There seems to be a character breaking bug with item scanning. After I scanned a cinderpearl and then opened my Thaumonomicon, the game crashed and I was unable to log in afterwards. Server admin managed to fix this by removing few scanned items from my character file. The bug occured again after scanning an arcane lamp.I think it's related to aspects rather than specific items. Perhaps the Thaumonomicon can't candle that many blocks items and entities tied to an aspect - I'm running DNS Techpack, so I scanned lot of them.Is there any other feedback I can provide to identify this bug?
This sounds like the bug I recently reported on github. By any chance, have you scanned a fairly large number of items/nodes? Never mind... re-read your post and see you have. For me, it kept me from even logging in, so possibly not quite the same bug.
In the Thaumonomicon, whenever I'm trying to look at the node to the right of Research Mastery, I get the following crash. It's really annoying because often I crash just by opening the basic information tab, or as soon as I open the Thaumonomicon.
Your point? The suggestion was to increase the upward range of the Paving Stones of Warding so it would be more effective against mobs that can climb or jump over the one-block barrier it currently provides. A 1.5 high block would do just as well, sure, but of course the player can't walk through solid blocks like they can walk over the Paving Stones, which I'm sure was the entire point of the suggestion to begin with.
Your point? The suggestion was to increase the upward range of the Paving Stones of Warding so it would be more effective against mobs that can climb or jump over the one-block barrier it currently provides. A 1.5 high block would do just as well, sure, but of course the player can't walk through solid blocks like they can walk over the Paving Stones, which I'm sure was the entire point of the suggestion to begin with.
I don't know it's height for sure as it isn't written down, but if it's barrier was one high it wouldn't do anything as anything could jump over it!
I don't know it's height for sure as it isn't written down, but if it's barrier was one high it wouldn't do anything as anything could jump over it!
The Paving Stone of Warding has an invisible barrier that is one block tall. It is essentially the same as having a fence placed on top of it. Spiders can climb over fences, and mobs that jump have the ability to jump over them as well. That's the reason for the request. Extending the range by another block would be the same as having two fences placed on top of each other, which would keep out spiders and jumping mobs - as long as the doorway is only two blocks high.
The Paving Stone of Warding has an invisible barrier that is one block tall. It is essentially the same as having a fence placed on top of it. Spiders can climb over fences, and mobs that jump have the ability to jump over them as well. That's the reason for the request. Extending the range by another block would be the same as having two fences placed on top of each other, which would keep out spiders and jumping mobs - as long as the doorway is only two blocks high.
But fences are 1.5 blocks tall... Anyways, a good idea would be to have them stack like levitators do so if its 3 down in the ground it would have a 3-6 tall barrier. I say 3-6 because I am confused of the height.
But fences are 1.5 blocks tall... Anyways, a good idea would be to have them stack like levitators do so if its 3 down in the ground it would have a 3-6 tall barrier. I say 3-6 because I am confused of the height.
I know fences are 1.5 tall. The effect of the warding stone may very well be 1.5, but the point I was trying to make was that it's functionally the same as a fence, as nothing can walk over it directly, but certain mobs are able to get over it.
Having it work as a stacking effect would be the most logical course to take with this sort of thing, if the request is to be done at all.
Personally, I don't see it as something that really needs to be done. I've only had a spider circumvent my Warding Stones a couple of times, and that's hardly anything to worry about and is easily taken care of. It's not something I'd be against, though, and it could provide a few new opportunities with builds if the effect was increased by stacking stones on top of each other.
While were on the subject of the Paved Stone of Warding...
It seems that mobs have a certain... I dunno, ability to push through them. I've penned up a few mooshrooms, cows and pigs. Left them and came back to see a few pigs roaming outside the pen. So I stayed there and watched them to see what was happening. It seems that 1) they don't seem to consider the barriers (not the actual paved stone of warding block but the stuff above it) actual walls. They keep ramming into them like the would fences. And 2) when several mobs bunch up, they have the potential to push one mob through the barriers. Seems to happen more at the corners of the barriers, but it's happened at the sides as well.
Does anybody know the best place to find air shards like biome?
If it's just vanilla Minecraft (no biome mods installed), I'd suggest Extreme Hills. If you have Biomes O' Plenty installed, also try that really high Cliff biome with the crag rock and stuff. There are other places but I can't remember them right now.
While were on the subject of the Paved Stone of Warding...
It seems that mobs have a certain... I dunno, ability to push through them. I've penned up a few mooshrooms, cows and pigs. Left them and came back to see a pigs roaming outside the pen. So I stayed there and watched them to see what was happening. It seems that 1) they don't seem to consider the barriers (not the actual paved stone of warding block but the stuff above it) actual walls. They keep ramming into them like the would fences. And 2) when several mobs bunch up, they have the potential to push one mob through the barriers. Seems to happen more at the corners of the barriers, but it's happened at the sides as well.
This sounds like the classic "animals getting through fences"bug. My advice is to install the mod Unglitch,
For the guy looking for Air shards, try Extreme Hills.
And that world where I lost my research? I just fumbled a pause when I went AFK, and the next warning I had was the zombie crowing over my death just outside my house. Now I've got a zombie inside the house (too close to sleep in my bed) wearing all my armor and sword. NOW it's time to ragequit. And I've already made sure the next world has cheats enabled.
ETA: One last hint for people using the world-seed I gave earlier: I did get my goggles, and promptly discovered that there are underground nodes!
There's one directly under 149, 36, 185, which is apparently in the caves under/near the temple.
I didn't actually manage to reach it before my disaster....
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 sounds like the classic "animals getting through fences"bug. My advice is to install the mod Unglitch,
For the guy looking for Air shards, try Extreme Hills.
And that world where I lost my research? I just fumbled a pause when I went AFK, and the next warning I had was the zombie crowing over my death just outside my house. Now I've got a zombie inside the house (too close to sleep in my bed) wearing all my armor and sword. NOW it's time to ragequit. And I've already made sure the next world has cheats enabled.
I'm playing on a server so I suspect the owner would have to install that server side first. Thank you for the mod suggestion though.
You know, if Thaumcraft was in real life, the Arcane Bore would make a great anti-ship mine. Set up right, it would even clear away the hulks of the ships it sank. And you could even turn it off to let friendly ships through.
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 apologize ahead of time if I'm redundant here, but, I am very confused as to how to get ThaumCraft 4 to function with MineCraft 1.6.2. Why is the 1.6.2 version missing from the "old versions" list? Was it removed?
I apologize ahead of time if I'm redundant here, but, I am very confused as to how to get ThaumCraft 4 to function with MineCraft 1.6.2. Why is the 1.6.2 version missing from the "old versions" list? Was it removed?
Actually, it was never there in the first place. A few people have been asking Azanor to add the last stable 1.6.2 version to that list, but so far he hasn't. In the meantime, shoot HmsMikeLee a PM about it.
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'm playing on a server so I suspect the owner would have to install that server side first. Thank you for the mod suggestion though.
Unglitch actually has both server and client components; as per their information, if the client or server side finds itself unmatched on the other side, it will still do whatever it can about the several glitches it knows about. But yeah, I suspect fixing escaping mobs needs the server side.
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.
I really want to use it, but this keeps happening. java.lang.ClassCastException: thaumcraft.common.blocks.BlockFluxGoo cannot be cast to thaumcraft.common.blocks.BlockCustomPlant
This sounds like the bug I recently reported on github.
By any chance, have you scanned a fairly large number of items/nodes?Never mind... re-read your post and see you have. For me, it kept me from even logging in, so possibly not quite the same bug.Your point? The suggestion was to increase the upward range of the Paving Stones of Warding so it would be more effective against mobs that can climb or jump over the one-block barrier it currently provides. A 1.5 high block would do just as well, sure, but of course the player can't walk through solid blocks like they can walk over the Paving Stones, which I'm sure was the entire point of the suggestion to begin with.
The Paving Stone of Warding has an invisible barrier that is one block tall. It is essentially the same as having a fence placed on top of it. Spiders can climb over fences, and mobs that jump have the ability to jump over them as well. That's the reason for the request. Extending the range by another block would be the same as having two fences placed on top of each other, which would keep out spiders and jumping mobs - as long as the doorway is only two blocks high.
I know fences are 1.5 tall. The effect of the warding stone may very well be 1.5, but the point I was trying to make was that it's functionally the same as a fence, as nothing can walk over it directly, but certain mobs are able to get over it.
Having it work as a stacking effect would be the most logical course to take with this sort of thing, if the request is to be done at all.
Personally, I don't see it as something that really needs to be done. I've only had a spider circumvent my Warding Stones a couple of times, and that's hardly anything to worry about and is easily taken care of. It's not something I'd be against, though, and it could provide a few new opportunities with builds if the effect was increased by stacking stones on top of each other.
It seems that mobs have a certain... I dunno, ability to push through them. I've penned up a few mooshrooms, cows and pigs. Left them and came back to see a few pigs roaming outside the pen. So I stayed there and watched them to see what was happening. It seems that 1) they don't seem to consider the barriers (not the actual paved stone of warding block but the stuff above it) actual walls. They keep ramming into them like the would fences. And 2) when several mobs bunch up, they have the potential to push one mob through the barriers. Seems to happen more at the corners of the barriers, but it's happened at the sides as well.
So yeah, just felt I oughta mention this.
If it's just vanilla Minecraft (no biome mods installed), I'd suggest Extreme Hills. If you have Biomes O' Plenty installed, also try that really high Cliff biome with the crag rock and stuff. There are other places but I can't remember them right now.
This sounds like the classic "animals getting through fences"bug. My advice is to install the mod Unglitch,
For the guy looking for Air shards, try Extreme Hills.
And that world where I lost my research? I just fumbled a pause when I went AFK, and the next warning I had was the zombie crowing over my death just outside my house. Now I've got a zombie inside the house (too close to sleep in my bed) wearing all my armor and sword. NOW it's time to ragequit. And I've already made sure the next world has cheats enabled.
ETA: One last hint for people using the world-seed I gave earlier: I did get my goggles, and promptly discovered that there are underground nodes!
I'm playing on a server so I suspect the owner would have to install that server side first. Thank you for the mod suggestion though.
Plains are also good for air.
Unglitch actually has both server and client components; as per their information, if the client or server side finds itself unmatched on the other side, it will still do whatever it can about the several glitches it knows about. But yeah, I suspect fixing escaping mobs needs the server side.
Mod by Tuhljin