Eergh, horrid bug here. I built my stuff over a dungeon with a huge flux ridden node in it. Had a huge aura rating of 641, and suddenly I log in and the node is gone. About the same time my arcane furnace stopped working, leading me to think it's related.
Eergh, horrid bug here. I built my stuff over a dungeon with a huge flux ridden node in it. Had a huge aura rating of 641, and suddenly I log in and the node is gone. About the same time my arcane furnace stopped working, leading me to think it's related.
Vis randomly will fail to load, deleting it all. You have to go to the config and change it to something other than Default.
Guys! Help me! I can't cope with the server. Download server.jar > install forge > put thaumcraft3.zip .../mods
Crash!
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 05.12.12 9:00
Description: Exception in server tick loop
cpw.mods.fml.common.MissingModsException
at cpw.mods.fml.common.Loader.sortModList(Loader.java:237)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:460)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:82)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:343)
at ho.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:456)
at fy.run(SourceFile:856)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 131252240 bytes (125 MB) / 143327232 bytes (136 MB) up to 1193082880 bytes (1137 MB)
JVM Flags: 0 total;
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 v7.23 FML v4.5.2.459 Minecraft Forge 6.4.0.397 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded
FML [Forge Mod Loader] (coremods) Unloaded
Forge [Minecraft Forge] (coremods) Unloaded
Thaumcraft [Thaumcraft] (thaumcraft) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'forge,fml'
Type: Dedicated Server (map_server.txt)
Vis randomly will fail to load, deleting it all. You have to go to the config and change it to something other than Default.
Yeah, I'm seeing that with my wand not recharging. But it seems like vis still works in some surrounding chunks. How do I fix that through config? I don't want to mess anything up. I'm really not making sense of the config file. what do I change to what? Any help is appreciated.
Guys! Help me! I can't cope with the server. Download server.jar > install forge > put thaumcraft3.zip .../mods
Crash!
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 05.12.12 9:00
Description: Exception in server tick loop
cpw.mods.fml.common.MissingModsException
at cpw.mods.fml.common.Loader.sortModList(Loader.java:237)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:460)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:82)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:343)
at ho.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:456)
at fy.run(SourceFile:856)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 131252240 bytes (125 MB) / 143327232 bytes (136 MB) up to 1193082880 bytes (1137 MB)
JVM Flags: 0 total;
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 v7.23 FML v4.5.2.459 Minecraft Forge 6.4.0.397 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded
FML [Forge Mod Loader] (coremods) Unloaded
Forge [Minecraft Forge] (coremods) Unloaded
Thaumcraft [Thaumcraft] (thaumcraft) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'forge,fml'
Type: Dedicated Server (map_server.txt)
says right there.
Description: Exception in server tick loop
cpw.mods.fml.common.MissingModsException
Still doesn't explain why the process was able to consume 20 pairs of iron boots. Ideally iron boots should have been worth sufficiently more than leather but I went through a 1/4 stack of leather too.
It's all chance, I only went through one pair of diamond boots and researched another.
I made three for the research... so I have two diamond boots I'll probably never use, or if I do it'll be as fuel for another boots of the traveler.
I think the fact that its in a siver wood tree means its a pure node right? that might explain why my tree isnt spawning wisps even though its flux lightning now reaches every part of and past my screen from 9 blocks away
goggles of revealing
netherwart for the mutatio its the only source exept for potions (and a disk i think)
The 'size'of the lightning never changes, only the frequency. What does your flux level say? Moderate? High?
Lastly it is quite possible to have a 'Dangerous' flux level, but have nothing spawning. The reason for this is that Flux isn't just a static number - there are different types of flux for each of the aspects. So you could possibly have small amounts of a lot of different kinds of flux. The goggles only adds together all the flux amounts to get the level, but the individual flux levels might not be high enough to trigger an effect.
On the Forgecraft server my local flux level has been stuck on Dangerous for ages now simply becuase my main node is filled with small amounts of each type of flux. I'm slowly nursing a nearby 'pure' node to try and get it bigger than the flux infested node with the eventual goal of combining them into a huge pure node.
I'm having trouble researching the Tallow golem. I've researched all the golems and cores, except speedy, and I've also researched tallow. But no matter how much I research Corpus, It woun't start the theory for it.
-Scratch that-
I forgot about the clay golem. *facepalm*
gotta finish that research first.
Thaumium costs 8 Mettalum and 4 Preacantatio to create. However, it contains 8 Mettalum and 5 Preacantatio. Meaning you can throw 8 thaumium into the crucible, craft it into 8 thaumium and get an extra 8 Preacantatio in a alembic. So, you can basically get infinite Essentia Preacantatio as soon as you get the arcane alembic.
Its even easier with Tallow and I don't really consider it an exploit since you forget that vis is also required to craft both of them. After all, you can easily (if indirectly) get Preacantatio from sand.
I've been running into a fairly large problem that's "killed" three worlds so far. Arcane Nexuses keep disappearing. I have no idea why, but one minute they're there, dutifully powering my devices, the next, my goggles and thaumomneter (excuse the spelling) show nothing, my wand won't recharge, and my arcane furnace might as well be a vanilla lava garbage disposal. Please help.
Its seems you keep losing the node save files, or they are getting corrupted. Can you give me more details on your setup? What kind of OS are you using? PC, Mac, etc? Are you using something like magic launcher? What directory is it saved in? Do you quit MC properly (in other words quit via the menus and not just alt-f4 or press the window close button)
The more info you can give the better. A copy of your logs after you lose the nodes would also be handy.
I've been playing around with nodes, and it "seems" that flux-filled nodes transfer their flux levels to other nearby nodes. I am assuming this is when they transfer aura to stabilize, as this seems rather interesting. A flux filled node transfering aura to a drained normal node, but the flux node is taking bits and bits of flux with it's aura.
2: we have golems for picking up, moving items out, and collecting items from elsewhere. the only thing we don't have is a golem that takes items from chests and throws them to the ground. this would allow automation of [the previously mentiones structure] and crucibles, act as a relay between other mods (throwing items into an obsidian pipe or transposer), make a garbage disposal and complete the quartet of actions that both a player and golem can do to items and inventories (pick up, place in, remove, and drop)
There isn't a golem like that simply because it is already possible to do what you want through purely vanilla means. You can in fact have an automated arcane furnace in vanilla assuming you combine the nuggets yourself - and this includes there being an input chest for the items you want smelted (no throwing it in the furnace yourself)
Pineapple: the ability for straw golems with the strength upgrade to open chests and carry two wheat and two seeds at a time. not to gather things, but to feed animals (in gaining this ability, they lose the ability to harvest things), because AAAAWWWWW! look at the adorable straw golem feeding the chickens
I might add a seperate golem for 'animal husbandry' type things. I also toyed with the idea of a 'butcher' golem .
Its seems you keep losing the node save files, or they are getting corrupted. Can you give me more details on your setup? What kind of OS are you using? PC, Mac, etc? Are you using something like magic launcher? What directory is it saved in? Do you quit MC properly (in other words quit via the menus and not just alt-f4 or press the window close button)
The more info you can give the better. A copy of your logs after you lose the nodes would also be handy.
I don't have the logs, and I am using Magic Launcher, so that could be the problem. A couple pages back, though, I posted a workaround, so this isn't as big a problem for me as it was, but I'll be sure to get you the logs if it happens again.
I found a small problem. I cannot transmute one metal to another without an alembic. Example; I try transmuting copper (with the metal and food aspects) into iron. Since there's food aspect in there with the metal, it gives me copper back. I tried mixing tin and copper, and got copper again. The only work around I found is to get the aspects into an alembic and throw a bottle of it in. Since transmutation is a tier 1 research, I'd like to be able to use it without tier 2 items.
Unless someone else knows the way to make iron from copper/tin without getting copper/tin?
The basic crucible is very limited and hard to use (intentionally) and nothing shows this as clearly as the various transmutation recipes.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/5/2012
Posts:
473
Minecraft:
Black_Hole
Member Details
I found a dup bug when golems (stone) try to pull items out of BC autocrafting tables. Within seconds he filled the output chest with the first item from the recipe.
Golems are the greatest thing since tubes, I love those little guys running around my house carrying stuff. How about some kind of super-advanced-hard-to-get-expensive-to-make-super-smart-tool-using golems? He'd have a single slot, give him a sword and he'll attack nearby baddies, give him a pick and he'll mine nearby ores, an ax and he'll cut wood, a hoe and he'll till the ground, shears and he'll shear sheep. He'd use the tools just like a player would, taking damage, and they'd be confided only to a limited area, with still limited intelligence (ax golem would only cut wood he could reach, not the whole tree) and they couldn't pick up items, you'd need a wood golem to help do that. But I could see building an army of tool golems and placing them around in a cave and giving them each some silk-touch iron axes or whatever.
Thank you azanor for your mod, but the research system is little bit buggy. I'm not sure if you know that, but with mods it works just like achivements. So it's reseted when you add new mod. On forgecraft you probably won't notice that cos researches are in server files and don't reset, but on SSP they do, so I can't add mods now cos I'll need to do all this again.
But one bug isn't the end of the world, TC3 is still the best (maybe i should wait for EE3 ) but if you can please fix it. I hope you know what i ment. Good luck.
It isn't stored like achievement at all and should most definetely not reset if you add any mods. Has anyone else experienced this?
I don't know if this has been brought up or not but it's very easy to make a clay golem insert coal or ingots into a furnace's output slot, then remove it yourself for free xp.
Other than that, I have had no problems beyond wishing I hadn't blown through the research and found everything already. : P
Thanks for the fantastic mod, Azanor.
Have you actually tried this? I've added quite a bit of code to prevent that exact thing
EDIT: NM, I see now that it is still possible. Not for long though
I think I might have found a bug. When I have an enchanted iron sword in the world, my unenchanted iron sword has the Magic Aspect... I'm not sure if it would still register it if I threw it into a crucible, or if it's only a visual bug. I've tried putting the enchanted sword in a chest, the unenchanted one still has the Magic Aspect. I checked in another world and the iron swords were normal, no magic.
Image:
I've been playing around with nodes, and it "seems" that flux-filled nodes transfer their flux levels to other nearby nodes. I am assuming this is when they transfer aura to stabilize, as this seems rather interesting. A flux filled node transfering aura to a drained normal node, but the flux node is taking bits and bits of flux with it's aura.
Flux doesn't transfer bewtween nodes unless two nodes combine
I found a dup bug when golems (stone) try to pull items out of BC autocrafting tables. Within seconds he filled the output chest with the first item from the recipe.
Its actually a BC bug and I've already logged and error report for it. However I did implement a workaround fix for it on my side which will be in the next update.
Crash!
says right there.
Description: Exception in server tick loop
cpw.mods.fml.common.MissingModsException
Go update your forge
It's all chance, I only went through one pair of diamond boots and researched another.
I made three for the research... so I have two diamond boots I'll probably never use, or if I do it'll be as fuel for another boots of the traveler.
Imperio and motus for core
Ghost and life for golemHey azanor i (maybe) found a bug...
If i want to research on server i get a internal server error...
The 'size'of the lightning never changes, only the frequency. What does your flux level say? Moderate? High?
Lastly it is quite possible to have a 'Dangerous' flux level, but have nothing spawning. The reason for this is that Flux isn't just a static number - there are different types of flux for each of the aspects. So you could possibly have small amounts of a lot of different kinds of flux. The goggles only adds together all the flux amounts to get the level, but the individual flux levels might not be high enough to trigger an effect.
On the Forgecraft server my local flux level has been stuck on Dangerous for ages now simply becuase my main node is filled with small amounts of each type of flux. I'm slowly nursing a nearby 'pure' node to try and get it bigger than the flux infested node with the eventual goal of combining them into a huge pure node.
-Scratch that-
I forgot about the clay golem. *facepalm*
gotta finish that research first.
Its even easier with Tallow and I don't really consider it an exploit since you forget that vis is also required to craft both of them. After all, you can easily (if indirectly) get Preacantatio from sand.
Its seems you keep losing the node save files, or they are getting corrupted. Can you give me more details on your setup? What kind of OS are you using? PC, Mac, etc? Are you using something like magic launcher? What directory is it saved in? Do you quit MC properly (in other words quit via the menus and not just alt-f4 or press the window close button)
The more info you can give the better. A copy of your logs after you lose the nodes would also be handy.
I've been hesitant to create an auto-crafting golem for various reasons, but I'm not completely ruling it out.
There isn't a golem like that simply because it is already possible to do what you want through purely vanilla means. You can in fact have an automated arcane furnace in vanilla assuming you combine the nuggets yourself - and this includes there being an input chest for the items you want smelted (no throwing it in the furnace yourself)
I might add a seperate golem for 'animal husbandry' type things. I also toyed with the idea of a 'butcher' golem .
I don't have the logs, and I am using Magic Launcher, so that could be the problem. A couple pages back, though, I posted a workaround, so this isn't as big a problem for me as it was, but I'll be sure to get you the logs if it happens again.
The basic crucible is very limited and hard to use (intentionally) and nothing shows this as clearly as the various transmutation recipes.
Note the word 'basic'.
Golems are the greatest thing since tubes, I love those little guys running around my house carrying stuff. How about some kind of super-advanced-hard-to-get-expensive-to-make-super-smart-tool-using golems? He'd have a single slot, give him a sword and he'll attack nearby baddies, give him a pick and he'll mine nearby ores, an ax and he'll cut wood, a hoe and he'll till the ground, shears and he'll shear sheep. He'd use the tools just like a player would, taking damage, and they'd be confided only to a limited area, with still limited intelligence (ax golem would only cut wood he could reach, not the whole tree) and they couldn't pick up items, you'd need a wood golem to help do that. But I could see building an army of tool golems and placing them around in a cave and giving them each some silk-touch iron axes or whatever.
Great work on the mod, I really love it.
It isn't stored like achievement at all and should most definetely not reset if you add any mods. Has anyone else experienced this?
Have you actually tried this? I've added quite a bit of code to prevent that exact thing
EDIT: NM, I see now that it is still possible. Not for long though
Hmmm, good catch
Flux doesn't transfer bewtween nodes unless two nodes combine
Its actually a BC bug and I've already logged and error report for it. However I did implement a workaround fix for it on my side which will be in the next update.