That's odd, I seem to be able to use a single purifier to eliminate 100% of taint from smelted items.
Let me elaborate: it seems that when used in place of a conduit, while the purifier itself doesn't exert any suction, it does still exert a minor suction on taint passing through it in order to keep it in the purifier while destroying it (the only reason I can think of for why the conduit between my crucible and purifier has suction of 3 TCB on Vis, but 4 TCB on Taint). Because I couldn't find a way to hook it up directly to my tanks to make it work like a filter, I chained four of them up in place of conduits in a U-shape (my lab is rather confined in that area) and found they were destroying all the taint, but dramatically slowing the flow of pure vis through them. Imagine my surprise when I started removing them to try to improve the vis flow, only to discover that removing the three closest to the tank had no effect. It appears that if the conduit length between crucible and tank is great enough that the force exerted on the taint by the purifier as it passes through (5 TCB) is greater than the suction exerted by the tank on the vis in that block (so at least 5 conduits between tank and purifier), then the purifier will not let the vis flow freely until all the taint is destroyed (experimentation has revealed that until all the taint is gone, the purifier will let 1 vis pass through it for every 1 taint it destroys). Is this a bug, an exploit, or intentional?
Also, does it matter at all that I'm using the version in the Technic Pack?
Watching Direwolf's server season 3 play at the moment. I'm loving the changes from TC2 to 3.
I have a thought on what's been shown of the infusion altar. It's a bit too crafting table-y only in one way; you instantaneously pull out the finished product. It'd be awesome to see the item take a little time visually forming above the altar from the 'essences' of the ingredients and aspects.
So for a wooden golem, above the altar a translucent 3d model of the golem would become more opaque as the wood and aspects infuse to the golem core (which would be floating inside the translucent golem model).
The arcane door would have the thaumium and brain essences infuse to an iron door model visually turning it into the arcane door (using the same mechanics as before the iron door model would fill the translucent arcane door model completely)
The Golem core's ingredients would just infuse together rather than to any one part.
This effect could even start before the aspects are added to the crucible, so while you're finding items to fulfil the aspects requirements a ghostly version of your final item will float above the altar
Perhaps after the infusion has completed an implosion visual effect can be used to drop the item for collection.
As another suggestion could you add something like mages' studies as side rooms to vanilla dungeon libraries (perhaps defended in some way or hidden akin to TC2 obelisks) which could contain chests with chance research notes or items. Maybe the research notes found could be the only way to begin researching certain discoveries.
Aye, what Clublion said. Thaumcraft 2 is dead. This was announced long before 1.3 shipped, let alone 1.4. With any luck, it will be reborn, but this thread should be locked by a moderator.
Aye, what Clublion said. Thaumcraft 2 is dead. This was announced long before 1.3 shipped, let alone 1.4. With any luck, it will be reborn, but this thread should be locked by a moderator.
I don't think so. A lot of people still play 1.2.5 and may want to still use this thread. Once Thaumcraft 3 comes out the requests for it to be updated will die out. I think a lot of people are just finding this through old mod lists.
I don't think so. A lot of people still play 1.2.5 and may want to still use this thread. Once Thaumcraft 3 comes out the requests for it to be updated will die out. I think a lot of people are just finding this through old mod lists.
True, but moderators have closed several dead mods just to keep the traffic down, and stop the "y u know upd8" garbage. Personally, I'd prefer a new subthreads for 1.2, 1.3, etc. It would make things much easier for everyone. If it's not in 1.4, it isn't updated.
Hey guys, hoping sombody can help me out. Got an error report and not sure what it means.
Here it is.
Sorry for posting the whole thing minecraft forums is bugging out for me. =/
A full error report has been saved to C:\Users\Sebby\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-28_11.52.47-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 5bd70b3c --------
Full report at:
C:\Users\Sebby\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-28_11.52.47-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 28/11/12 11:52
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_04, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 376061224 bytes (358 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 6.4.0.395 Optifine OptiFine_1.4.5_HD_U_D3 10 mods loaded, 10 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_GuiAPI [mod_GuiAPI] (minecraft.jar) Unloaded->Constructed
mod_Arrows [mod_Arrows] (minecraft.jar) Unloaded->Constructed
mod_Armor [mod_Armor] (ArmorStand.zip) Unloaded->Constructed
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.2.1.zip) Unloaded->Constructed
mod_RecipeBook [mod_RecipeBook] (Recipe Book.zip) Unloaded->Constructed
TwilightForest [The Twilight Forest] (twilightforest-1.13.0.zip) Unloaded->Constructed
mod_ThaumCraft [mod_ThaumCraft] (ThaumCraft2.1.6d.zip) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: Intel 965/963 Graphics Media Accelerator GL version 2.0.0 - Build 8.14.10.1930, Intel
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mod_ThaumCraft
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
at net.minecraft.client.Minecraft.a(Minecraft.java:424)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: mod_ThaumCraft
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadBaseModClass(ModClassLoader.java:87)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:488)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
... 4 more
Caused by: java.lang.NoClassDefFoundError: forge/ISaveEventHandler
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:134)
... 32 more
Caused by: java.lang.ClassNotFoundException: forge.ISaveEventHandler
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 38 more
--- END ERROR REPORT cefdcdee ----------
They're not allowed to, even if they want to.
Not without Azanor's permission, that is.
Let me elaborate: it seems that when used in place of a conduit, while the purifier itself doesn't exert any suction, it does still exert a minor suction on taint passing through it in order to keep it in the purifier while destroying it (the only reason I can think of for why the conduit between my crucible and purifier has suction of 3 TCB on Vis, but 4 TCB on Taint). Because I couldn't find a way to hook it up directly to my tanks to make it work like a filter, I chained four of them up in place of conduits in a U-shape (my lab is rather confined in that area) and found they were destroying all the taint, but dramatically slowing the flow of pure vis through them. Imagine my surprise when I started removing them to try to improve the vis flow, only to discover that removing the three closest to the tank had no effect. It appears that if the conduit length between crucible and tank is great enough that the force exerted on the taint by the purifier as it passes through (5 TCB) is greater than the suction exerted by the tank on the vis in that block (so at least 5 conduits between tank and purifier), then the purifier will not let the vis flow freely until all the taint is destroyed (experimentation has revealed that until all the taint is gone, the purifier will let 1 vis pass through it for every 1 taint it destroys). Is this a bug, an exploit, or intentional?
Also, does it matter at all that I'm using the version in the Technic Pack?
I have a thought on what's been shown of the infusion altar. It's a bit too crafting table-y only in one way; you instantaneously pull out the finished product. It'd be awesome to see the item take a little time visually forming above the altar from the 'essences' of the ingredients and aspects.
So for a wooden golem, above the altar a translucent 3d model of the golem would become more opaque as the wood and aspects infuse to the golem core (which would be floating inside the translucent golem model).
The arcane door would have the thaumium and brain essences infuse to an iron door model visually turning it into the arcane door (using the same mechanics as before the iron door model would fill the translucent arcane door model completely)
The Golem core's ingredients would just infuse together rather than to any one part.
This effect could even start before the aspects are added to the crucible, so while you're finding items to fulfil the aspects requirements a ghostly version of your final item will float above the altar
Perhaps after the infusion has completed an implosion visual effect can be used to drop the item for collection.
As another suggestion could you add something like mages' studies as side rooms to vanilla dungeon libraries (perhaps defended in some way or hidden akin to TC2 obelisks) which could contain chests with chance research notes or items. Maybe the research notes found could be the only way to begin researching certain discoveries.
No, it was in the game files in 1.8.
It was going to be used for leveling up.
Which it is now.
They could still be added.
Assuming they haven't already secretly been added.
I am always alive and lurking. I'm just hoping for a TC3 beta or something. (Heck, worldgen alone would be amazing.)
I'm still here. I just lurk.
I don't think so. A lot of people still play 1.2.5 and may want to still use this thread. Once Thaumcraft 3 comes out the requests for it to be updated will die out. I think a lot of people are just finding this through old mod lists.
True, but moderators have closed several dead mods just to keep the traffic down, and stop the "y u know upd8" garbage. Personally, I'd prefer a new subthreads for 1.2, 1.3, etc. It would make things much easier for everyone. If it's not in 1.4, it isn't updated.
Poke me
There will be no more of thaumcraft 2
wait for thaumcraft 3 which will hopefully be out soon
hopefully
He's a mad man with a box
Downgrade Minecraft, it does'nt work with 1.4.5
Awhile ago. Start of time, or some such.
Just waiting for TC3, lurking for the most part.