(World.java:2209) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)-- Affected level --Details: Level name: trainings All players: 1 total; [EntityPlayerMP['roma'/44, l='trainings', x=88,32, y=5,00, z=-1533,61]] Chunk stats: ServerChunkCache: 883 Drop: 0 Level seed: 7608014110136678403 Level generator: ID 01 - flat, ver 0. Features enabled: true Level generator options: Level spawn location: World: (272,4,-1509), Chunk: (at 0,0,11 in 17,-95; contains blocks 272,0,-1520 to 287,255,-1505), Region: (0,-3; contains chunks 0,-96 to 31,-65, blocks 0,0,-1536 to 511,255,-1025) Level time: 86801 game time, 717 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 10079 (now: false), thunder time: 111053 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: trueStacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)-- System Details --Details: Minecraft Version: 1.6.4 Operating System: Windows 8 (amd64) version 6.2 Java Version: 1.7.0_60-ea, Oracle Corporation Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 688703384 bytes (656 MB) / 1518862336 bytes (1448 MB) up to 1518862336 bytes (1448 MB) JVM Flags: 5 total; -XX:PermSize=128m -XX:MaxPermSize=256m -Xms1512m -Xmx1512m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump AABB Pool Size: 1497 (83832 bytes; 0 MB) allocated, 912 (51072 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 86 mods loaded, 86 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML{} [Forge Mod Loader] (minecraftforge- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge{} [Minecraft Forge] (minecraftforge- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available AppliedEnergistics-Core{rv13.c} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available OpenModsCore{0.2} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available DamageIndicatorsMod{} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Erebus{v0.1.0} [Erebus] ([1.6.4] The Erebus 0.1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available TreeCapitator{Forge 1.6.4.r09} [Treecapitator] 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Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded{1.6.2R2.7.5} [MineFactory Reloaded] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatForestryPre{1.6.2R2.7.5} [MFR Compat: Forestry (part 2)] (MineFactoryRel
    oaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forestry{} [Forestry for Minecraft] (forestry-A- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Thaumcraft{4.1.0e} [Thaumcraft] (Thaumcraft4.1.0e.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Tombenpotter's ElectricMagicTools{1.0.6} [Electric Magic Tools] (ElectricMagicTools-1.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available EnderIO{0.10.0} [Ender IO] (EnderIO-1.6.4- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available ExtraUtilities{1.0.3a} [Extra Utilities] (extrautils-1.0.3a.zip) 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IronChest{} [Iron Chest] (ironchest-universal-1.6.4- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Mekanism{6.0.1} [Mekanism] (Mekanism- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MekanismGenerators{6.0.1} [MekanismGenerators] (MekanismGenerators- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MFR Compat Forestry Trees{1.0} [MFR Compat Forestry Trees] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MFR Compat Extra Trees{1.0} [MFR Compat Extra Trees] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatAppliedEnergistics{1.6.2R2.7.5} [MFR Compat: Applied 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Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatExtraBiomes{1.6.2R2.7.5} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatForestry{1.6.2R2.7.5} [MFR Compat: Forestry] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatForgeMicroblock{1.6.2R2.7.5} [MFR Compat: ForgeMicroblock] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatIC2{1.6.2R2.7.5} [MFR Compat: IC2] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatMystcraft{1.6.2R2.7.5} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatPams{1.6.2R2.7.5} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatProjRed{1.6.2R2.7.5} [MFR Compat ProjectRed] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Railcraft{} [Railcraft] (Railcraft_1.6.4- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatRailcraft{1.6.2R2.7.5} [MFR Compat: Railcraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatRP2{1.6.2R2.7.5} [MFR Compat: RP2] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatSufficientBiomes{1.6.2R2.7.5} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatThaumcraft{1.6.2R2.7.5} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatThermalExpansion{1.6.2R2.7.5} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatTwilightForest{1.6.2R2.7.5} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatVanilla{1.6.2R2.7.5} [MFR Compat: Vanilla] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MineFactoryReloaded|CompatXyCraft{1.6.2R2.7.5} [MFR Compat: XyCraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available AdvancedSolarPanel{3.4.3} [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_4_3_IC_EXP.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available GraviSuite{1.9.8} [Gravitation Suite] (mod_zGraviSuite_1_9_8_MC_1_6_4_IC_EXP.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1.4.4_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available OpenMods{0.2} [OpenMods] (OpenModsLib-0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available OpenBlocks{1.2.5} [OpenBlocks] (OpenBlocks-1.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available QuantumCraft{1.1} [qCraft] (qCraft1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available [email protected]@.@MINOR@.@REVIS@.@BUILD@} [Remote IO] (RemoteIO-universal-1.6.4-1.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available StevesCarts{2.0.0.a135} [Steve's Carts 2] (StevesCarts2.0.0.a135.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Sync{2.1.1} [Sync] (Sync2.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available ThaumicTinkererKami{1.0} [Thaumic Tinkerer KAMI] (ThaumicTinkererKAMI_j6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available ThaumicTinkerer{2.3-91} [Thaumic Tinkerer] (ThaumicTinkerer-2.3-99.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available WirelessRedstoneCore{} [Wireless Redstone] (WirelessRedstoneCore-Universal-v1.7.1.4_MC1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Availa
    ble->Available McMultipart{} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available ThaumcraftMobAspects{1.6.X-1d} [Thaumcraft Mob Aspects] (thaumcraftmobaspects-1.6.X-1e-build2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available ForgeMicroblock{} [Forge Microblocks] (ForgeMultipart-universal-1.6.4- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 169 (9464 bytes; 0 MB) allocated, 99 (5544 bytes; 0 MB) used Player Count: 1 / 8; [EntityPlayerMP['roma'/44, l='trainings', x=88,32, y=5,00, z=-1533,61]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge'
    Using thaumic tinkerer's build 99

    Update AE.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Hiya all. Poll is here. At this point, I'm trying to avoid snapping at one of the people on this thread, so that is all I'm going to say. There are some bug reports buried with the whining here, I will look at them.

    Quote from Rongmario
    He's overriding bedrock. That causes (possibly) incompatibilities with other mods that interacts with vanilla bedrock

    Quite simply, there is no evidence to this.

    Quote from ElvenAlchemy
    I agree that at the very least a config option is made to disable/enable anything that affects bedrock which includes the replacing of vanilla bedrock, the awakened ichorium picks ability to break bedrock and the bedrock dimension due to it's uselessness should the breaking of bedrock be disabled. (may be more not sure at this point)

    One already exists.

    Quote from _Gothmog
    Personally, I have problem with the latest build fix list (mess up with bedrock you gain things like this):
    • Fix Withers breaking bedrock
    • Fixed: Excavation focus can break bedrock
    Now imagine how many others interactions of another mods will cause things like this... the point - for me - is mess up with the block code;

    Those fixes weren't patches for one single issue. They would, conceivably, fix a lot of things. The bugs stated on the changelog were simply the ones that we found.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from -ate0ate-
    Using the latest 2.3 build 92, I notice this in the forge log... 2014-02-17 13:12:49 [INFO] [STDOUT] CONFLICT @ -249 item slot already occupied by [email protected] while adding [email protected] 2014-02-17 13:12:49 [INFO] [fml.ItemTracker] The mod ThaumicTinkerer is overwriting existing item at 7 (net.minecraft.block.Block from Minecraft) with net.minecraft.item.ItemBlock It looks intentional, but is it? If so, what does it do and could you please add that this is meant to happen in the forge log? I've seen some other mods do that and its very helpful while conflict hunting. If it is not intentional, any idea as to the cause?

    That is indeed intended. It's part of the new bedrock dimension.

    Quote from Lathanael
    Hmm Block 7 would be Bedrock. I don't like mods replacing that. Can we have clarification on this one please? And if it is intended some way to turn it off?

    It can be disabled in the config, by turning the bedrock dimension id to 0.
    Posted in: Minecraft Mods
  • 1

    posted a message on ATTENTION DEVELOPERS! $200 reward to develop!
    Please be MUCH MUCH MUCH more precise on the requirements. I'd also like a guarantee of an hourly wage.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6][Forge]Minechem
    Quote from Nephatrine

    I've been trying to automate my synthesis machine with AE and ran into some strange issues with AE v13, MC 1.6.2 and the latest MineChem. I can easily enough export all the chemical ingredients into the synthesizer, but could not for the life of me figure out how to pump the finished product out. Even with all the ingredients inside and trying every face of the machine to attach my import bus, I couldn't get it to work. So I took out all the ingredients (just Fe as I was trying to synthesize Iron Ore) and something magical happened. Suddenly my import bus (attached to the bottom) started grabbing tons of iron ore. No ingredients needed - just iron ore from nowhere and in infinite quantities.

    I think the ghost item in the output slot from having the journal in there is somehow registering as a real item and then being sucked out and replaced by a new one as the book is still inside. If I put some Fe tubes back in the machine, though, I stop getting infinite ore and go back to not being able to pipe out anything at all.

    Do you still have this problem on the latest build? I recently fixed an issue like this.
    Posted in: Minecraft Mods
  • 0

    posted a message on Periodic Table for 1.6.4 NOT MINECHEM
    Minechem dev here. Yes it is for 1.6. pixlepixmods.wordpress.com . And a .zip is the exact same thing as a .jar. Just rename the file.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Free hosting.
    Hello. I am currently a Minecraft Mod Developer, and developer of the semi-popular mod Minechem. Before I was a mod developer, I used to own servers to make a profit. My last server, a Voltz server, was bringing in a profit of 250+ dollars a month, and I'm sure that I can expand upon that with this server. Looking for some extra income, I have decided to do it again. I am capable of easily coding special and unique minigames in bukkit. Right now, I'm looking at a schedule of one custom minigame a week, jumpstarting the server with half a dozen public games. As I've said before, I know how to manage a server easily.
    Posted in: Other hosts
  • 0

    posted a message on Why do mods need updates
    Quote from bilde2910

    If you've had a look inside the minecraft jar at some point (you most likely have, since you took up this question in the first place), you'll have seen that all the file names are 1-3 characters like a, gh and bcg. The content of these files change and take on new names every release - the software Mojang uses converts human readable names into obfuscated names make each file have a different name most of the time. This is to prevent easily reading Minecraft's source code.

    Now, if you try to install a class file from an old version of Minecraft into a newer version, what the file you're copying represents in the old version isn't what it represents in the new version. Essentially you're creating a duplicate of a class, and in the process of doing so, you also overwrite the class in the newer version, which probably had a different function and task to do than the ones from the file you're copying over. When Minecraft figures it needs the functionality it lost, it crashes.

    There's also of course the fact that the source code changes, and mod code has to be updated to correctly implement the changes in the source from one version to another.

    I hope this clears some confusion.

    This is not why mods need updates. Reobfuscating your mods using srg names means that they do not have to be rebuilt for every name change.

    The reason why MC mods need updates why WoW ones don't is something different and fairly complicated. I don't have experience with WoW, but the fact that you use lua scripts suggests that the modding was implemented differently. Lua scripts can essentially be treated as a resource. There is probably a section of code in WoW dedicated to loading/interpreting the mods. When a code change happens, the developers are able to change the way the scripts are interpreted.

    However, Minecraft doens't have the same kind of modding API. Mods are loaded in java, and have direct access to the minecraft code. There is no simple interface between the mod and the vanilla code, the way it is possible to do with a lua script.
    Posted in: Mods Discussion
  • 0

    posted a message on MineChem version number for 1.5.2
    Minechem developer here (Google alerts are amazing!). The builds on my Jenkins are indeed for 1.6. The lastest 1.5 build is archived here.
    Posted in: Mods Discussion
  • 0

    posted a message on MineChem 2 PR6.1 - Now with Chemistry Turtles! (8th Jan Tue)
    Just a notice that this mod can now be found at
    Posted in: Minecraft Mods
  • 0

    posted a message on Why isn't Minecraft Coder Pack being updated?
    Quote from Tietsap

    Actually, Mojang introduced Searge (MCP crew) as a new member of the minecraft team, and I believe he's going to be responsible for developing the minecraft API, which is pretty much exactly what mcp is.

    Not true at all. The theoreticaly mod API is nothing like MCP.
    Posted in: Mods Discussion
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