Hello. I've been struggling to manage ever increasing spawns of Wisps and Slimes that are getting on my nerves. Both the noise they make (which I can't get rid of, I've tried) and the number of slimes popping up are very inconvenient. I really love this mod, but I'm desperate to find a solution.
I've tried using SP Commands to create a killall macro just to thin them out, but they just spawn in clouds the moment I'm doing something else. Is there is a way that I can (ideally) create a .props file to just decrease the amount that pop out or, if I absolutely have to, find some way to outright deactivate the spawning of the Wisps and Slimes? I'd rather not have to do that, as they are handy, but there's so many of them that spawn in my worlds that it's causing problems.
does this mod work for 1.1? please I really want to try it out. It's looks cool :wink.gif:
**** son, you need glasses. It's mentioned god knows how many places, and you still missed it :blink.gif:
(Thread title, in the OP, and yeah.. :tongue.gif: )
Could you make the thaumium crucible burn things faster? I build a machine that produces enough material but the thaumium crucible doesn't burn it fast enough and after a couple of seconds if i run the machine on full power there are so many items in there that my game lags pretty badly, but the crucible still has just very little vis.
Use something of higher value or don't try at all. Snowballs, cobblestone, and other things which can give you an endless supply without much effort have a very low value... For that exact reason. Try something else...
Or link up your cauldron to several nodes, fill once manually, and THEN plug it into a condenser or duplicator for whatever you're wanting to do.
Having things work in an automated way is kinda contrary to what this mod is about. It can still be done *cough* sugarcane *cough*, but it comes with a certain amount of cost, problems, and ingenuity.
I'm afraid I am still getting the CTD bug with puddles in 1.2.6.
Error: (Note that is shows 1.2.5 even though it is in fact 1.2.6, I guess you forgot to update the getVersion)
Mods loaded: 15
ModLoader 1.1
mod_ModLoaderMp 1.0.0
mod_NotEnoughItems 1.1.2
mod_MinecraftForge 1.3.3.12
mod_CraftGuide 1.4.1 for Minecraft 1.1.0
mod_EE EE2 v1.0.0
mod_mocreatures v3.2.2 (MC 1.1)
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 1.2.5
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 104234fe --------
Generated 2/29/12 1:57 PM
Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6900 Series version 4.2.11399 Compatibility Profile Context, ATI Technologies Inc.
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)
--- END ERROR REPORT 4afd02d2 ----------
modloader.txt
Feb 29, 2012 2:06:25 PM ModLoader init
FINE: ModLoader 1.1 Initializing...
Feb 29, 2012 2:06:25 PM ModLoader readFromClassPath
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\bin\minecraft.jar
Feb 29, 2012 2:06:25 PM ModLoader readFromClassPath
FINER: Zip found.
Feb 29, 2012 2:06:25 PM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.0.0" from mod_ModLoaderMp.class
Feb 29, 2012 2:06:25 PM ModLoader addMod
FINE: Mod Initialized: "mod_NotEnoughItems 1.1.2" from mod_NotEnoughItems.class
Feb 29, 2012 2:06:25 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 1.3.3.12" from mod_MinecraftForge.class
Feb 29, 2012 2:06:25 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\CraftGuide-1.4.1.zip
Feb 29, 2012 2:06:25 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:25 PM ModLoader addMod
FINE: Mod Initialized: "mod_CraftGuide 1.4.1 for Minecraft 1.1.0" from mod_CraftGuide.class
Feb 29, 2012 2:06:25 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\CustomMobSpawner.zip
Feb 29, 2012 2:06:25 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:25 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\EE2ModV1.38.zip
Feb 29, 2012 2:06:25 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:25 PM ModLoaderMp Log
FINE: ModLoaderMP 1.0.0 Initialized
Feb 29, 2012 2:06:26 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v1.3.3.12 Initialized
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_EE EE2 v1.0.0" from mod_EE.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\GuiAPI-0.13.1-1.1.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\mocreatures
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Directory found.
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\MoCreatures.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/hsaddle.png,38). 85 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/haystack.png,102). 84 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/sugarlump.png,118). 83 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/sharkteeth.png,119). 82 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/sharkegg.png,120). 81 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/fishyegg.png,134). 80 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/bigcatclaw.png,144). 79 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/whip.png,145). 78 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/medallion.png,146). 77 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/bedkitty.png,147). 76 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/boxlitter.png,148). 75 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/woolball.png,149). 74 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/rope.png,150). 73 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/petfood.png,152). 72 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/crochide.png,160). 71 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/crocplate.png,161). 70 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/crochelmet.png,162). 69 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/croclegs.png,163). 68 left.
Feb 29, 2012 2:06:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mocreatures/crocboots.png,164). 67 left.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_mocreatures v3.2.2 (MC 1.1)" from mod_mocreatures.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\RedPowerArray-2.0pr4d.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerArray 2.0pr4d" from mod_RedPowerArray.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\RedPowerCore-2.0pr4d.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerCore 2.0pr4d" from mod_RedPowerCore.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\RedPowerLighting-2.0pr4d.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerLighting 2.0pr4d" from mod_RedPowerLighting.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\RedPowerLogic-2.0pr4d.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerLogic 2.0pr4d" from mod_RedPowerLogic.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\RedPowerMachine-2.0pr4d.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerMachine 2.0pr4d" from mod_RedPowerMachine.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\RedPowerWiring-2.0pr4d.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerWiring 2.0pr4d" from mod_RedPowerWiring.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\RedPowerWorld-2.0pr4d.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerWorld 2.0pr4d" from mod_RedPowerWorld.class
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Adding mods from C:\MineCraft\minecraft\data\.minecraft\mods\ThaumCraft-1.2.6.zip
Feb 29, 2012 2:06:26 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 29, 2012 2:06:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_ThaumCraft 1.2.5" from mod_ThaumCraft.class
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.0.0"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_NotEnoughItems 1.1.2"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 1.3.3.12"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_CraftGuide 1.4.1 for Minecraft 1.1.0"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_EE EE2 v1.0.0"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_mocreatures v3.2.2 (MC 1.1)"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerArray 2.0pr4d"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4d"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerLighting 2.0pr4d"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerLogic 2.0pr4d"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerMachine 2.0pr4d"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerWiring 2.0pr4d"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerWorld 2.0pr4d"
Feb 29, 2012 2:06:26 PM ModLoader init
FINE: Mod Loaded: "mod_ThaumCraft 1.2.5"
Feb 29, 2012 2:06:26 PM ModLoader AddAllRenderers
FINE: Initialized
Feb 29, 2012 2:06:37 PM ee.EEAddonRP2 initBase
FINE: EquivalentExchange has loaded RP2 ores, plants, trees and stone blocks.
Feb 29, 2012 2:06:37 PM ee.EEAddonRP2 initWorld
FINE: EquivalentExchange has loaded RP2 ores, plants, trees and stone blocks.
I am able to reliably reproduce this with the following steps:
Create a new world with the flat world type
Build a platform out of wooden planks with a 1 air gap between the planks and the grassh
Place a Vis Crucible on top of the planks.
Cause the crucible to overflow by tossing in some solidified vis
Awesome! You have a soul extractor, a way to get your crystals back, and a way to know what you did with the symbols if you are experimenting with them.
Seems like if it extracts from villagers and pigs it should also try to suck out your life essence. That would make it fun and dangerous to work around (but you should have to turn it on with redstone)
Seems like if it extracts from villagers and pigs it should also try to suck out your life essence. That would make it fun and dangerous to work around (but you should have to turn it on with redstone)
Looks like the "Necro-thaum-thing" → absorb thaum (maybe taint from hostile mobs) from (friendly/neutral) npc's
Maybe they'll get angry/aggresive and attack all around them ?
I honestly can't say if there will be another 1.2.x release. I hoping to get TC2 out before the end of march. Hopefully. It depends on how testing goes.
Always glad to see new updates, great job again man! I like the design and gui with the crystalizer; very nice.
Now I believe that, in your last video, you had taint on the left side. So, was that crystalizer running on taint?
Also I love the new portals! Are they being switched "on" by proximity then; rather than being on all the time as currently is the case?
Next, those two block stacks you showed when you Tele'd.....Are those taint condensers (dark) and vis condensers (light) then?
Finally here, that "tainted depleter" whatcha call it; is very interesting indeed! I assume this will not work on a plyaer? If it does; there may need to be something to prevent greater healing than damage. E.G- standing in the depleter zone with a talisman and regen from manasys. Wouldn't want the best taint source to be myself, lol.
Lastly, would it be possible to post a 1.2.6 version for BC2x?
Mainly since, excluding your mod, I don't play SSP mods. I tend to spend more time on SMP, so I don't plan on upgrading it until BC3 is SMP and the site says "don't ask".
I honestly can't say if there will be another 1.2.x release. I hoping to get TC2 out before the end of march. Hopefully. It depends on how testing goes.
End... of... March?
-Cries silently in a corner for 4 hours-
Well, it'll no doubt be worthwhile, you don't do anything half way, and I suppose it's best to give yourself time to make everything work, instead of releasing a buggy monstrosity just to get it out a week earlier.
Everything looks simply amazing. Are we seeing the default textures, or higher resolutions that can be added on to a texture pack? They look high-res, but I can't be sure.
Rollback Post to RevisionRollBack
Sigma_Phi - home of the long-winded answers to questions nobody asked.
I've tried using SP Commands to create a killall macro just to thin them out, but they just spawn in clouds the moment I'm doing something else. Is there is a way that I can (ideally) create a .props file to just decrease the amount that pop out or, if I absolutely have to, find some way to outright deactivate the spawning of the Wisps and Slimes? I'd rather not have to do that, as they are handy, but there's so many of them that spawn in my worlds that it's causing problems.
**** son, you need glasses. It's mentioned god knows how many places, and you still missed it :blink.gif:
(Thread title, in the OP, and yeah.. :tongue.gif: )
Use something of higher value or don't try at all. Snowballs, cobblestone, and other things which can give you an endless supply without much effort have a very low value... For that exact reason. Try something else...
Or link up your cauldron to several nodes, fill once manually, and THEN plug it into a condenser or duplicator for whatever you're wanting to do.
Having things work in an automated way is kinda contrary to what this mod is about. It can still be done *cough* sugarcane *cough*, but it comes with a certain amount of cost, problems, and ingenuity.
Either the Vis is getting to me and I need to add windows to my workroom, or this didn't make any sense. Translation fail?
Here's a guide on how to post an error log, we're going to need that if ThaumCraft is making your Minecraft crash :smile.gif:
http://www.minecraftforum.net/topic/903148-getting-and-identifying-error-logs/
-Edit- Nevermind, clicked on the download from the installation spoiler.
Outstanding mod though! I am very impressed.
Use more gun.
Error: (Note that is shows 1.2.5 even though it is in fact 1.2.6, I guess you forgot to update the getVersion)
modloader.txt
I am able to reliably reproduce this with the following steps:
And from when I reloaded the save:
dont knock it until you taste 'em. Sure they may wiggle a bit going down, but they are delicious, 'specialy the blue ones.
video analysis:
and then there are some rune/symbol explanations
anything left ?
go to nether/deserts and search the vis-crystal-mobs
your chance is 50/50 getting and normal vis crystal or the fiery one
Make another prerelease for 1.1? It'll allow more people to test/enjoy the new features.
Always glad to see new updates, great job again man! I like the design and gui with the crystalizer; very nice.
Now I believe that, in your last video, you had taint on the left side. So, was that crystalizer running on taint?
Also I love the new portals! Are they being switched "on" by proximity then; rather than being on all the time as currently is the case?
Next, those two block stacks you showed when you Tele'd.....Are those taint condensers (dark) and vis condensers (light) then?
Finally here, that "tainted depleter" whatcha call it; is very interesting indeed! I assume this will not work on a plyaer? If it does; there may need to be something to prevent greater healing than damage. E.G- standing in the depleter zone with a talisman and regen from manasys. Wouldn't want the best taint source to be myself, lol.
Lastly, would it be possible to post a 1.2.6 version for BC2x?
Mainly since, excluding your mod, I don't play SSP mods. I tend to spend more time on SMP, so I don't plan on upgrading it until BC3 is SMP and the site says "don't ask".
Thanks,
PB
Honestly, I hope there's a 1.1 release, as I suspect some of my other mods will take some time to update.
End... of... March?
-Cries silently in a corner for 4 hours-
Well, it'll no doubt be worthwhile, you don't do anything half way, and I suppose it's best to give yourself time to make everything work, instead of releasing a buggy monstrosity just to get it out a week earlier.
Everything looks simply amazing. Are we seeing the default textures, or higher resolutions that can be added on to a texture pack? They look high-res, but I can't be sure.
Sigma_Phi - home of the long-winded answers to questions nobody asked.