have you installed forge with mcp right
whats happened to me before is that i accidentally selected a folder in the directory confirm window in mcp giving me only 31 out of the 80 file that make up forge also are their order in mcp correct
modloader at top
modloadermp
forge last
Yeah, forge needs to be added last. I've had similar issues in the past.
majorly though when i place a crucible it causes allot of lag while i'm near it
I tested it a bit by dropping a few stacks of diamond blocks in and while I don't experience lag my FPS does drop a bit. I found a couple of things I can optimise which should make it into the next release.
Yeah, forge needs to be added last. I've had similar issues in the past.
I tested it a bit by dropping a few stacks of diamond blocks in and while I don't experience lag my FPS does drop a bit. I found a couple of things I can optimise which should make it into the next release.
um ya did some more messing around and found that the coduits are invisble and the nodes have a coduit icon and are invislbe when placed and the moment i start producing thaums it goes whacky
the java consol is saying something about an illegal access error for acr.e from classforge.forgehooksclient
and same file again but from thaumcraft.blockconduit
plus your obolisk seem to be made of iron coal bookcase mosycobble with the 9 blocks its sitting on being mycelium
Just wanted to say that this is quite a fun mod; keep up the good work!
Is there any chance of this becoming a vanilla SMP mod? I would love to run it on a server, as I strongly prefer multiplayer. EDIT: Missed the note in the 'future' section, sorry. But I hope you'll reconsider and implement it sooner than you imply. :biggrin.gif:
Also, thanks for making it compatible with pipe-based mods. That's really useful. :smile.gif:
Only 3 comment pages in a amazing mod? how is it possible? anyways i will start trying to craft stuff because TMI doesnt has them :blink.gif:
For some reason TMI really doesn't like my mod. I added the normal hooks to get things displaying normally in TMI, but they refuse to work properly. For now I only added the items that do work properly and I'll try to fix the rest at some point, but it is a very low priority issue for me atm.
um ya did some more messing around and found that the coduits are invisble and the nodes have a coduit icon and are invislbe when placed and the moment i start producing thaums it goes whacky
the java consol is saying something about an illegal access error for acr.e from classforge.forgehooksclient
and same file again but from thaumcraft.blockconduit
plus your obolisk seem to be made of iron coal bookcase mosycobble with the 9 blocks its sitting on being mycelium
Thats some crazy issues you have there. I assume you are using the 1.2.0 version of Forge? Are you using OptiFine? BTW, locks it is sitting on is supposed to be mycelium.
I'm just wondering here, but how long have you been working on this? It looks so awesome, yet it appears so new. Have you just kept this thread away from us?
Also, I'm having some trouble with the Earth and Mossy symbols. I made a small farm and placed a crucible filling a node in the middle, and then a mossy symbol and an earth symbol a little more in the middle. It says the Earth symbol is supposed to "by default it tills any dirt or grass blocks in its area (at no thaum cost)". I guess this means it'll make dirt into farmland, which is needed when harvesting melons. However, I havent seen a single block being tilled near it. I had to use a manual hoe instead. (The harvesting worked fine though).
As a small suggestion, I think the mossy figure could use the ability to hold a gold rune, to increase the speed of the growing. That would be awesome. (and I love the smoke when it does its work).
Otherwise, again, great work! I'm looking forward to seeing this mod grow, it has great potential!
I was working on the mod since end October and was planning on releasing it for MC 1.8.1. Then just as I was ready to release it the new version of Equivalent Exchange came out and it had a suprising number of similarities to my mod. Me and that mods creator must be psychicly linked somewhow. :laugh.gif: So I decided to hold off while I reworked some of my mod to differentiate it more from EE, and I also ended up adding Symbols (previously it just had blocks you could enchant with up to 4 runes, but it was complicated and boring). It was ready again just before MC 1.0.0 release, but I decided to hold off and release it once the 1.0.0 version of Forge and ML came out.
Is the earth symbol placed flat on the ground facing up? If so then that is the problem - Symbols always work in a 7x7x7 area starting from their position and facing the same way they are facing. If you placed the earth symbol on the ground then it is just facing up into empty air. You can either place it one block lower than the surrounding dirt, or place it on the side of something facing towards your field.
I used to have the gold rune improve the mossy symbol speed, but I removed it for some reason. Not sure why to be honest and I might add it back.
Thats some crazy issues you have there. I assume you are using the 1.2.0 version of Forge? Are you using OptiFine? BTW, locks it is sitting on is supposed to be mycelium.
The newest version of BTW is not Forge compatible anymore, so no.
ok wasnt sure about the ground blocks anyways but ya im using optifine and sphaxpurbdcraft-128
so you think its optifine that's causing this?
yes yes it was the version of optifine i had was missing the forge hook redircets
And I think I have the issue down to an "optimization" Optifine makes. It evidently kills textures with alpha transparency in it. Mystery solved. I will see if there is some setting that will revive the textures.
k iv got it all working nicely now but just found a shift click bug when one is in the infusion table shift clicking anything in the table makes it go boom(MC crashes)
k iv got it all working nicely now but just found a shift click bug when one is in the infusion table shift clicking anything in the table makes it go boom(MC crashes)
That is fixed in the 1.0.1 patch I released last night
Two things:
The node-recipe has an item I'm not familiar with. What item is it? Is it an item from the mod? I'm referring to the things surrounding the gold bar.
Also, I can't craft either "mold" recipe. I have crystallized thaum and everything, but neither recipe is working.
I've spent a few hours trying everything I can think of to disassemble a Thaumic Obelisk. I honestly have to ask... Is it even possible? I've tried everything I can think of, including throwing snowballs at it and yelling obscenities.
...will you marry me??? u are a GENIUS i never tought somebody will make a "magical" mod that had that much of magic in it...10 diamonds for u good sir/woman
Yeah, forge needs to be added last. I've had similar issues in the past.
I tested it a bit by dropping a few stacks of diamond blocks in and while I don't experience lag my FPS does drop a bit. I found a couple of things I can optimise which should make it into the next release.
um ya did some more messing around and found that the coduits are invisble and the nodes have a coduit icon and are invislbe when placed and the moment i start producing thaums it goes whacky
the java consol is saying something about an illegal access error for acr.e from classforge.forgehooksclient
and same file again but from thaumcraft.blockconduit
plus your obolisk seem to be made of iron coal bookcase mosycobble with the 9 blocks its sitting on being mycelium
Is there any chance of this becoming a vanilla SMP mod? I would love to run it on a server, as I strongly prefer multiplayer.EDIT: Missed the note in the 'future' section, sorry. But I hope you'll reconsider and implement it sooner than you imply. :biggrin.gif:Also, thanks for making it compatible with pipe-based mods. That's really useful. :smile.gif:
For some reason TMI really doesn't like my mod. I added the normal hooks to get things displaying normally in TMI, but they refuse to work properly. For now I only added the items that do work properly and I'll try to fix the rest at some point, but it is a very low priority issue for me atm.
Thats some crazy issues you have there. I assume you are using the 1.2.0 version of Forge? Are you using OptiFine? BTW, locks it is sitting on is supposed to be mycelium.
The newest version of BTW is not Forge compatible anymore, so no.
I was working on the mod since end October and was planning on releasing it for MC 1.8.1. Then just as I was ready to release it the new version of Equivalent Exchange came out and it had a suprising number of similarities to my mod. Me and that mods creator must be psychicly linked somewhow. :laugh.gif: So I decided to hold off while I reworked some of my mod to differentiate it more from EE, and I also ended up adding Symbols (previously it just had blocks you could enchant with up to 4 runes, but it was complicated and boring). It was ready again just before MC 1.0.0 release, but I decided to hold off and release it once the 1.0.0 version of Forge and ML came out.
Is the earth symbol placed flat on the ground facing up? If so then that is the problem - Symbols always work in a 7x7x7 area starting from their position and facing the same way they are facing. If you placed the earth symbol on the ground then it is just facing up into empty air. You can either place it one block lower than the surrounding dirt, or place it on the side of something facing towards your field.
I used to have the gold rune improve the mossy symbol speed, but I removed it for some reason. Not sure why to be honest and I might add it back.
ok wasnt sure about the ground blocks anyways but ya im using optifine and sphaxpurbdcraft-128
so you think its optifine that's causing this?
yes yes it was the version of optifine i had was missing the forge hook redircets
Someone else on this thread reported issues with optifine and the transparent textures I'm using.
That is fixed in the 1.0.1 patch I released last night
Just place a blank rune and a type of material in the infuser to create the runes. Look in the Symbols and Runes section of the OP
questions"
-What does that Arcane Tinkering Tools do?
-Why is the Stabilized singularity stronger than the active one?
Nothing on their own - they simply act as a template to infuse other things. They might gain further uses in the future.
only thing is one cant place conduits after a node is down makes it hard to wire additions to the system
now i can wait to see what you add (i envision a permanent rift between four obelisk's ignited with a stable singularity with thaum being piped in)
also cant infuse snowballs or snowblock into a symble
yay
-Nicolas Negroponte
The node-recipe has an item I'm not familiar with. What item is it? Is it an item from the mod? I'm referring to the things surrounding the gold bar.
Also, I can't craft either "mold" recipe. I have crystallized thaum and everything, but neither recipe is working.
I will figure this out.
And you will figure out SMP support.
Deal?