---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 10/7/12 2:01 AM
Description: Exception occured in ModLoader
java.lang.NoClassDefFoundError: forge/ISaveEventHandler
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:335)
at ModLoader.readFromClassPath(ModLoader.java:1333)
at ModLoader.init(ModLoader.java:931)
at ModLoader.addAllRenderers(ModLoader.java:185)
at avy.<init>(RenderManager.java:87)
at avy.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.ISaveEventHandler
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 20 more
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows Vista (amd64) version 6.0
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 424857160 bytes (405 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 7
ModLoader 1.3.2
mod_Armor 1.3.2
mod_Arrows 1.3.2
mod_Biosphere 1.3.2
mod_RecipeBook 1.3.2
mod_SpawnerGUI 1.3.2
mod_Stackables 1.3.2
*facedesk* did you try to install TC2 onto 1.3.2 and with modloader?
*facedesk* did you try to install TC2 onto 1.3.2 and with modloader?
actually i am using only the forge modloader (though i hear it also uses risugami's modloader specs)and ive never dealt with mods before so i literally have no idea what im doing with this sort of thing
though i am running into a new issue
--- BEGIN ERROR REPORT d5e54fb8 --------
Generated 10/7/12 9:45 PM
- Minecraft Version: 1.3.2
- Operating System: Windows Vista (amd64) version 6.0
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 362942872 bytes (346 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.1.35.394 Minecraft Forge 4.2.5.303 12 mods loaded, 12 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_Armor [mod_Armor] (minecraft.jar) Unloaded->Constructed
mod_Arrows [mod_Arrows] (minecraft.jar) Unloaded->Constructed
mod_Biosphere [mod_Biosphere] (minecraft.jar) Unloaded->Constructed
mod_Floodgate [mod_Floodgate] (minecraft.jar) Unloaded->Constructed
mod_LightSensor [mod_LightSensor] (minecraft.jar) Unloaded->Constructed
mod_RecipeBook [mod_RecipeBook] (minecraft.jar) Unloaded->Constructed
mod_Shelf [mod_Shelf] (minecraft.jar) Unloaded->Constructed
mod_SpawnerGUI [mod_SpawnerGUI] (minecraft.jar) Unloaded->Constructed
mod_Stackables [mod_Stackables] (minecraft.jar) Unloaded->Constructed
mod_ThaumCraft [mod_ThaumCraft] (minecraft.jar) Unloaded->Errored
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 3200 Graphics GL version 2.1.8494 Release, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mod_ThaumCraft
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:467)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:146)
at net.minecraft.client.Minecraft.a(Minecraft.java:416)
at net.minecraft.client.Minecraft.run(Minecraft.java:748)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: mod_ThaumCraft
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
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:124)
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:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:466)
... 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:119)
... 32 more
Caused by: java.lang.ClassNotFoundException: forge.ISaveEventHandler
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
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 cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 38 more
--- END ERROR REPORT b0657638 ----------
I am currently crafting a Wizard's Tower out of a humongous mod-spawned building, but it's going to slowly. Can someone tell me what I can do with the arcane bore to help demolition run faster?
Our current problems:
- We need an arcane focus that creates a clean 3 x 3 hole.
- We also want to clear as much of the debris away for re-incorporation into the new building, but we don't want to damage the environment.
Does anyone know how many levels of blocks a single arcane singularity in an arcane bore will knock off? by my estimate, there are less than three dozen levels of this building that needs to be cleared to form new gardens.
actually i am using only the forge modloader (though i hear it also uses risugami's modloader specs)and ive never dealt with mods before so i literally have no idea what im doing with this sort of thing
-snip-
The current version is 1.3.2. while this mod is only up to date for 1.2.5. it won't work, sorry.
Thats what they were facepalming to.
I feel this works better:
There currently is no version of ThaumCraft that works with Minecraft 1.3.2. Downgrade to 1.2.5 (hint: MCNostalgia) and play with that or wait for ThaumCraft 3 to be released.
Rollback Post to RevisionRollBack
Quote from ntoy »
If someone asks a question, help them. If you're not going to help them, shut up
The current version is 1.3.2. while this mod is only up to date for 1.2.5. it won't work, sorry.
Thats what they were facepalming to.
I feel this works better:
oh wow i feel dumb i thought that was purely the mod version not the minecraft version that it needs to be on and i feel that homestuck jeer is in perfect taste congrats
I have an idea that I think would be great in the mod:
Why not make a dimension for it, like a thaumic dimension, that would be fricking epic! I'm thinking of something like the nether, except with more open area, no giant lava lakes, instead streams of liquid vis here and there, maybe ponds. The ground with the color of a pale cyan/purple (more purple) to represent the strong aura, with nice unique plants (lets not forget silverwood trees and shimerleafs). Tainted environments would be taken to the next level too... along with being more common (likely to be more stable and easily contained because of the aura surrounding it). I could also see it having diverse terrain because of the massive aura, such as overhanging cliffs or miniature leaning mountains in an otherwise flat/somewhat hilly area. there could be large vis deposits near the roof of the world... basically it would be a cave dimension consisting of large wide valleys and unusual geographic features, even a large number of floating pieces of land here in there, just showing how the dimension radiates with power. Also, plenty of wisps and thaumic slimes (slimes would be only slightly more common than in the overworld), and maybe a few additional elements to make the world more habitable (food, substitutes for vital vanilla items , but mainly food). Lastly, a way to get in the rift could be escalating the aura level to the maximum within a chunk, then using the thaumicomicon on an active braizer of souls placed in the center of a surrounding circle (or square) made of both totem types in sequence being every other block (where a totem of one type does not touch the same type, say the sequence is dawn, dusk, dawn or dusk, dawn, dusk). Don't be afraid to add such a thing before upgrading to 1.3, the technic pack modders would love to see such a dimension I bet, especially since technic hasn't been updated yet.
Idk, this is just my mental picture of the world (for now I'll call it the Thaumic rift)
I'm open to any other ideas to this, any improvements, because I'm sure you guys would like the idea!
It may be very ambitious, but necessary because a hint to me that it needed a dimension was when that was the first feature I expected when I learned of the mod while looking around on the technic wiki
seemingly enough, it is the kind of mod to have it's own dimension especially with it's arcane element and unique features. My opinion or idea can be ignored, leaving me hurt, but I'm fairly recessive when it comes to suggestions and will respect the decision of the mod's developer.
I have an idea that I think would be great in the mod:
Why not make a dimension for it, like a thaumic dimension, that would be fricking epic! I'm thinking of something like the nether, except with more open area, no giant lava lakes, instead streams of liquid vis here and there, maybe ponds. The ground with the color of a pale cyan/purple (more purple) to represent the strong aura, with nice unique plants (lets not forget silverwood trees and shimerleafs). Tainted environments would be taken to the next level too... along with being more common (likely to be more stable and easily contained because of the aura surrounding it). I could also see it having diverse terrain because of the massive aura, such as overhanging cliffs or miniature leaning mountains in an otherwise flat/somewhat hilly area. there could be large vis deposits near the roof of the world... basically it would be a cave dimension consisting of large wide valleys and unusual geographic features, even a large number of floating pieces of land here in there, just showing how the dimension radiates with power. Also, plenty of wisps and thaumic slimes (slimes would be only slightly more common than in the overworld), and maybe a few additional elements to make the world more habitable (food, substitutes for vital vanilla items , but mainly food). Lastly, a way to get in the rift could be escalating the aura level to the maximum within a chunk, then using the thaumicomicon on an active braizer of souls placed in the center of a surrounding circle (or square) made of both totem types in sequence being every other block (where a totem of one type does not touch the same type, say the sequence is dawn, dusk, dawn or dusk, dawn, dusk). Don't be afraid to add such a thing before upgrading to 1.3, the technic pack modders would love to see such a dimension I bet, especially since technic hasn't been updated yet.
Idk, this is just my mental picture of the world (for now I'll call it the Thaumic rift)
I'm open to any other ideas to this, any improvements, because I'm sure you guys would like the idea!
It may be very ambitious, but necessary because a hint to me that it needed a dimension was when that was the first feature I expected when I learned of the mod while looking around on the technic wiki
seemingly enough, it is the kind of mod to have it's own dimension especially with it's arcane element and unique features. My opinion or idea can be ignored, leaving me hurt, but I'm fairly recessive when it comes to suggestions and will respect the decision of the mod's developer.
And yes, I put a lot of thought into this idea.
Maybe you did, but your idea is neither unique nor was ever considered as of any good.
Rollback Post to RevisionRollBack
Hijacking is probably the least cool thing in the world.
I would suggest you use an Elemental Crusher. It destroys blocks in 3 x 3 areas, plus it will crush only the similar blocks. For example, hitting sandstone will destroy only connected sandstone blocks in a 3 x 3 area. Do a few tests before using it though, to check if it solves your problem the way you want
Also I would advise against using an Arcane Bore to do that. They aren't too precise and could damage your building.
Tried out the Arcane Bore, it had lacklustre performance. And worse, for some reason or the other the Arcane Bore does not feed chests placed next to it
I'm not sure about the crushers, but since I AM running TMI and am also struggling to scramble together 32x support for Thaumcraft, I guess I will have to play with it for a while so I can then decide how to do the artwork for it
I have an idea that I think would be great in the mod:
[spoiler]
Why not make a dimension for it, like a thaumic dimension, ...
There is ALREADY a mod for that, and it is called Mystcraft. Besides, Thaumcraft 2 is NO LONGER being updated. Perhaps if you took it up with Azanor personally he might consider it.
Hello, Azanor, just watched your interview with Slowpoke. Was under the impression that you might come from RZA :P. If so, nice to know there are some locals around these parts.
chests must be behind the arcane bore, not beside it.
Great, that certainly makes my day. On the other hand, I will just use the Arcane Bore to carve out my all-new Wizard's Tower, then complete the rest of the demolition work using Wizardcraft's magic staves. This new tower is to serve as my post-1.3.2 HQ once it is complete. I will recruit some villagers and then go on a killing spree so that my world file is completely cleansed and ready
I've got another question though:
Thaumcraft aside, I have two other really good mods - Millenaire (hence the villagers) and Forestry. Can someone give me a rundown on whether books or bookcases make good research?
I can do the following, either:
- buy timber for processing into paper (this takes a bit of time though since I do not have Buildcraft, machines must be filled with water manually), or
- buy bookcases
Feel inclined to comment and say this mod is absolutely the best, the quality level just dwarfs every other mod out there. There is one weakness to many great mods though and its that they add powerful weapons and items but the only thing you get to use them on are the dull and very weak vanilla minecraft enemies. I wish someone would make a definitive hostile mob addon that makes a huge challenge and gives people more incentive to make ultra gear.
Great, that certainly makes my day. On the other hand, I will just use the Arcane Bore to carve out my all-new Wizard's Tower, then complete the rest of the demolition work using Wizardcraft's magic staves. This new tower is to serve as my post-1.3.2 HQ once it is complete. I will recruit some villagers and then go on a killing spree so that my world file is completely cleansed and ready
I've got another question though:
Thaumcraft aside, I have two other really good mods - Millenaire (hence the villagers) and Forestry. Can someone give me a rundown on whether books or bookcases make good research?
I can do the following, either:
- buy timber for processing into paper (this takes a bit of time though since I do not have Buildcraft, machines must be filled with water manually), or
- buy bookcases
The fastest method is to probably surround the q-block with bookcases like an enchantment table and feed a crapton of books into it.
Rollback Post to RevisionRollBack
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
Paper, books and bookshelves all make very good research. You can make a reed farm with just TC runes. Or, you can just not bother and discover everything just feeding several q's with junk you get from bores (i.e., cobblestone).
Also, good research values have vis valves. Not sure if it is bug or not.
Paper, books and bookshelves all make very good research. You can make a reed farm with just TC runes. Or, you can just not bother and discover everything just feeding several q's with junk you get from bores (i.e., cobblestone).
Also, good research values have vis valves. Not sure if it is bug or not.
The actual reason why I asked this was because of Millenaire, you have the ability to buy either books or logs. But I guess that answering it is a matter of simple math.
Under Millenaire,
Bookshelf is 16d.
Timber is 2d.
(you can buy sugarcane but I forgot the price - moreover, I dislike sugarcane farming because it's a waste of time if the only thing you want is books)
With Forestry, one log can be converted in Forestry into 2 sheets of paper (but this is very, very labour intensive)
So in order to make a single bookcase, you need at least 6 planks and three books. That amounts to around 1.5 logs for the planks (1.5 logs = 6 planks), and 4.5 logs (4.5 logs = 18 wood pulp = 9 sheets of paper = 3 books), making it a grand total of 1.5 + 4.5 = 6 logs, costing 12d in total if Millenaire was installed, while each book costs 3d if you bought the wood.
However, if you bought the bookshelves, it will cost you 16d, meaning you pay 7d as overheads to the monks. Furthermore, bookcases are a luxury and only available if you actually helped the Norman monks get a cow byre running since I notice they consume both leather and wood to create bookshelves for you.
So it seems that if you have the Forestry module and Millenaire installed, you have a really interesting choice. Will you happily build and operate a mass carpentry joint at home, and make the books yourself, or pay double the price for bookshelves to boost your studies? I guess it's up to you.
Paper, books and bookshelves all make very good research. You can make a reed farm with just TC runes. Or, you can just not bother and discover everything just feeding several q's with junk you get from bores (i.e., cobblestone).
With some mods, sending cobble to the Q-block is not a wise thing to do. With my current mod setup, I can either crumble it down into flint and sand, or sell it off to villages (they consume massive amounts of cobble in their buildings). Equally, I first fuelled my research using seeds and wheat, but later on I discovered you could MASSIVELY increase the speed of town growth in Millenaire by just selling bread and wheat, and that with Forestry the seeds were very valuable as energy. I guess it's just a matter of how lazy or how economical you want to be when it comes to research *shrugs*
I guess the answer to my question wasn't as simple as I should, because we then have to factor in the production cost of paper (buy sugarcane from Indian towns, or just buy timber for carpentry work?). Also, does the Q-block run better with both supplemetary slots stacked with bookshelves, or with one stack of bookshelves and the other with books?
With Forestry, one log can be converted in Forestry into 2 sheets of paper (but this is very, very labour intensive)
With forestry you get machines that automatically plant and harvest trees. From buildcraft you get automated crafting and a way to move materials around from one machine to another as well as a way to keep the carpenter full.
The only real work involved is making a few fairly expensive blocks and organizing the pipes and engines into an automated system. Then you have an endless supply of paper. Or, you could just make an automated sugarcane farm and essentially do the same thing with fewer machines. As soon as you start adding in mods that automate stuff for you, several aspects of balance tend to go away.
From what it looks like, the new research mechanic for TC3 doesn't have this same problem though.
With forestry you get machines that automatically plant and harvest trees. From buildcraft you get automated crafting and a way to move materials around from one machine to another as well as a way to keep the carpenter full.
The only real work involved is making a few fairly expensive blocks and organizing the pipes and engines into an automated system. Then you have an endless supply of paper. Or, you could just make an automated sugarcane farm and essentially do the same thing with fewer machines. As soon as you start adding in mods that automate stuff for you, several aspects of balance tend to go away.
Well, I'm a Steampunk kind of guy, so while Forestry gets my vote, Buildcraft gets kicked for me. I guess.....I will just continuously use my arcane furnace to create stone, and buy wood from my local convenience store aka town centre for conversion into charcoal and paper problem solved! but if Azradun is right, however, then bookshelves will definitely be better than cobblestone. Ho-hum. Besides, cobble is plentiful yet valuable - my Millenaire villagers often seem addicted to cobble, especially the Mayan, Norman and Japanese ones.
I have several saves, one of which I employ TMI greatly (because it is an experimental world), but there are others where I will not "cheat" - I guess I now know how to advance my research, although it's gonna be a pretty slow process...and worse, since those worlds are pre-Forestry ones, I will have to run about a bit for tin and copper just so I can build myself a peat engine and a carpenter. Seems like I will have to locate that church I once missed out months ago (my current bed point is at 5000+, -10000+) - praise Thaumcraft for making life easier again!
When I died and accidentally respawned far, far, far away from my old home, this was what I did:
- I went mining for cobble, iron, and crystals.
- Next were the crystals. I collected at least 5 vis, and 4 air.
- Next (because I had set up a portal network up in my new home) I then created a seal, 3 magic essences, and set up a new portal near my universal spawn point.
*facedesk* did you try to install TC2 onto 1.3.2 and with modloader?
I'm not sure *facedesk* is enough for the level of fail there
though i am running into a new issue
--- BEGIN ERROR REPORT d5e54fb8 --------
Generated 10/7/12 9:45 PM
- Minecraft Version: 1.3.2
- Operating System: Windows Vista (amd64) version 6.0
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 362942872 bytes (346 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.1.35.394 Minecraft Forge 4.2.5.303 12 mods loaded, 12 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_Armor [mod_Armor] (minecraft.jar) Unloaded->Constructed
mod_Arrows [mod_Arrows] (minecraft.jar) Unloaded->Constructed
mod_Biosphere [mod_Biosphere] (minecraft.jar) Unloaded->Constructed
mod_Floodgate [mod_Floodgate] (minecraft.jar) Unloaded->Constructed
mod_LightSensor [mod_LightSensor] (minecraft.jar) Unloaded->Constructed
mod_RecipeBook [mod_RecipeBook] (minecraft.jar) Unloaded->Constructed
mod_Shelf [mod_Shelf] (minecraft.jar) Unloaded->Constructed
mod_SpawnerGUI [mod_SpawnerGUI] (minecraft.jar) Unloaded->Constructed
mod_Stackables [mod_Stackables] (minecraft.jar) Unloaded->Constructed
mod_ThaumCraft [mod_ThaumCraft] (minecraft.jar) Unloaded->Errored
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 3200 Graphics GL version 2.1.8494 Release, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mod_ThaumCraft
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:467)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:146)
at net.minecraft.client.Minecraft.a(Minecraft.java:416)
at net.minecraft.client.Minecraft.run(Minecraft.java:748)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: mod_ThaumCraft
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
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:124)
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:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:466)
... 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:119)
... 32 more
Caused by: java.lang.ClassNotFoundException: forge.ISaveEventHandler
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
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 cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 38 more
--- END ERROR REPORT b0657638 ----------
I am currently crafting a Wizard's Tower out of a humongous mod-spawned building, but it's going to slowly. Can someone tell me what I can do with the arcane bore to help demolition run faster?
Our current problems:
- We need an arcane focus that creates a clean 3 x 3 hole.
- We also want to clear as much of the debris away for re-incorporation into the new building, but we don't want to damage the environment.
Does anyone know how many levels of blocks a single arcane singularity in an arcane bore will knock off? by my estimate, there are less than three dozen levels of this building that needs to be cleared to form new gardens.
The current version is 1.3.2. while this mod is only up to date for 1.2.5. it won't work, sorry.
Thats what they were facepalming to.
I feel this works better:
There currently is no version of ThaumCraft that works with Minecraft 1.3.2. Downgrade to 1.2.5 (hint: MCNostalgia) and play with that or wait for ThaumCraft 3 to be released.
oh wow i feel dumb i thought that was purely the mod version not the minecraft version that it needs to be on and i feel that homestuck jeer is in perfect taste congrats
Why not make a dimension for it, like a thaumic dimension, that would be fricking epic! I'm thinking of something like the nether, except with more open area, no giant lava lakes, instead streams of liquid vis here and there, maybe ponds. The ground with the color of a pale cyan/purple (more purple) to represent the strong aura, with nice unique plants (lets not forget silverwood trees and shimerleafs). Tainted environments would be taken to the next level too... along with being more common (likely to be more stable and easily contained because of the aura surrounding it). I could also see it having diverse terrain because of the massive aura, such as overhanging cliffs or miniature leaning mountains in an otherwise flat/somewhat hilly area. there could be large vis deposits near the roof of the world... basically it would be a cave dimension consisting of large wide valleys and unusual geographic features, even a large number of floating pieces of land here in there, just showing how the dimension radiates with power. Also, plenty of wisps and thaumic slimes (slimes would be only slightly more common than in the overworld), and maybe a few additional elements to make the world more habitable (food, substitutes for vital vanilla items , but mainly food). Lastly, a way to get in the rift could be escalating the aura level to the maximum within a chunk, then using the thaumicomicon on an active braizer of souls placed in the center of a surrounding circle (or square) made of both totem types in sequence being every other block (where a totem of one type does not touch the same type, say the sequence is dawn, dusk, dawn or dusk, dawn, dusk). Don't be afraid to add such a thing before upgrading to 1.3, the technic pack modders would love to see such a dimension I bet, especially since technic hasn't been updated yet.
Idk, this is just my mental picture of the world (for now I'll call it the Thaumic rift)
I'm open to any other ideas to this, any improvements, because I'm sure you guys would like the idea!
It may be very ambitious, but necessary because a hint to me that it needed a dimension was when that was the first feature I expected when I learned of the mod while looking around on the technic wiki
seemingly enough, it is the kind of mod to have it's own dimension especially with it's arcane element and unique features. My opinion or idea can be ignored, leaving me hurt, but I'm fairly recessive when it comes to suggestions and will respect the decision of the mod's developer.
And yes, I put a lot of thought into this idea.
Maybe you did, but your idea is neither unique nor was ever considered as of any good.
Tried out the Arcane Bore, it had lacklustre performance. And worse, for some reason or the other the Arcane Bore does not feed chests placed next to it
I'm not sure about the crushers, but since I AM running TMI and am also struggling to scramble together 32x support for Thaumcraft, I guess I will have to play with it for a while so I can then decide how to do the artwork for it
There is ALREADY a mod for that, and it is called Mystcraft. Besides, Thaumcraft 2 is NO LONGER being updated. Perhaps if you took it up with Azanor personally he might consider it.
Great, that certainly makes my day. On the other hand, I will just use the Arcane Bore to carve out my all-new Wizard's Tower, then complete the rest of the demolition work using Wizardcraft's magic staves. This new tower is to serve as my post-1.3.2 HQ once it is complete. I will recruit some villagers and then go on a killing spree so that my world file is completely cleansed and ready
I've got another question though:
Thaumcraft aside, I have two other really good mods - Millenaire (hence the villagers) and Forestry. Can someone give me a rundown on whether books or bookcases make good research?
I can do the following, either:
- buy timber for processing into paper (this takes a bit of time though since I do not have Buildcraft, machines must be filled with water manually), or
- buy bookcases
The fastest method is to probably surround the q-block with bookcases like an enchantment table and feed a crapton of books into it.
Also, good research values have vis valves. Not sure if it is bug or not.
The actual reason why I asked this was because of Millenaire, you have the ability to buy either books or logs. But I guess that answering it is a matter of simple math.
Under Millenaire,
Bookshelf is 16d.
Timber is 2d.
(you can buy sugarcane but I forgot the price - moreover, I dislike sugarcane farming because it's a waste of time if the only thing you want is books)
With Forestry, one log can be converted in Forestry into 2 sheets of paper (but this is very, very labour intensive)
So in order to make a single bookcase, you need at least 6 planks and three books. That amounts to around 1.5 logs for the planks (1.5 logs = 6 planks), and 4.5 logs (4.5 logs = 18 wood pulp = 9 sheets of paper = 3 books), making it a grand total of 1.5 + 4.5 = 6 logs, costing 12d in total if Millenaire was installed, while each book costs 3d if you bought the wood.
However, if you bought the bookshelves, it will cost you 16d, meaning you pay 7d as overheads to the monks. Furthermore, bookcases are a luxury and only available if you actually helped the Norman monks get a cow byre running since I notice they consume both leather and wood to create bookshelves for you.
So it seems that if you have the Forestry module and Millenaire installed, you have a really interesting choice. Will you happily build and operate a mass carpentry joint at home, and make the books yourself, or pay double the price for bookshelves to boost your studies? I guess it's up to you.
With some mods, sending cobble to the Q-block is not a wise thing to do. With my current mod setup, I can either crumble it down into flint and sand, or sell it off to villages (they consume massive amounts of cobble in their buildings). Equally, I first fuelled my research using seeds and wheat, but later on I discovered you could MASSIVELY increase the speed of town growth in Millenaire by just selling bread and wheat, and that with Forestry the seeds were very valuable as energy. I guess it's just a matter of how lazy or how economical you want to be when it comes to research *shrugs*
I guess the answer to my question wasn't as simple as I should, because we then have to factor in the production cost of paper (buy sugarcane from Indian towns, or just buy timber for carpentry work?). Also, does the Q-block run better with both supplemetary slots stacked with bookshelves, or with one stack of bookshelves and the other with books?
With forestry you get machines that automatically plant and harvest trees. From buildcraft you get automated crafting and a way to move materials around from one machine to another as well as a way to keep the carpenter full.
The only real work involved is making a few fairly expensive blocks and organizing the pipes and engines into an automated system. Then you have an endless supply of paper. Or, you could just make an automated sugarcane farm and essentially do the same thing with fewer machines. As soon as you start adding in mods that automate stuff for you, several aspects of balance tend to go away.
From what it looks like, the new research mechanic for TC3 doesn't have this same problem though.
Well, I'm a Steampunk kind of guy, so while Forestry gets my vote, Buildcraft gets kicked for me. I guess.....I will just continuously use my arcane furnace to create stone, and buy wood from my local convenience store aka town centre for conversion into charcoal and paper
I have several saves, one of which I employ TMI greatly (because it is an experimental world), but there are others where I will not "cheat" - I guess I now know how to advance my research, although it's gonna be a pretty slow process...and worse, since those worlds are pre-Forestry ones, I will have to run about a bit for tin and copper just so I can build myself a peat engine and a carpenter. Seems like I will have to locate that church I once missed out months ago (my current bed point is at 5000+, -10000+) - praise Thaumcraft for making life easier again!
When I died and accidentally respawned far, far, far away from my old home, this was what I did:
- I went mining for cobble, iron, and crystals.
- Next were the crystals. I collected at least 5 vis, and 4 air.
- Next (because I had set up a portal network up in my new home) I then created a seal, 3 magic essences, and set up a new portal near my universal spawn point.
Utter badass!