Great job on this. Is it just something I munged up, or are there some missing textures? The Thaumic Conduit, Thaumic Block, Thaumic All seem to be missing textures, and when I place the node, it places as an invisible block. Block ID problems maybe?
Are you using the HD texture addon I included?
Those blocks use transparent textures, which might not be displaying right on your system. So is the node completely invisible, or do you see the smaller gold cubes that are located in its corners? (They don't use a transparent texture)
Amazing mod so far, quite happy with how it is balanced.
One question though.
1. how do i craft the infusion mold? (Hopefully im not missing it but i dont see it in the OP)
also shift clicking out of the infuser gives you a saving chunks crash.
Wow, I can't believe I missed the mold recipes. Thanks for pointing that out - I will add them ASAP. Thanks for pointing out the bug as well. It should be squashed in the next release.
I'm having some trouble getting the nodes to connect to the connectors. Do you have to sit the notes right next to a crucible? I'd like to pump some thaum else where.
I'm having some trouble getting the nodes to connect to the connectors. Do you have to sit the notes right next to a crucible? I'd like to pump some thaum else where.
There are some strict rules in place to how nodes and conduits connect mostly for performance reasons. Nodes cannot be placed directly next to each other. In my test worlds I often run setups like this. ( = crucible, = conduit, = node
--> to wherever
this also works (:Water: = conduit with node above and below)
Awesome mod you done there. I really have to try it out as soon as i got home.
I really like most of the stuff you but... the symbols look a little... well boring/overloaded to me... there are kind a too many of them and you craft them too similar.
As well i'm not sure if it makes sense that lapis lazuli pushes mobs and gold drags towards.
I wish you good luck with your mod and hope it becomes very popular. :wink.gif: I really like it and hope you will "re-think" your symbols.
Cheers!
Thats the great thing about magic - it doesn't need to make sense. :wink.gif:
When I first started the mod I had one block that did all the pushing and pulling for both mobs and items and you could cover it with runes to change what/when/how it acted. However there was several issues with this method that caused me coding headaches, caused lag and made an already complex mod downright confusing. It was also just a bit overpowered in my opinion.
Symbols are simpler to understand, cheaper to make and easier to configure. And its 87% more stylish.
Those blocks use transparent textures, which might not be displaying right on your system. So is the node completely invisible, or do you see the smaller gold cubes that are located in its corners? (They don't use a transparent texture)
Thanks for the quick response. I am not using your HD textures, I am just running the base. I have some mods installed... so I am guessing this is a conflict with one of them. I am going to roll them back and see what I can find. In the mean time, this is what I am seeing. I checked for item and block ID conflicts with my other mods and I didn't see anything apparent.
I have Forge-based mods installed:
InfiTools
Weapon Mod
Equivalent Exchange
Buildcraft
I just snagged the newest version of ID Resolver, so I will see what that comes up with.
Screenshots:
Rollback Post to RevisionRollBack
----------------------------------------------
nothing to see here... move along.
Thanks for the quick response. I am not using your HD textures, I am just running the base. I have some mods installed... so I am guessing this is a conflict with one of them. I am going to roll them back and see what I can find. In the mean time, this is what I am seeing. I checked for item and block ID conflicts with my other mods and I didn't see anything apparent.
I have Forge-based mods installed:
InfiTools
Weapon Mod
Equivalent Exchange
Buildcraft
I just snagged the newest version of ID Resolver, so I will see what that comes up with.
Screenshots:
Wow, very strange. I'm not even sure where to start looking. Did you place the .zip in the mods folder?
Wow, very strange. I'm not even sure where to start looking. Did you place the .zip in the mods folder?
Yeah it is in the mods folder, and it was loading. 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.
To make sure everything is working as designed, I rolled back all of my other mods and I wanted to run these screen shots by you:
As I said, I am not sure if this is as designed, but it is helpful to be able to use everything in TMI when making maps etc.
Actually as I've been typing this, it looks like Icenisse asked the same question on the items...
There's also the thing that it gives me 15 different nodes (242:1 - 242:15) that I can choose from and place with TMI. They all are the same and do the same. And there's also lots of invisible things that dosent do anything or just dosent have any sprite. ID conflicts possibly?
Again, great mod (especially for your first one! Holy cow, you don't do anything by half !). Please don't take any of my questions as anything but a desire to help.
Rollback Post to RevisionRollBack
----------------------------------------------
nothing to see here... move along.
I really like this mod, especially the blaze totems. But theres one thing that bothers me: You can place conduits before nodes to create good pathways, but if you try to place a conduit next to a node, it just dosent work. The conduits have the same rules as the nodes, which makes it extremely annoying if you need to redo a big or small roadway of nodes.
There's also the thing that it gives me 15 different nodes (242:1 - 242:15) that I can choose from and place with TMI. They all are the same and do the same. And there's also lots of invisible things that dosent do anything or just dosent have any sprite. ID conflicts possibly?
I noticed the Node/conduit thing myself yesterday and I will having a look at fixing it in the next release.
I don't use TMI much myself, but I'll have a look at what's up. There are some hidden blocks that the player is never supposed to get hold of and I suspect that is what you are seeing.
As I said, I am not sure if this is as designed, but it is helpful to be able to use everything in TMI when making maps etc.
Again, great mod (especially for your first one! Holy cow, you don't do anything by half !). Please don't take any of my questions as anything but a desire to help.
Or maybe not... some of those items showing in TMI are just junk icons left over on my sprite sheet. There are no actual items defined for them or anything - I have no idea why TMI would pick them up. I guess I'm going bug hunting :tongue.gif:
Thanks for your work. I must say that's my favourite mod thus far.
I made all of the recipes myself and there's one problem with one of the recipes: the Freeze Symbol does not use the snow block for the recipe but it uses the natural snow ( i hacked it in with toomany itms). Can u please fix this issue.
A bug i foud is that Left Shift clicking on an item in the Thaumic Infuser crashes the game (not a big problem if u remember not to use that button). Just to let u know.
I don't use TMI much myself, but I'll have a look at what's up. There are some hidden blocks that the player is never supposed to get hold of and I suspect that is what you are seeing.
I totally understand the desire to keep the mystery of your mod. But cheaters will cheat... that is what they do (any way they can). But some people just like trying cool stuff in creative mode, and some people are building maps for one purpose or another. Would there be much harm in allowing those people who would like to experiment with all the components of your mod? It has worked to help others improve their mods. Also, I wonder if the hidden blocks could cause problems for other mods and conflict managers like ID Resolver. You've used Forge which makes mods get along with each other better so it would be a shame if this couldn't be run along side other forge mods (at the very least). Obviously, this is your mod and you are free to do whatever you like. Just some things to consider, that's all.
Also, I wonder if the hidden blocks could cause problems for other mods and conflict managers like ID Resolver. You've used Forge which makes mods get along with each other better so it would be a shame if this couldn't be run along side other forge mods (at the very least). Obviously, this is your mod and you are free to do whatever you like. Just some things to consider, that's all.
The blocks are only hidden from the player in a legit game by the fact that they aren't craftable or droppable by any means - many mods use such blocks. There is now way they can cause conflicts beyond the fact that they take up a block-id. Something I managed to get away with since my entire mod only uses 4 block id's.
Either way, I've tracked down the issue with TMI and I have a temporary solution. I removed all of the "junk" blocks, but unfortunately this means that most of the "infused" items and blocks won't be obtainable via TMI, but it would be a matter of seconds using TMI to fill a crucible and quickly craft them with an infuser - annyoing but the only fix I could find so far.
I made all of the recipes myself and there's one problem with one of the recipes: the Freeze Symbol does not use the snow block for the recipe but it uses the natural snow ( i hacked it in with toomany itms). Can u please fix this issue.
I will change the recipe to use a snowball instead for now. That will teach me to test in creative mode.
really like the chaotic order of this mod and that how i feel magic should be
what i have found though is that its making my MC run out of memory like a huge(HUGE) explosion would do (eventually)
maybe because iv been throwing 2 stacks of diamond blocks each into 9 crucibles and watching the over spill
but that's just me
majorly though when i place a crucible it causes allot of lag while i'm near it
really like the chaotic order of this mod and that how i feel magic should be
what i have found though is that its making my MC run out of memory like a huge(HUGE) explosion would do (eventually)
maybe because iv been throwing 2 stacks of diamond blocks each into 9 crucibles and watching the over spill
but that's just me
majorly though when i place a crucible it causes allot of lag while i'm near it
I'll check it out, but the crucible is one of the less CPU intensive blocks in the mod. It might be something attached to it causing the lag. Was it connected to a large network of conduits?
I'll check it out, but the crucible is one of the less CPU intensive blocks in the mod. It might be something attached to it causing the lag. Was it connected to a large network of conduits?
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
Are you using the HD texture addon I included?
Those blocks use transparent textures, which might not be displaying right on your system. So is the node completely invisible, or do you see the smaller gold cubes that are located in its corners? (They don't use a transparent texture)
One question though.
1. how do i craft the infusion mold? (Hopefully im not missing it but i dont see it in the OP)
also shift clicking out of the infuser gives you a saving chunks crash.
Wow, I can't believe I missed the mold recipes. Thanks for pointing that out - I will add them ASAP. Thanks for pointing out the bug as well. It should be squashed in the next release.
It isn't on my immediate to-do list, but it is something I might add in the future.
Edit: Hope you dont mind i added a link to your mod in my sig.
There are some strict rules in place to how nodes and conduits connect mostly for performance reasons. Nodes cannot be placed directly next to each other. In my test worlds I often run setups like this. (
this also works (:Water: = conduit with node above and below)
Here is a pic of a test setup
Thats the great thing about magic - it doesn't need to make sense. :wink.gif:
When I first started the mod I had one block that did all the pushing and pulling for both mobs and items and you could cover it with runes to change what/when/how it acted. However there was several issues with this method that caused me coding headaches, caused lag and made an already complex mod downright confusing. It was also just a bit overpowered in my opinion.
Symbols are simpler to understand, cheaper to make and easier to configure. And its 87% more stylish.
Thanks for the quick response. I am not using your HD textures, I am just running the base. I have some mods installed... so I am guessing this is a conflict with one of them. I am going to roll them back and see what I can find. In the mean time, this is what I am seeing. I checked for item and block ID conflicts with my other mods and I didn't see anything apparent.
I have Forge-based mods installed:
InfiTools
Weapon Mod
Equivalent Exchange
Buildcraft
I just snagged the newest version of ID Resolver, so I will see what that comes up with.
Screenshots:
nothing to see here... move along.
This looks interesting but very confusing!
But I like how you made it compatible with almost anything!
Wow, very strange. I'm not even sure where to start looking. Did you place the .zip in the mods folder?
Yeah it is in the mods folder, and it was loading. 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.
To make sure everything is working as designed, I rolled back all of my other mods and I wanted to run these screen shots by you:
Zoom in on Picasa
Zoom in on Picasa
As I said, I am not sure if this is as designed, but it is helpful to be able to use everything in TMI when making maps etc.
Actually as I've been typing this, it looks like Icenisse asked the same question on the items...
Again, great mod (especially for your first one! Holy cow, you don't do anything by half
nothing to see here... move along.
I noticed the Node/conduit thing myself yesterday and I will having a look at fixing it in the next release.
I don't use TMI much myself, but I'll have a look at what's up. There are some hidden blocks that the player is never supposed to get hold of and I suspect that is what you are seeing.
Or maybe not... some of those items showing in TMI are just junk icons left over on my sprite sheet. There are no actual items defined for them or anything - I have no idea why TMI would pick them up. I guess I'm going bug hunting :tongue.gif:
And thanks for the compliment :smile.gif:
I made all of the recipes myself and there's one problem with one of the recipes: the Freeze Symbol does not use the snow block for the recipe but it uses the natural snow ( i hacked it in with toomany itms). Can u please fix this issue.
A bug i foud is that Left Shift clicking on an item in the Thaumic Infuser crashes the game (not a big problem if u remember not to use that button). Just to let u know.
I totally understand the desire to keep the mystery of your mod. But cheaters will cheat... that is what they do (any way they can). But some people just like trying cool stuff in creative mode, and some people are building maps for one purpose or another. Would there be much harm in allowing those people who would like to experiment with all the components of your mod? It has worked to help others improve their mods. Also, I wonder if the hidden blocks could cause problems for other mods and conflict managers like ID Resolver. You've used Forge which makes mods get along with each other better so it would be a shame if this couldn't be run along side other forge mods (at the very least). Obviously, this is your mod and you are free to do whatever you like. Just some things to consider, that's all.
Good hunting! I think anyone who finds this mod on the forums will be excited to see this mod evolve.
nothing to see here... move along.
The blocks are only hidden from the player in a legit game by the fact that they aren't craftable or droppable by any means - many mods use such blocks. There is now way they can cause conflicts beyond the fact that they take up a block-id. Something I managed to get away with since my entire mod only uses 4 block id's.
Either way, I've tracked down the issue with TMI and I have a temporary solution. I removed all of the "junk" blocks, but unfortunately this means that most of the "infused" items and blocks won't be obtainable via TMI, but it would be a matter of seconds using TMI to fill a crucible and quickly craft them with an infuser - annyoing but the only fix I could find so far.
I will change the recipe to use a snowball instead for now. That will teach me to test in creative mode.
what i have found though is that its making my MC run out of memory like a huge(HUGE) explosion would do (eventually)
maybe because iv been throwing 2 stacks of diamond blocks each into 9 crucibles and watching the over spill
but that's just me
majorly though when i place a crucible it causes allot of lag while i'm near it
I'll check it out, but the crucible is one of the less CPU intensive blocks in the mod. It might be something attached to it causing the lag. Was it connected to a large network of conduits?
no just form the moment i placed it
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