coming at you with another error!
yay I'm really good at breaking saves that I work hours on end for =/
java.lang.NullPointerException
at thaumcraft.TileEntityEffects.spawnPuddleBelow(TileEntityEffects.java:
61)
at thaumcraft.TileEntityEffects.spawnPuddleBelow(TileEntityEffects.java:
71)
at thaumcraft.TileEntityEffects.k_(TileEntityEffects.java:149)
at vq.m(World.java:1574)
at net.minecraft.client.Minecraft.k(SourceFile:1594)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
opened /gui/crash_logo.png 274x44 from thaumcraft-x64-1.2.1.zip
coming at you with another error!
yay I'm really good at breaking saves that I work hours on end for =/
java.lang.NullPointerException
at thaumcraft.TileEntityEffects.spawnPuddleBelow(TileEntityEffects.java:
61)
at thaumcraft.TileEntityEffects.spawnPuddleBelow(TileEntityEffects.java:
71)
at thaumcraft.TileEntityEffects.k_(TileEntityEffects.java:149)
at vq.m(World.java:1574)
at net.minecraft.client.Minecraft.k(SourceFile:1594)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
opened /gui/crash_logo.png 274x44 from thaumcraft-x64-1.2.1.zip
That is a very strange error. Where you close to bedrock? What version of forge and thaumcraft are you using?
I tried getting the full 3d ore going again, but once again I ran into memory issues. I think the main issue is that complex blocks like this should be relatively rare - the crystals aren't that rare (there can be several dozen per chunk). Result: CPU Alzheimer's
But for what it is worth... (i had better looking versions, but this one used the least amount of FPS)
What tool do you have to mine the vi crystals/ore with? i havent found any yet but when i do i dont want to have the wrong tool.
YOU COULD OF FREAKIN WELL TOLD ME ABOUT THE EVIL ELDERITCH TREES! stupid Multicoloured silverfish.... Oh, and 2 Pieces of Wood per tree? thats a bit harsh. at least make the trees slightly more common...
Heads up: Info on the original post. Also, they can drop from 2 Eldritch Wood to (I believe) 4 Eldritch Wood and 1 Eldritch Heartwood. The Fruit Bugs are pretty awesome though, try eating what they drop :laugh.gif:
Rollback Post to RevisionRollBack
Currently working on random projects. Have any coding problems? Feel free to PM!
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT bf32d485 --------
Generated 2/3/12 3:20 PM
Minecraft: Minecraft 1.1
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_30, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6800 Series version 4.2.11399 Compatibility Profile Context, ATI Technologies Inc.
java.lang.IllegalArgumentException: Slot 243 is already occupied by thaumcraft.BlockCrucible@17753a8 when adding ic2.common.BlockRubWood@11576d7
at oe.<init>(Block.java:176)
at oe.<init>(Block.java:204)
at ic2.platform.BlockCommon.<init>(BlockCommon.java:12)
at ic2.common.BlockTex.<init>(BlockTex.java:30)
at ic2.common.BlockRubWood.<init>(BlockRubWood.java:23)
at mod_IC2.initialize(mod_IC2.java:254)
at ic2.platform.Ic2.load(Ic2.java:65)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 97652cea ----------
So when TC2 is eventually released, which would you guys prefer:
1) Giving you all the valid seal/rune combinations from the start.
2) Just telling you what each rune does and letting you discover the combinations yourself.
Discovering. Though I have a suggestion on that topic. I've been mulling over a game idea for a while (I've actually been considering adapting it as a Minecraft mod) that is based around an unusual feature that would work very well in the context of your mod. You could make it so that the interactions between various things, including runes, symbols, obelisks etc, where randomly determined at the beginning of every world gen. This way the mod would never lose that all so sweet feeling of discovery and experimentation, it would always require the player to have their wizard's lab to find the properties of the elements of the world they find themselves in and using them to their advantage.
I realize this is a pretty big alteration from what the mod is currently like however. Still would be fun no?
Different, unrelated, suggestion, less dramatic: Something that bothers me a bit with all things magical in Minecraft (creating portals for example) or in fact in all the magic mods I have seen so far is that there is very little sense of wonder. You are making a portal to hell for heavens sake yet all you do is make a rectangle of obsidian (fine so far) and light it on fire. Lacks some flair. Same problem I have with WizardCraft, you are making powerful magic wands but you don't need any proper set up, just a weird workbench, pop in a few items, and presto: instant power. Thaumcraft is so far the best for this, requiring the burning of materials and then proper containers to transport this magical essence. Still the runes are a little simple to use. It would be nice if placing a rune would not instantly have it working, instead it would require an initial amount of Thaum to activate them. Once this initial barrier is surmounted the symbols would 'stabilize' and function as they do now. This gives you a chance to have some extra initial effects such as a more visible beam of Thaum traveling from the container to the rune, then a flash on the rune leaving behind the dull pulsing light that marks an active rune.
My 2 cents, really looking forward to TC2 this is my favorite Minecraft mod, and I only expect it to get better. No pressure :biggrin.gif:
You should be able to change as such:
(note this works for all mods I showed in my last post, though XP bank needs one also)
243 To 194
242 To 196
241 To 195
246 To 214
244 To 199
Make these changes in IC2.cfg.
That file is in "config" folder in your .minecraft main folder (%appdata%).
You will need a proper program to view these also, say Notepad ++ .
Then it's just like a notepad. Scroll to conflicting ID's and change as shown.
NOTES:
I am new to mods also and changing ID's and what the error meant, definitely took me a minute to "research" and figure out. I'm tossing a bone here merely to encourage you using a mod rather than waiting to find the answer from searches.
The ID changes shown are what I'm using for MY modset. I do not have shelf mod, so it's possible there may be a conflict, not sure; though low risk. If you or anyone gets other mods than the IC2 and TC combo; It is entirely possible to have further conflicts or conflicts with the numbers I show.
I hope that this will provide enough information for someone to "go it alone" if a future conflict were to occur.
it's not specifically a no-no, but it sets a dangerous precedent.
just straight up giving the ID's means they don't need to do the work themselves, and so will not know how to when they actually need to, if they then ask for th ID's and someone gives them, then other people will start asking and get pissy when people tell them to do it themselves (same reason modpacks are frowned upon, it doesn't teach you how to install a mod yourself)
Mod packs are frowned upon because they make things easier? Mod packs are frowned upon?
And why not just use the Id Resolver to fix up issues like that, I believe it still works no matter what version of MC you are using. Or is that frowned upon as well?
it's not specifically a no-no, but it sets a dangerous precedent.
just straight up giving the ID's means they don't need to do the work themselves, and so will not know how to when they actually need to, if they then ask for th ID's and someone gives them, then other people will start asking and get pissy when people tell them to do it themselves (same reason modpacks are frowned upon, it doesn't teach you how to install a mod yourself)
Ya that's pretty much what I figured and I totally understand the concept. I do hope that I provided enough for someone to know after this (somewhat). But really there are many who have/want IC2 and I wouldn't want them to miss the opportunity of Thaumcraft!! << (Plug, lol)
Mod packs are frowned upon because they make things easier? Mod packs are frowned upon?
And why not just use the Id Resolver to fix up issues like that, I believe it still works no matter what version of MC you are using. Or is that frowned upon as well?
Again I'm a noob, but I only got the black screen of death trying IDR.. Though I think from researching it was a forge issue at the time. ID checker seemed much more user friendly but wasn't (isn't?) 1.1 yet. Alas, I had to do it manually. Though I will prefer manual now, heh.
Again I'm a noob, but I only got the black screen of death trying IDR.. Though I think from researching it was a forge issue at the time. ID checker seemed much more user friendly but wasn't (isn't?) 1.1 yet. Alas, I had to do it manually. Though I will prefer manual now, heh.
thx
PB
Ah sorry I hadn't gotten that. Glad you could figure it out though.
Discovering. Though I have a suggestion on that topic. I've been mulling over a game idea for a while (I've actually been considering adapting it as a Minecraft mod) that is based around an unusual feature that would work very well in the context of your mod. You could make it so that the interactions between various things, including runes, symbols, obelisks etc, where randomly determined at the beginning of every world gen. This way the mod would never lose that all so sweet feeling of discovery and experimentation, it would always require the player to have their wizard's lab to find the properties of the elements of the world they find themselves in and using them to their advantage.
I realize this is a pretty big alteration from what the mod is currently like however. Still would be fun no?
Interesting suggestions, but something like this will be incredibly hard to implement.
So are you still determined to wait for the official modding API before releasing? I highly doubt it will provide the number of features that the forge has. Especially early on.
theyre frowned on for many reasons, the "making thing easier" is one, one that I didn't explain very well;
firstly, they need permission from ALL mod authors to be allowed, a certain one has had authors requesting that the specifically don't want to be in that one, but get put in anyway, and this actually means they don't get any money for that download
secondly, if you never install a mod yourself, you'll never know how, that leads to problems that we seem to get quite a lot on this thread due to the amount of new features added in such a short space of time, mainly caused by having a new version released in the thread but not the pack, which leads nicely to:
three, the users often direct complaints to the wrong place, this is most noticable with The-One-Who-Must-Not-Be-Named and the yogbox. complaints should be directed to the pack maintainer, not the mod author.
there are a few other things, like technic users often acing like rabid hooting dickholes when you dare insult their lord and savior kakermix, or any of his creations aquisitions (whoops, there goes the thinly veiled secret), but those are the three main points
Careful I am one of those dickholes. The technic pack represents a large amount of work that allows for a combination of mods that are not possible without that effort. These mods where 'made' to be played together, only they weren't. Oh and I happen to agree with kakermix that most (not Azanor of course) minecraft modders are worst dickholes than those like me.
Quote from Azanor »
Interesting suggestions, but something like this will be incredibly hard to implement.
Would it be? It would require a lot of repeated coding admittedly, each rune (or wherever the code is) would need a version of each interaction. Then you just turn on and off each section depending on a set of variables determined during gen, or when the mod activates.
I only said MOST :tongue.gif:
it could just be the vocal minority effect making the TP community seem worse than it is
I mean the sort like agaetis, who goes into threads, says how much the mod sucks, and then demands support for the technic pack whilst boldfacedly saying he doesn't give a **** that the modders don't get paid because it would be inconvenient for him to download them seperately
and most of the time, modders are dickholes because they start off cheerful and rosy cheeked enough, but after the 700th id conflict or demand for support for "API/Mod/Feature du jour" become jaded and cynical.
most modders are dicks to kakermx because he takes without asking, when he does ask and is refused, takes anyway, and when they actually request the mod to be removed he either refuses, or throws a tantrum and cries about how he never wanted that mod in there anyway
what kakermix has done isn't impressive, it takes 20 minutes with winrar and notepad
I would TRULY reccomend going to direwolf20's thread and learning how to install the mods yourself, it has most of what is in the TP, and more, the modders get support, the mod users get support there, and you get to see some incredible creations by the compilation users, and you actually LEARN how to install and configure the mods correctly (and failing that, he has his mod configs for download, so you dont even have to do that)
You get me wrong. I do know how to install mods manually. That is how I can say that it is not very easy to get the mods working together. It isn't just ID conflicts you know. The world generation is something that mods have an extremely hard time making compatible, I'm fairly sure. And I wont say there probably aren't a bunch of utter assholes on 'my side' as well. There are always morons, everywhere, its incredible.
Although I'm perfectly capable of it, I find it a huge pain to install mods manually too. I'm not cheap. The thing is I would give each of the modders who's mods I use $10 if I could have an adfly free link to download from now and forever. But with adfly (and especially those modders who split their mods up into multiple libraries so I have to go through adfly so many times) all the frustration just starts to feel not worth it. Minecraft really really needs a more convenient way of getting all these mods to work together and make it easier to get them. If it did then things like technic pack would largely go away.
Btw there are quite a few Technic pack users, admittedly probably not a majority. That do click the adfly link of each mod to generate the revenue but then instal the mods using the Technic pack installer. Sort of a win win situation no?
Anyway, I feel like where commandeering this thread for something not related to its topic so we ought to stop this. I'll try and chat with my fellow Technic users though, try to get them a little bit more polite.
First let me apologize as this will be long, I fear. So I finally had sometime to sit and think about possible ideas for TC2. I'ma just blabber these out and they're only ideas. Not sure what is do-able or can be coded, but I've tried to keep most items out of base ID's (I think). Also I believe most things are currently integrated in some what in some mod.
Also, I don't have a grasp on how taint and aura's are going to play in, so my "tainted" items may be mute. Finally there are always many ways to skin a cat (mention a couple) maybe will spark something, dunno.
Here goes:
THE THAUMATORIUM
-Devices using Vis can have an efficiency bar (RP2 simiar) for vis flow in.
Thaumic Compresor:
(recipe - obsidian on sides piston top & bottom, Singularity mid)
Absorbs Vis slowly to produce Vis ore. Can have a gui slot to place ore type desired.
Thaumic Infuser:
(recipe - Thaumium ingots around sides and top, Ender pearl mid, Vis infuser bottom)
An upgraded version of the infuser that allows the creation of Orbs (name optional ;p)
Thaumic Enchanter:
(recipe - Eldritch timber on sides, enchanting table mid, Eye of Ender top, crystal or conduit bottom mid)
A enchanting table infused with thaumic energy and vision. The gui is a standard enchanting table, with one extra slot below where you place the item to enchant.
It Shows in words the "rolled" enchantment (similar to better enchanting mod) for a vis cost every time you re-roll for enchantments.
Also adds the rare possibility of getting "Thaumic Fortune" (lvl 50) enchantment on a pickaxe. Grants the chance of a mined block turning into / leaving behind a vis ore.
(btw, this alone could be used to solve / avert your memory issue with ore. Just use chance drop from enchanted axe to regulate ore and you won't need to spawn / world generate ;P)
Finally, placing an Orb (see below) in the gui slot below item will allow a specific enchantment to be put on weapon /armor. It costs the ore and a certain amount of vis per level you decide to enchant. Note: you only can put one enchant on this way and you CANNOT get "thaumic fortue" pre-set.
Thaumic Conduit:
(recipe - Conduit on each side of a portable hole)
Right clicking a block, uses the conduit but turns that block into a conduit without changing texture (similar to EC manipulator could be selectable). Adds diversity to plumbing conduit and ability to bulkhead through walls.
SYMBOLS, RUNES and ORBS
- note if necessary or beneficial, you can use talismans instead of orbs here. Then same recipe would apply just varying mid crystal and charging similar. Then if your doing enchanting, talismans go into gui; or if only doing wands, a charged talisman could be crafted into a wand similar to now. You could also make these final items rather than transitional (eg wands)
ORBS: requires thaumic infuser
(recipe for all - appropriate crystal above a portable hole)
Fiery Crystal - Fire Orb
Electrified Crystal -Shock Orb
Verdant Crystal - Verdant Orb
Icy Crystal - Frozen Orb
Vis Crystal - Vis Orb
Arcane Singularity - Void Orb
Portable Hoe - Tele Orb
Tool Core - Tool Orb
(orb uses listed in Objects of wonder and Thaumic Enchanting)
Tool Core:
(recipe - 5 arcane tinkering tools in a + pattern)
Used for making the Tool Orb, is consumed upon use.
Portable Symbol:
(recipe - blank symbol and portable hole)
When connected to it's pair, it will leave the 5 blocks surrounding this loaded. This is providing that the user is within res distance of the other connected hub. Consumes vis.(teleport pipes mod has a transmitter that does this) Would be great to work in nether, if possible!!
THAUMIC ENCHANTING
- this would only work if you can "set" enchantments with the Thaumic enchanter and thus is required. Simply place the Orb below the item and get the corresponding enchantment pre-set. Then enchant (also could use levels but seems better for this one to not) by selecting the level you would like. Note this requires the correct bookcases and an increasing amount of vis per level.
Fire Orb - Sets Flame on bows, Fire aspect to weapons and Fire resistance to armor
Shock Orb - Sets Punch on bows, knockback to weapons and projectile protection to armor
Verdant Orb - Sets Smite on weapons, Unbreaking to tools and protection to armor
Frozen Orb - Sets Bane of arthropods on weapons, Silk Touch to tools and blast protection to armor
Void Orb - Sets Infinity on bows, Fortune to weapons, Looting to tools, Feather falling to boots and respiration to helmet
Vis Orb - Sets Power on bows, Sharpness to weapons, efficiency to tools and Aqua affinity to helmet
OBJECTS OF WONDER
Thaumic Chest:
(recipe - 8 Thaumium ingots around the sides)
Holds XX amount of items. Grants more storage than woodchests. Also it's possible for this to maybe have magical effects, depending on how full of TC items it is; depending on aura's n' such.
Thaumic Backpack:
(recipe - 8 Enchanted Fabric around sides)
Holds XX amount of items. Can be rick clicked on when holding. It's possible to add magical properties here also based on TC items inside. Here, the more TC items the more it will glow. When full it's full brightness when carried ;P.
Onto What Wands Do
- All wands use essentially the same recipe as now (e.g. crafting table and eldritch timber). Requires appropriate ORB. The cost of wands has been increased over current and should last longer before breaking.
Fire Wand: fire orb
Same thing you have now :wink.gif: shoots a fire ball and can be charged
Shock Wand: shock orb
Same thing you have now :wink.gif: shoots a lighting bolt shocking enemies targeted
Poison Wand: Verdant orb
Casts a poison cloud in front of you poisoning all entities in front of you. (spell mods have)
Frozen Wand: Frozen orb
Shoots a freezing snowball that freezes and slows enemies in AOE of target (spell mods have)
Gravity Wand: Void orb
Attracts enemies to the targeted block for XX seconds. can be charged for vertical axis and longer time (this is your gold symbol in a wand ;P)
Tele Wand: Tele orb
same as apportation wand is now (if not excluded like I believe you are). Otherwise teleports user 5-10 blocks in the clicked direction.
Equip wand: Vis orb
repairs a small percentage of equipped armor each time it's cast, use wisely.
Tool wand: Tool orb
Repairs a small percentage of selected weapon each time it's cast, use wisely.
THE TAINTED SIDE
-This section is on possible items utilizing taint in some way. Again I'm not sure how taint will work, so this is assuming it can be captured/ utilized in some physical form; e.g. liquid or items. Similar to vis. Otherwise these may be mute also.
Tainted Condenser: T3
(recipe - obsidian bottom mid, solidified vis on mid sides, Void symbol on top mid and Distilled souls mid)
Slowly condenses taint from X (surrounding air? machine waste?) and creates Solidified Taint bocks. This is your first step towards a Tainted system.
Tainted Crucible: T3
(recipe - Solidified Taint blocks on sides and top, Thaumic crucible on bottom mid and Distiled souls mid)
Essentially a crucible for taint. Can hold and pump out liquid taint. Has a chance to fail.
Tainted Infuser: T3
(recipe - Solidified Taint blocks (lol) on sides, Thaumic Infuser on bottom, ghast tear in mid and Distilled souls top mid)
Same basic infuser as the Thaumic Infuser, but can run on Taint, though much slower. Has a chance to fail.
Tainted Duplicator: T3
(recipe - Solidified Taint blocks on sides, Obsidian across top, Duplicator on bottom, Distilled souls mid)
A normal duplicator but can run on taint for a vastly increased cost multiple. Has a chance to fail.
Tainted Conduit: T3
(recipe - 4 Glass panes (similar to now) surrounding a Ghast tear in mid)
Similar to vis conduit but only for conveying liquid taint. Has a chance to fail.
Tainted Node: T3
(recipe - 4 Tainted conduits surrounding Distilled emptiness in mid)
Holds liquid taint and can be connected to conduits. Has a chance to fail.
Tainted Portable Node: T3
(recipe - Solidified Taint above a Tainted node)
Has mysterious and unusual effects. It seems some enemies are attracted to these at certain times. Has a chance to fail.
Warning:
"has a chance to fail" could mean anything from unusual to disaster, both large and small. Caution should be issued to users.
Well I think that covers it...whew. Least I did go and find spoilers for this...hope the work!
I suppose finally, again they are all just ideas. I tried to phrase somewhat to get a "feel" for my idea of implementation; not to suggest any expectations.
I listed just quickie recipes to maybe help (tiny I know) but also to see how many could be upper (forge) ID's. I wouldn't want to suggest a bunch of new base ID space; hopefully that would be the case.
Thanks I just figured I would put this all at once. I hope maybe to spark some thoughts at the very least. Though I could be totally of target.
i think you should make both, one list of what each rune does and inside that a spolier with
all the combinations
yay I'm really good at breaking saves that I work hours on end for =/
That is a very strange error. Where you close to bedrock? What version of forge and thaumcraft are you using?
My idea for 2.0 is some kind of thaum experiences generator just an idea but it should not be
cheap and take a large amount of vis.
All in all a very good mod and good visuals
What tool do you have to mine the vi crystals/ore with? i havent found any yet but when i do i dont want to have the wrong tool.
Heads up: Info on the original post. Also, they can drop from 2 Eldritch Wood to (I believe) 4 Eldritch Wood and 1 Eldritch Heartwood. The Fruit Bugs are pretty awesome though, try eating what they drop :laugh.gif:
Currently working on random projects. Have any coding problems? Feel free to PM!
Mods loaded: 17
ModLoader 1.1
mod_ModLoaderMp 1.0.0
mod_BuildCraftCore 2.2.12
mod_BuildCraftBuilders 2.2.12
mod_BuildCraftEnergy 2.2.12
mod_BuildCraftFactory 2.2.12
mod_BuildCraftTransport 2.2.12
mod_RedPowerArray 2.0pr4d
mod_RedPowerCore 2.0pr4d
mod_RedPowerLighting 2.0pr4d
mod_RedPowerLogic 2.0pr4d
mod_RedPowerMachine 2.0pr4d
mod_RedPowerWiring 2.0pr4d
mod_RedPowerWorld 2.0pr4d
mod_ThaumCraft 1.2
mod_Shelf 1.1
mod_IC2 v1.64
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT bf32d485 --------
Generated 2/3/12 3:20 PM
Minecraft: Minecraft 1.1
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_30, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6800 Series version 4.2.11399 Compatibility Profile Context, ATI Technologies Inc.
java.lang.IllegalArgumentException: Slot 243 is already occupied by thaumcraft.BlockCrucible@17753a8 when adding ic2.common.BlockRubWood@11576d7
at oe.<init>(Block.java:176)
at oe.<init>(Block.java:204)
at ic2.platform.BlockCommon.<init>(BlockCommon.java:12)
at ic2.common.BlockTex.<init>(BlockTex.java:30)
at ic2.common.BlockRubWood.<init>(BlockRubWood.java:23)
at mod_IC2.initialize(mod_IC2.java:254)
at ic2.platform.Ic2.load(Ic2.java:65)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 97652cea ----------
Any idea what's going on? =(
Alright... I've never messed with IDs before, what should I change it to?
Discovering. Though I have a suggestion on that topic. I've been mulling over a game idea for a while (I've actually been considering adapting it as a Minecraft mod) that is based around an unusual feature that would work very well in the context of your mod. You could make it so that the interactions between various things, including runes, symbols, obelisks etc, where randomly determined at the beginning of every world gen. This way the mod would never lose that all so sweet feeling of discovery and experimentation, it would always require the player to have their wizard's lab to find the properties of the elements of the world they find themselves in and using them to their advantage.
I realize this is a pretty big alteration from what the mod is currently like however. Still would be fun no?
Different, unrelated, suggestion, less dramatic: Something that bothers me a bit with all things magical in Minecraft (creating portals for example) or in fact in all the magic mods I have seen so far is that there is very little sense of wonder. You are making a portal to hell for heavens sake yet all you do is make a rectangle of obsidian (fine so far) and light it on fire. Lacks some flair. Same problem I have with WizardCraft, you are making powerful magic wands but you don't need any proper set up, just a weird workbench, pop in a few items, and presto: instant power. Thaumcraft is so far the best for this, requiring the burning of materials and then proper containers to transport this magical essence. Still the runes are a little simple to use. It would be nice if placing a rune would not instantly have it working, instead it would require an initial amount of Thaum to activate them. Once this initial barrier is surmounted the symbols would 'stabilize' and function as they do now. This gives you a chance to have some extra initial effects such as a more visible beam of Thaum traveling from the container to the rune, then a flash on the rune leaving behind the dull pulsing light that marks an active rune.
My 2 cents, really looking forward to TC2 this is my favorite Minecraft mod, and I only expect it to get better. No pressure :biggrin.gif:
Okay I'ma do something that I believe is a no no here? not ever seen someone offer ID's, but here goes.
From what you showed (I don't have shelf mod though) You will only have a TC IC2 conflict.
This will happen on 5 Items / ID's.
The conflicting ID's for TC IC2 are:
243 IC2 Rubberwood
242 IC2 RubberLeaves
241 IC2 Rubbersapling
246 IC2 GeneratorBlock
244 IC2 MiningTip
You should be able to change as such:
(note this works for all mods I showed in my last post, though XP bank needs one also)
243 To 194
242 To 196
241 To 195
246 To 214
244 To 199
Make these changes in IC2.cfg.
That file is in "config" folder in your .minecraft main folder (%appdata%).
You will need a proper program to view these also, say Notepad ++ .
Then it's just like a notepad. Scroll to conflicting ID's and change as shown.
NOTES:
I am new to mods also and changing ID's and what the error meant, definitely took me a minute to "research" and figure out. I'm tossing a bone here merely to encourage you using a mod rather than waiting to find the answer from searches.
The ID changes shown are what I'm using for MY modset. I do not have shelf mod, so it's possible there may be a conflict, not sure; though low risk. If you or anyone gets other mods than the IC2 and TC combo; It is entirely possible to have further conflicts or conflicts with the numbers I show.
I hope that this will provide enough information for someone to "go it alone" if a future conflict were to occur.
Hope to help
Thx
PB
Sorry to violate the "code" ;P
Mod packs are frowned upon because they make things easier? Mod packs are frowned upon?
And why not just use the Id Resolver to fix up issues like that, I believe it still works no matter what version of MC you are using. Or is that frowned upon as well?
Ya that's pretty much what I figured and I totally understand the concept. I do hope that I provided enough for someone to know after this (somewhat). But really there are many who have/want IC2 and I wouldn't want them to miss the opportunity of Thaumcraft!! << (Plug, lol)
Again I'm a noob, but I only got the black screen of death trying IDR.. Though I think from researching it was a forge issue at the time. ID checker seemed much more user friendly but wasn't (isn't?) 1.1 yet. Alas, I had to do it manually. Though I will prefer manual now, heh.
thx
PB
Ah sorry I hadn't gotten that. Glad you could figure it out though.
Interesting suggestions, but something like this will be incredibly hard to implement.
Careful I am one of those dickholes. The technic pack represents a large amount of work that allows for a combination of mods that are not possible without that effort. These mods where 'made' to be played together, only they weren't. Oh and I happen to agree with kakermix that most (not Azanor of course) minecraft modders are worst dickholes than those like me.
Would it be? It would require a lot of repeated coding admittedly, each rune (or wherever the code is) would need a version of each interaction. Then you just turn on and off each section depending on a set of variables determined during gen, or when the mod activates.
You get me wrong. I do know how to install mods manually. That is how I can say that it is not very easy to get the mods working together. It isn't just ID conflicts you know. The world generation is something that mods have an extremely hard time making compatible, I'm fairly sure. And I wont say there probably aren't a bunch of utter assholes on 'my side' as well. There are always morons, everywhere, its incredible.
Anyway, I feel like where commandeering this thread for something not related to its topic so we ought to stop this. I'll try and chat with my fellow Technic users though, try to get them a little bit more polite.
Also, I don't have a grasp on how taint and aura's are going to play in, so my "tainted" items may be mute. Finally there are always many ways to skin a cat (mention a couple) maybe will spark something, dunno.
Here goes:
-Devices using Vis can have an efficiency bar (RP2 simiar) for vis flow in.
Thaumic Compresor:
(recipe - obsidian on sides piston top & bottom, Singularity mid)
Absorbs Vis slowly to produce Vis ore. Can have a gui slot to place ore type desired.
Thaumic Infuser:
(recipe - Thaumium ingots around sides and top, Ender pearl mid, Vis infuser bottom)
An upgraded version of the infuser that allows the creation of Orbs (name optional ;p)
Thaumic Enchanter:
(recipe - Eldritch timber on sides, enchanting table mid, Eye of Ender top, crystal or conduit bottom mid)
A enchanting table infused with thaumic energy and vision. The gui is a standard enchanting table, with one extra slot below where you place the item to enchant.
It Shows in words the "rolled" enchantment (similar to better enchanting mod) for a vis cost every time you re-roll for enchantments.
Also adds the rare possibility of getting "Thaumic Fortune" (lvl 50) enchantment on a pickaxe. Grants the chance of a mined block turning into / leaving behind a vis ore.
(btw, this alone could be used to solve / avert your memory issue with ore. Just use chance drop from enchanted axe to regulate ore and you won't need to spawn / world generate ;P)
Finally, placing an Orb (see below) in the gui slot below item will allow a specific enchantment to be put on weapon /armor. It costs the ore and a certain amount of vis per level you decide to enchant. Note: you only can put one enchant on this way and you CANNOT get "thaumic fortue" pre-set.
Thaumic Conduit:
(recipe - Conduit on each side of a portable hole)
Right clicking a block, uses the conduit but turns that block into a conduit without changing texture (similar to EC manipulator could be selectable). Adds diversity to plumbing conduit and ability to bulkhead through walls.
- note if necessary or beneficial, you can use talismans instead of orbs here. Then same recipe would apply just varying mid crystal and charging similar. Then if your doing enchanting, talismans go into gui; or if only doing wands, a charged talisman could be crafted into a wand similar to now. You could also make these final items rather than transitional (eg wands)
ORBS: requires thaumic infuser
(recipe for all - appropriate crystal above a portable hole)
Fiery Crystal - Fire Orb
Electrified Crystal -Shock Orb
Verdant Crystal - Verdant Orb
Icy Crystal - Frozen Orb
Vis Crystal - Vis Orb
Arcane Singularity - Void Orb
Portable Hoe - Tele Orb
Tool Core - Tool Orb
(orb uses listed in Objects of wonder and Thaumic Enchanting)
Tool Core:
(recipe - 5 arcane tinkering tools in a + pattern)
Used for making the Tool Orb, is consumed upon use.
Portable Symbol:
(recipe - blank symbol and portable hole)
When connected to it's pair, it will leave the 5 blocks surrounding this loaded. This is providing that the user is within res distance of the other connected hub. Consumes vis.(teleport pipes mod has a transmitter that does this) Would be great to work in nether, if possible!!
- this would only work if you can "set" enchantments with the Thaumic enchanter and thus is required. Simply place the Orb below the item and get the corresponding enchantment pre-set. Then enchant (also could use levels but seems better for this one to not) by selecting the level you would like. Note this requires the correct bookcases and an increasing amount of vis per level.
Fire Orb - Sets Flame on bows, Fire aspect to weapons and Fire resistance to armor
Shock Orb - Sets Punch on bows, knockback to weapons and projectile protection to armor
Verdant Orb - Sets Smite on weapons, Unbreaking to tools and protection to armor
Frozen Orb - Sets Bane of arthropods on weapons, Silk Touch to tools and blast protection to armor
Void Orb - Sets Infinity on bows, Fortune to weapons, Looting to tools, Feather falling to boots and respiration to helmet
Vis Orb - Sets Power on bows, Sharpness to weapons, efficiency to tools and Aqua affinity to helmet
Thaumic Chest:
(recipe - 8 Thaumium ingots around the sides)
Holds XX amount of items. Grants more storage than woodchests. Also it's possible for this to maybe have magical effects, depending on how full of TC items it is; depending on aura's n' such.
Thaumic Backpack:
(recipe - 8 Enchanted Fabric around sides)
Holds XX amount of items. Can be rick clicked on when holding. It's possible to add magical properties here also based on TC items inside. Here, the more TC items the more it will glow. When full it's full brightness when carried ;P.
- All wands use essentially the same recipe as now (e.g. crafting table and eldritch timber). Requires appropriate ORB. The cost of wands has been increased over current and should last longer before breaking.
Fire Wand: fire orb
Same thing you have now :wink.gif: shoots a fire ball and can be charged
Shock Wand: shock orb
Same thing you have now :wink.gif: shoots a lighting bolt shocking enemies targeted
Poison Wand: Verdant orb
Casts a poison cloud in front of you poisoning all entities in front of you. (spell mods have)
Frozen Wand: Frozen orb
Shoots a freezing snowball that freezes and slows enemies in AOE of target (spell mods have)
Gravity Wand: Void orb
Attracts enemies to the targeted block for XX seconds. can be charged for vertical axis and longer time (this is your gold symbol in a wand ;P)
Tele Wand: Tele orb
same as apportation wand is now (if not excluded like I believe you are). Otherwise teleports user 5-10 blocks in the clicked direction.
Equip wand: Vis orb
repairs a small percentage of equipped armor each time it's cast, use wisely.
Tool wand: Tool orb
Repairs a small percentage of selected weapon each time it's cast, use wisely.
-This section is on possible items utilizing taint in some way. Again I'm not sure how taint will work, so this is assuming it can be captured/ utilized in some physical form; e.g. liquid or items. Similar to vis. Otherwise these may be mute also.
Tainted Condenser: T3
(recipe - obsidian bottom mid, solidified vis on mid sides, Void symbol on top mid and Distilled souls mid)
Slowly condenses taint from X (surrounding air? machine waste?) and creates Solidified Taint bocks. This is your first step towards a Tainted system.
Tainted Crucible: T3
(recipe - Solidified Taint blocks on sides and top, Thaumic crucible on bottom mid and Distiled souls mid)
Essentially a crucible for taint. Can hold and pump out liquid taint. Has a chance to fail.
Tainted Infuser: T3
(recipe - Solidified Taint blocks (lol) on sides, Thaumic Infuser on bottom, ghast tear in mid and Distilled souls top mid)
Same basic infuser as the Thaumic Infuser, but can run on Taint, though much slower. Has a chance to fail.
Tainted Duplicator: T3
(recipe - Solidified Taint blocks on sides, Obsidian across top, Duplicator on bottom, Distilled souls mid)
A normal duplicator but can run on taint for a vastly increased cost multiple. Has a chance to fail.
Tainted Conduit: T3
(recipe - 4 Glass panes (similar to now) surrounding a Ghast tear in mid)
Similar to vis conduit but only for conveying liquid taint. Has a chance to fail.
Tainted Node: T3
(recipe - 4 Tainted conduits surrounding Distilled emptiness in mid)
Holds liquid taint and can be connected to conduits. Has a chance to fail.
Tainted Portable Node: T3
(recipe - Solidified Taint above a Tainted node)
Has mysterious and unusual effects. It seems some enemies are attracted to these at certain times. Has a chance to fail.
Warning:
"has a chance to fail" could mean anything from unusual to disaster, both large and small. Caution should be issued to users.
Well I think that covers it...whew. Least I did go and find spoilers for this...hope the work!
I suppose finally, again they are all just ideas. I tried to phrase somewhat to get a "feel" for my idea of implementation; not to suggest any expectations.
I listed just quickie recipes to maybe help (tiny I know) but also to see how many could be upper (forge) ID's. I wouldn't want to suggest a bunch of new base ID space; hopefully that would be the case.
Thanks I just figured I would put this all at once. I hope maybe to spark some thoughts at the very least. Though I could be totally of target.
Thanks
PB