So apparently wisps can become tainted, and AMGTHATTREE.
Wow. I didn't expect it to look exactly like a tree. Nice job, Azanor.
I don't think Taintificates can replicate- There is no tainted baby from what NEI tells me.
Oh, and for those of you who want something that won't get eaten by taint....
It appears Cobblestone and Wooden Planks don't get converted- at least anymore.
I've also concluded that the size of a Zombie Invasion on a village increases based on the amount of doors it has. Just like the villager count does. Scary.
Regular baby animals don't show up in the NEI spawner lists either.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
It appears Taint may effect Iron Golems, I've had one kill two other Iron Golems after working with one to kill a Taint Tree.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
It appears Taint may effect Iron Golems, I've had one kill two other Iron Golems after working with one to kill a Taint Tree.
I had the same thing happen, just without them having fought before.
Having a hard time replicating it, though. Also, I haven't seen the Tainticulars reproduce- I made a 'door house' that would force normal ones to replicate- and no luck.
Is the Iron Golum's attack an AOE attack? That might explain it.
Correction- I'm having a hard time NOT replicating it. I think their attack is a small AoE form of strike, so sometimes it can hit another Golum.
Possible bug: If a wild wolf is hurt by one of the things that generate and release taint into the air, it will aggro on the spot where it got hurt, and constantly jump at that spot.
Has anyone else have the bug where you cant change your texture pack at all? It has happened to me on the newest version of Thaumcraft and the previous version as well.
I have been there and it doesn't help me get started. there is nothing that says, build item 'a' first so you can do task 'b' in preparation for item 'c'.
Yeah, the wiki pretty much sucks. I'm not a fan of Minecraft LP's, but I guess I'll have to watch a couple to really know what to do.
So far I'm enjoying the HELL out of TC, though. I've had a lot of fun finding crystals while exploring caves, and the artifacts and stuff really make finding chests in mineshafts and dungeons a lot more enjoyable. I also found a chest just sitting in the open near my spawn. I know people were complaining about taint spawning near the player's spawnpoint, but the nearest patch of taint I've found is a good 800 or so blocks away from my world's spawnpoint, I'll have to deal with it eventually though because it's the only place I've been able to find chickens. Took me forever to actually get my Q-thingie because I couldn't find any damn chickens for feathers!
But seriously, TC is a pretty amazing mod. Definitely on my must-have list from now on, especially since it plays nice with all my other mods (unlike BTW )
I had the same thing happen, just without them having fought before.
Having a hard time replicating it, though. Also, I haven't seen the Tainticulars reproduce- I made a 'door house' that would force normal ones to replicate- and no luck.
Is the Iron Golum's attack an AOE attack? That might explain it.
Correction- I'm having a hard time NOT replicating it. I think their attack is a small AoE form of strike, so sometimes it can hit another Golum.
Possible bug: If a wild wolf is hurt by one of the things that generate and release taint into the air, it will aggro on the spot where it got hurt, and constantly jump at that spot.
Yeah, it appears that it's an AoE and that Tainticular's don't reproduce. Would be cool to have them breed though, and maybe make a hostile version of the Iron Golem out of Tainted metal or organics.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Yeah, it appears that it's an AoE and that Tainticular's don't reproduce. Would be cool to have them breed though, and maybe make a hostile version of the Iron Golem out of Tainted metal or organics.
Eldritch Golum that's 10 times stronger, and has a flamethrower. Not joking at all.
Also, Tainted Villagers should be able to self-replicate, and do so constantly (once every 15-30 minutes).
Eldritch Golum that's 10 times stronger, and has a flamethrower. Not joking at all.
Also, Tainted Villagers should be able to self-replicate, and do so constantly (once every 15-30 minutes).
I prefer to think that Taint and Eldritch are two separate forces. Vis is a malevolent and useful flow, Taint is a virulent disease and Eldritch is an ummoving and ununderstandable force
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
I prefer to think that Taint and Eldritch are two separate forces. Vis is a malevolent and useful flow, Taint is a virulent disease and Eldritch is an ummoving and ununderstandable force
I was thinking that the 'Eldritch Golum' would be an enhanced Iron Golum, made by the Eldritch people to prevent future people from using their technology, so they don't end the world (as such the Eldritch did at one point). It would be one of the few things that could live, technically, forever.
Added in the bottom/rooms of Monoliths or something?
Sounds good, when I first heard it I thought you meant what the Tainted Testificates would make.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
They already cause enough havoc on their own, I don't think they need any help.
No Tainted Spiders/Endermen either. Sad.
Endermen are most likely Eldritch-related. None of the Eldritch blocks are effected by Taint.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
ooh a tainted bed that lets you sleep during the day!
In deep Minecraftia, Stevethulu sleeps?
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
When i try to run this with IC2 (This is for 1.2.3) i get this error:
Mods loaded: 6
ModLoader 1.2.3
mod_MinecraftForge 1.4.1.59
mod_ModLoaderMp 1.2.3v3
mod_TooManyItems 1.2.2/1.2.3 2012-03-03
mod_IC2 v1.81
mod_ThaumCraft 2.0
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
Edit sorry its so big im not sure how to do spoliers
--- BEGIN ERROR REPORT 2f9906a4 --------
Generated 4/13/12 5:15 PM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_29, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5670 version 4.1.10750 Compatibility Profile Context, ATI Technologies Inc.
java.lang.IllegalArgumentException: Slot 249 is already occupied by thaumcraft.world.BlockCustomPlants@19811ce when adding ic2.common.BlockTex@b8f675
at ox.<init>(Block.java:301)
at ox.<init>(Block.java:333)
at ic2.platform.BlockCommon.<init>(BlockCommon.java:12)
at ic2.common.BlockTex.<init>(BlockTex.java:30)
at mod_IC2.load(mod_IC2.java:204)
at ModLoader.init(ModLoader.java:890)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2691d643 ----------
When I try to chage the ID codes to fix the incompatilty it crashes and doesint let me get the error (CTDs) i found this in my modloader.txt:
Apr 13, 2012 2:21:22 PM ModLoader init
FINE: ModLoader 1.2.3 Initializing...
Apr 13, 2012 2:21:22 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\User\AppData\Roaming\.minecraft\bin\minecraft.jar
Apr 13, 2012 2:21:22 PM ModLoader readFromClassPath
FINER: Zip found.
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 1.4.1.59" from mod_MinecraftForge.class
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.2.3v3" from mod_ModLoaderMp.class
Apr 13, 2012 2:21:22 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\User\AppData\Roaming\.minecraft\mods\industrialcraft-2-client_1.81.jar
Apr 13, 2012 2:21:22 PM ModLoader readFromModFolder
FINER: Zip found.
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINE: Mod Initialized: "mod_IC2 v1.81" from mod_IC2.class
Apr 13, 2012 2:21:22 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\User\AppData\Roaming\.minecraft\mods\Thaumcraft2.0.2.zip
Apr 13, 2012 2:21:22 PM ModLoader readFromModFolder
FINER: Zip found.
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINE: Failed to load mod from "mod_ThaumCraft.class"
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINER: THROW
java.lang.ArrayIndexOutOfBoundsException: 2271
at forge.Configuration.getOrCreateBlockIdProperty(Configuration.java:71)
at thaumcraft.Config.getOrCreateBlockIdProperty(Config.java:224)
at thaumcraft.Config.initialize(Config.java:129)
at mod_ThaumCraft.<init>(mod_ThaumCraft.java:86)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromModFolder(ModLoader.java:1283)
at ModLoader.init(ModLoader.java:886)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Apr 13, 2012 2:21:33 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.59"
Apr 13, 2012 2:21:33 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.2.3v3"
Apr 13, 2012 2:21:33 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v1.4.1.59 Initialized
Wow. I didn't expect it to look exactly like a tree. Nice job, Azanor.
I don't think Taintificates can replicate- There is no tainted baby from what NEI tells me.
Oh, and for those of you who want something that won't get eaten by taint....
It appears Cobblestone and Wooden Planks don't get converted- at least anymore.
I've also concluded that the size of a Zombie Invasion on a village increases based on the amount of doors it has. Just like the villager count does. Scary.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
I had the same thing happen, just without them having fought before.
Having a hard time replicating it, though. Also, I haven't seen the Tainticulars reproduce- I made a 'door house' that would force normal ones to replicate- and no luck.
Is the Iron Golum's attack an AOE attack? That might explain it.
Correction- I'm having a hard time NOT replicating it. I think their attack is a small AoE form of strike, so sometimes it can hit another Golum.
Possible bug: If a wild wolf is hurt by one of the things that generate and release taint into the air, it will aggro on the spot where it got hurt, and constantly jump at that spot.
and yes, i did follow the instalation directions.
Yeah, the wiki pretty much sucks. I'm not a fan of Minecraft LP's, but I guess I'll have to watch a couple to really know what to do.
So far I'm enjoying the HELL out of TC, though. I've had a lot of fun finding crystals while exploring caves, and the artifacts and stuff really make finding chests in mineshafts and dungeons a lot more enjoyable. I also found a chest just sitting in the open near my spawn. I know people were complaining about taint spawning near the player's spawnpoint, but the nearest patch of taint I've found is a good 800 or so blocks away from my world's spawnpoint, I'll have to deal with it eventually though because it's the only place I've been able to find chickens. Took me forever to actually get my Q-thingie because I couldn't find any damn chickens for feathers!
But seriously, TC is a pretty amazing mod. Definitely on my must-have list from now on, especially since it plays nice with all my other mods (unlike BTW
Yeah, it appears that it's an AoE and that Tainticular's don't reproduce. Would be cool to have them breed though, and maybe make a hostile version of the Iron Golem out of Tainted metal or organics.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Eldritch Golum that's 10 times stronger, and has a flamethrower. Not joking at all.
Also, Tainted Villagers should be able to self-replicate, and do so constantly (once every 15-30 minutes).
I prefer to think that Taint and Eldritch are two separate forces. Vis is a malevolent and useful flow, Taint is a virulent disease and Eldritch is an ummoving and ununderstandable force
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Nope their pretty interspersed over all depths I find.
I was thinking that the 'Eldritch Golum' would be an enhanced Iron Golum, made by the Eldritch people to prevent future people from using their technology, so they don't end the world (as such the Eldritch did at one point). It would be one of the few things that could live, technically, forever.
Added in the bottom/rooms of Monoliths or something?
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
I've seen crystals of all types pretty much everywhere, including out in the open at like Z:90+.
They already cause enough havoc on their own, I don't think they need any help.
No Tainted Spiders/Endermen either. Sad.
An Arcane Bore is generally VERY effective at unearthing crystals, especially with a Fire-type Focus.
Endermen are most likely Eldritch-related. None of the Eldritch blocks are effected by Taint.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
In deep Minecraftia, Stevethulu sleeps?
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
While I approve of a bed that does that, a Tainted Bed is a bad idea.
Repeating what I said before. Taintacles require no special bed.
Mods loaded: 6
ModLoader 1.2.3
mod_MinecraftForge 1.4.1.59
mod_ModLoaderMp 1.2.3v3
mod_TooManyItems 1.2.2/1.2.3 2012-03-03
mod_IC2 v1.81
mod_ThaumCraft 2.0
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
Edit sorry its so big im not sure how to do spoliers
--- BEGIN ERROR REPORT 2f9906a4 --------
Generated 4/13/12 5:15 PM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_29, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5670 version 4.1.10750 Compatibility Profile Context, ATI Technologies Inc.
java.lang.IllegalArgumentException: Slot 249 is already occupied by thaumcraft.world.BlockCustomPlants@19811ce when adding ic2.common.BlockTex@b8f675
at ox.<init>(Block.java:301)
at ox.<init>(Block.java:333)
at ic2.platform.BlockCommon.<init>(BlockCommon.java:12)
at ic2.common.BlockTex.<init>(BlockTex.java:30)
at mod_IC2.load(mod_IC2.java:204)
at ModLoader.init(ModLoader.java:890)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2691d643 ----------
When I try to chage the ID codes to fix the incompatilty it crashes and doesint let me get the error (CTDs) i found this in my modloader.txt:
Apr 13, 2012 2:21:22 PM ModLoader init
FINE: ModLoader 1.2.3 Initializing...
Apr 13, 2012 2:21:22 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\User\AppData\Roaming\.minecraft\bin\minecraft.jar
Apr 13, 2012 2:21:22 PM ModLoader readFromClassPath
FINER: Zip found.
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 1.4.1.59" from mod_MinecraftForge.class
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.2.3v3" from mod_ModLoaderMp.class
Apr 13, 2012 2:21:22 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\User\AppData\Roaming\.minecraft\mods\industrialcraft-2-client_1.81.jar
Apr 13, 2012 2:21:22 PM ModLoader readFromModFolder
FINER: Zip found.
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINE: Mod Initialized: "mod_IC2 v1.81" from mod_IC2.class
Apr 13, 2012 2:21:22 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\User\AppData\Roaming\.minecraft\mods\Thaumcraft2.0.2.zip
Apr 13, 2012 2:21:22 PM ModLoader readFromModFolder
FINER: Zip found.
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINE: Failed to load mod from "mod_ThaumCraft.class"
Apr 13, 2012 2:21:22 PM ModLoader addMod
FINER: THROW
java.lang.ArrayIndexOutOfBoundsException: 2271
at forge.Configuration.getOrCreateBlockIdProperty(Configuration.java:71)
at thaumcraft.Config.getOrCreateBlockIdProperty(Config.java:224)
at thaumcraft.Config.initialize(Config.java:129)
at mod_ThaumCraft.<init>(mod_ThaumCraft.java:86)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromModFolder(ModLoader.java:1283)
at ModLoader.init(ModLoader.java:886)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Apr 13, 2012 2:21:33 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.59"
Apr 13, 2012 2:21:33 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.2.3v3"
Apr 13, 2012 2:21:33 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v1.4.1.59 Initialized
Apr 13, 2012 2:21:33 PM ModLoaderMp log
FINE: ModLoaderMP 1.0.0 Initialized
Apr 13, 2012 2:21:33 PM ModLoader init
FINE: Mod Loaded: "mod_IC2 v1.81"
Apr 13, 2012 2:21:33 PM ModLoader addAllRenderers
FINE: Initialized
can anyone help?Sorry my above post is so big i dont know how to use spolliers and edit won't work