I said whole thaumcraft 2 on newer versions of minecraft not only taint from it added to thaumcraft 3 i just want to play thaumcraft 2 on
1.5.2 on LAN with my brother (my computer isn't good enought to host a server) but taint in thaumcraft 3 will help alot game wasn't balanced i mean only adds things that make game easier but nothing that make it harder (in thaumcraft 2 if you don't be caerful your house would change into ... well )
edit if taint animals get on 1.6.2 the creator of this mod would get a lot of work (horses donkeys and mules)
and propably everything with taint from the beggining
I don't understand why that is, I mean the pipes I've seen all have individual items floating through the pipes and that seems far more CPU intensive than updating the AI (State machine) for a golem carrying stacks of 16. And the AI should only be updated like twice a second so it shouldn't drain anything. Only thing I can see draining resources is the pathfinding but that should be pretty fast too. In my mind pipes should be slower.
EDIT on Crafting golems.
Perhaps they can work like clay golems do. You assign them a workbench and mark a few chests, then they stock the crafting table with the recipe they currently hold.
id rather assign them to a chest, with the input materials. then give them a recipe, or better yet multiple recipes, and the output is thrown into the same chest, or a marked chest.
for example, put shugar canes and leather into a chest. assign a crafting golem to it. in his first slot, you give him the recipe to craft paper. he places it by default into the same chest he was placed on.
into his second slot, you give him the recipe for books, with a marker assigned. he would put the books into an appropriately marked chest.
a lot of the tech mods use blueprints. imagine a crafting golem to work similar. his interface would look like a stone or clay golem. and into the item slots, you just give him the blueprints of the items, you want him to craft.
ideally, you could order him to craft any number of items, from the materials he has available, or to keep a specific number of items in the marked chest.
my material of choice, would have been to make him a flint golem. because flint has that tool aspect, which seems kind of appropriate for a crafting golem.
@Bozemoto: Processing and rendering of blocks is inherently cheaper than with Entities - simply because blocks are "stuck" in a rigid grid arrangement. As a simplification MC has to deal with an order of 6553600 (10x10 chunks each containing 16x16x256 blocks) blocks per tick. The assumptions that allow MC to rapidly discard *lots* of that set do not apply so much to entities.
@IStoneI: I would rather see golems extended *first* in ways that allow us to automate other mods. And tech mods seem to have two basic approaches to automated crafting - crafting tables with a recipe item/area and freeform inventory. Currently all that is required is for golems to stock an inventory to make use of this kind of automation - and crafting tables with a 'shaped' recipe in place - where crafting is kicked off when the items on the crafting grid stack to 2 or more - in which case a "crafting" golem would have to be taught to "balance" item stacks when delivering.
As such, the most effective way to introduce "Crafting" golems to Thaumcraft would, imho, be the addition of a (viz powered?) crafting table in one of the two above forms - allowing the same golem mechanics to perform autocrafting in and out of Thaumcraft.
I said whole thaumcraft 2 on newer versions of minecraft not only taint from it added to thaumcraft 3 i just want to play thaumcraft 2 on
1.5.2 on LAN with my brother (my computer isn't good enought to host a server) but taint in thaumcraft 3 will help alot game wasn't balanced i mean only adds things that make game easier but nothing that make it harder (in thaumcraft 2 if you don't be caerful your house would change into ... well )
edit if taint animals get on 1.6.2 the creator of this mod would get a lot of work (horses donkeys and mules)
and propably everything with taint from the beggining
Due to the way things worked back in 1.2.5 there where 2 diffrent versions of minecraft, single player and multiplayer and both had been coded diffrently. TC2 was a single player mod and wouldn't work on multiplayer so when mojang dropped the single player code and used the same code from multiplayer it broke every single player mod. Thaumcraft would need a rewrite anyway to continue and Azanor took the chance to change many things in his mod.
Long story short: TC2 is incompatible on newer versions of minecraft and is no longer being worked on.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I for one would LOVE if you put more love in the golems (not that they don't get plenty already).
Some suggestions for golems/golem related stuff:
Sentry Golem: Can be set to wait for players, owner, players who aren't owner, or mobs, and will flip a switch/push a button when one comes in range.
Supply Golem: Will supply other golems with items they want, such as buckets, bottles, etc.
Goggles Golem: Can be told to press a button/flip a lever at a marker like a sentry golem, but instead responds to flux or aura. So I can say have a warning alarm when the flux gets high, or have it tell me when the aura has refilled.
Repair Golem: Will try to replace blocks that have been disrupted in the area. For instance, one assigned near a wall would replace the bricks if someone detonates TNT.
Warning Bell: When triggered with either redstone or a right click it will have all your golems come and circle around the bell. So I can defend my house without having to worry about my little golems getting hurt...
Golem fence. A little glowing fence that doesn't block movement but keeps your golems from wandering off.
Golem base: For golems that stick to a location, a location for them to stick to that is mobile would be nice. At least pushable with pistons/frames, but ideally also able to be put in a cart. Example: Iron golem guardian that follows a cart around
This may come in with any new golem system you do, but a way to upgrade the core of an existing golem would be really helpful. It is frustrating when one accidently makes a normal straw golem instead of a strong one
Also, the brain golems don't ever seem to act. Perhaps have them act if there is enough malum flux around?
A few unrelated ideas that have been bouncing around in my head:
Levitation Grabber: Depending on a redstone signal will either catch you at the floor it is at or extend the beam running next to it.
Advanced goggle like thing for seeing the specific makeup of the ambient flux
More uses for the arcane ear. I recommend using them in a golem. Just think about the scale there for a minute.
Ability to infuse the crystals back into the stone. Mostly for aesthetic stuff
The ability to put nitor and alumentum in jars. One for a more diffused light source, the other for a nice little tnt like trap
More necromancy. I like my brain in a jar, but it isn't enough. One possibility that comes to mind is a redstone brain in a jar. Same type of recipe, but with the eyes replaced with redstone and the ability to act as a fancy little necromatic logic gate. Because why use redpower gates when you can animate the dead to do it for you?
Dungeons that give you reason to carry your wand with you. I always leave my wand at home, since it has no use on the go. I think it would be interesting if you had buttons or some such that would only be activated by wands, and had dungeons where if you wanted to get through them, you needed a wand of a certain tier.
I hope I haven't put to many different things here, I just love your mod.
Thank you,
Sound Logic
So I had some Blazes piling up in a 1x1 space while watching a video and when I came back I hit them once with a Sword of the Condor which afaik uses the Sword of the Zephyr's attack mechanic and got a crash right away. I looked through the stacktrace, here's the interesting part of it:
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at net.minecraft.enchantment.EnchantmentHelper.func_77512_a(EnchantmentHelper.java:219)
at thaumcraft.common.items.equipment.ItemElementalSword.attackEntity(ItemElementalSword.java:182)
at thaumcraft.common.items.equipment.ItemElementalSword.onLeftClickEntity(ItemElementalSword.java:140)
I have not looked at the code myself but the multi attack doesn't seem to go well with that many entities, any way some overflow could have happened? The version is 3.0.5f and it's in the Magic Farm Pack version 2.1
after restaring the game I had no further problems killing them with the same sword
almost forgot: there was a sharpness 4 and fire aspect 2 on it
Well, I think you should post it in Vazkiis forum thread since HE was the one who made the Sword of the Condor
What would be cool is a change to the thaunomocon to show different branches of it. Because right now it's kind of boring looking. What about either A. Add different background images to show different branches (Golemancy, elemental magic, etc.) and the different tiers. Or B. make pages for them.
Next, how about readding the arcane seals, since they were my favourite things from TC2. Yes, they were OP but fun and made great protection or mob spawners. How about empty seals where you have to inject an aspect to make the runes (maybe make a kind of aspect injector to inject runes on the seals). Now, the seals will need a constant source of the aspect its assigned ex. Injecting ignis into a seal would create the old fire rune and you would need a constant source of ignis for it like warded jars or have golems bring phials of the aspect. This opens up lots of combinations since we have quite a few aspect and give a use for those useless aspect filled jars. I'm looking at you herba and lignum. You could also add numberology next to runic magic to be like the first thaumcraft symbols (putting 9 or 7( throught in Chinese mythology 7 is unlucky) might give a chance for more powerful effects.
Following the seal idea, maybe you should exchange the aura nodes for aspect nodes since your removing vis and the aura nodes looks great. You could incorporate the doodle god idea with aura nodes, it would be fun to mix and match aspect nodes to get the on you want. Aspect node should give an effect to the surrounding area based on their aspect. Ex. A malum node should encourage mob spawning or a metallum node increase the amount of ores except for gold, diamond and any other precious ore or randomly spawn ores around it.
Finally, you said you were doing spell crafting and rpg elements but you canceled it. I think you could do it but make it more techy like instead of a wand, you would use a gauntlet. And you should put an aspect gem into the sockets of the gauntlet. The gauntlet should also be upgradable to have more sockets ( maybe to a max of 10). But putting in gems just set the gauntlet it doesn't power the gauntlet. You would need phials or jars of aspect to power it (maybe a kind of portable tank that like the portable hole is void so should be able to bring multiple liquids. Due note the aspect gem is parobaly a diamond injected or infuse with the aspect you want and be able to mix and match. For RPG elements, how about a podium where you would have a mini game (I have no idea what) where on completion gives you a mastery of a certain branch of thaumcraft.
Well that's all I have, Azanor your the best and be sure not to be afraid to go more techy like thaumcraft 2 (Technomancy has a nice name for something as cool and complex as thaumcraft don't you think) or different kind of magic (Necromancy, Summoning, Astrology and the list go on). Can't wait for thaumcraft 3.1 but take your time to be preassured not a lot of good mods for 1.6 .
Hey, uh... Would it be too much to ask to beg you to pleasepleasepleaseplease look at/fix a bug in the 1.5.2 version? I'm not gonna be updating my server to 1.6.2 for a loooong time until my mods are updated, and Aether just updated to 1.5.2 and seems to have an incompatibility with Thaumcraft. Upon trying to enter the Aether, either on the "Downloading Terrain..." screen or immediately after the Aether finishes loading, the client crashes with the following error (the server stays up and is unaffected):
2013-07-22 21:59:01 [INFO] [STDERR] java.lang.NullPointerException
2013-07-22 21:59:01 [INFO] [STDERR] at net.minecraft.block.BlockFire.func_71858_a(BlockFire.java:487)
2013-07-22 21:59:01 [INFO] [STDERR] at net.minecraft.block.Block.func_71851_a(Block.java:574)
2013-07-22 21:59:01 [INFO] [STDERR] at net.minecraft.item.ItemBlock.func_77617_a(ItemBlock.java:52)
2013-07-22 21:59:01 [INFO] [STDERR] at net.minecraft.item.Item.func_77650_f(Item.java:300)
2013-07-22 21:59:01 [INFO] [STDERR] at codechicken.nei.ItemList$ThreadLoadItems.run(ItemList.java:350)
2013-07-22 21:59:20 [INFO] [STDOUT] Loading World: remote/192.168.1.9~25565
2013-07-22 21:59:22 [INFO] [STDERR] net.minecraft.util.ReportedException: Ticking screen
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1533)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:760)
2013-07-22 21:59:22 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-07-22 21:59:22 [INFO] [STDERR] Caused by: java.lang.ClassCastException: thaumcraft.common.entities.EntityFollowingItem cannot be cast to net.minecraft.entity.EntityLiving
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:930)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1526)
2013-07-22 21:59:22 [INFO] [STDERR] ... 3 more
2013-07-22 21:59:32 [INFO] [Minecraft-Client] Stopping!
It looks like some kind of packet issue, probably pertaining to mobs. Words cannot describe how thankful I would be if you could fix this in the 1.5.2 version.
EDIT: I'm pretty confident that that's what it is. Disabling mob spawning allows me to get into the Aether with no trouble and no crash, and there's also no crashing in SSP with or without mob spawning on.
java.lang.ClassCastException: thaumcraft.common.entities.projectile.EntityFrostShard cannot be cast to net.minecraft.entity.EntityLiving
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:929)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1526)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:929)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
"Do not turn this invitation down. It has been said that petting the tummy of a kitten is like frolicking in the back hair of an angle" - theoatmeal.com
How is the 1.6.2 update coming (if it is at all) - a friend of my server is pounding me to get this; but of course it's not compatible yet. Was just curious.
java.lang.ClassCastException: thaumcraft.common.entities.projectile.EntityFrostShard cannot be cast to net.minecraft.entity.EntityLiving
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:929)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1526)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:929)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
It seems that Thaumcraft does it wrong and edits the base class. As soon as they decide to use the IClassTransformer interface, (which is the only supported way >= 1.6.2) this conflict should go away.
PS: If you don't know me yet, I'm a developer of the Aether II and created the Player Core API (which causes Thaumcraft to crash).
Tc2 isn't going to be updated ( look on some of the preview pages if you want to know why).
Taint is going to come back with tc 3.1 , also the mod is not finally finished yet
Tc 3 isn't as bad as you think, it is a really cool mod that will get even better in future.
interesting, im more hoping he is just adding taint to the existing system rather then rewritting it. mods are taking longer and longer to update these days. I think many modders are losing interest in the game
It isn't them losing interest. 1.6 REALLY hit a lot of modder's code hard. I heard a lot of modders say ****, there goes 70+% of my code.
If I remember correctly Various Artist, there is a simple way to delete it. Peaceful mode. Just not sure if it would happen before the ticking entity triggered, but if it doesn't, it will automatically kill it off when someone gets in range.
Another method if that doesn't work is to change the entity ID for it.
If I remember correctly Various Artist, there is a simple way to delete it. Peaceful mode. Just not sure if it would happen before the ticking entity triggered, but if it doesn't, it will automatically kill it off when someone gets in range.
Another method if that doesn't work is to change the entity ID for it.
You can actually turn off the Angry Zombie spawning in the config... I don't think that's the solution VariousArtist is looking for, though.
It isn't them losing interest. 1.6 REALLY hit a lot of modder's code hard. I heard a lot of modders say ****, there goes 70+% of my code.
This, again and again.
Given how collaborative the modders of larger Forge mods seem to be, I wish they'd all collectively agree to stick with one version for six months at a time regardless of Mojang updates so they have more time to work on their mods, clean them up, fine tune them, etc. instead of being like the pig chasing the carrot on a stick every time Mojang updates. Hopefully, lesser-known but quality mods would also follow suit, making it a stable platform for the majority of modders to just work on their content.
Leave it to the end users to decide if they want to stay in the heavily modded version, or update to the less modded versions, instead of modders having to stress over it.
I don't think Mojang has an malice with their updates, but the haphazard nature of their updating sure doesn't help modders. Maybe if Mojang would stick to a static update schedule (three updates per year four months apart) it would be better for everyone.
So after more tinkering (heh) I found that the conflict I was having was between Thaumcraft (Tc) and Tinkers Construct (TC). Not sure what it is, but after adding the latest version of TC to my mods folder I get this error:
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 7/24/13 12:01 PM
Description: Failed to start game
java.lang.NullPointerException
at net.minecraft.item.ItemStack.(ItemStack.java:62)
at thaumcraft.common.Config.initRecipes(Config.java:814)
at thaumcraft.common.Thaumcraft.init(Thaumcraft.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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor5.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
If you scan up from the bottom you can see Tc is the only mod that throws an error during the step into Initialization.
I'd like to get the server my modpack is going to be on up and running, but both these mods involve world gen, and I'm always a touch iffy about the retroactive worldgen. Has anyone had expierence with that? Could I leave either Tc or TC out for now and still get the ores and whatnot when the conflict is resolved and I add it in later?
So after more tinkering (heh) I found that the conflict I was having was between Thaumcraft (Tc) and Tinkers Construct (TC). Not sure what it is, but after adding the latest version of TC to my mods folder I get this error:
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 7/24/13 12:01 PM
Description: Failed to start game
java.lang.NullPointerException
at net.minecraft.item.ItemStack.(ItemStack.java:62)
at thaumcraft.common.Config.initRecipes(Config.java:814)
at thaumcraft.common.Thaumcraft.init(Thaumcraft.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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor5.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
If you scan up from the bottom you can see Tc is the only mod that throws an error during the step into Initialization.
I'd like to get the server my modpack is going to be on up and running, but both these mods involve world gen, and I'm always a touch iffy about the retroactive worldgen. Has anyone had expierence with that? Could I leave either Tc or TC out for now and still get the ores and whatnot when the conflict is resolved and I add it in later?
Considering how Thaumcraft's world gen is getting a massive change (including a full new biome, which won't really work with regen) the best you can do is to just wait for both to update, unless you plan on sticking with 1.5.2 for good on that world/server.
1.5.2 on LAN with my brother (my computer isn't good enought to host a server) but taint in thaumcraft 3 will help alot game wasn't balanced i mean only adds things that make game easier but nothing that make it harder (in thaumcraft 2 if you don't be caerful your house would change into ... well )
edit if taint animals get on 1.6.2 the creator of this mod would get a lot of work (horses donkeys and mules)
and propably everything with taint from the beggining
id rather assign them to a chest, with the input materials. then give them a recipe, or better yet multiple recipes, and the output is thrown into the same chest, or a marked chest.
for example, put shugar canes and leather into a chest. assign a crafting golem to it. in his first slot, you give him the recipe to craft paper. he places it by default into the same chest he was placed on.
into his second slot, you give him the recipe for books, with a marker assigned. he would put the books into an appropriately marked chest.
a lot of the tech mods use blueprints. imagine a crafting golem to work similar. his interface would look like a stone or clay golem. and into the item slots, you just give him the blueprints of the items, you want him to craft.
ideally, you could order him to craft any number of items, from the materials he has available, or to keep a specific number of items in the marked chest.
my material of choice, would have been to make him a flint golem. because flint has that tool aspect, which seems kind of appropriate for a crafting golem.
@IStoneI: I would rather see golems extended *first* in ways that allow us to automate other mods. And tech mods seem to have two basic approaches to automated crafting - crafting tables with a recipe item/area and freeform inventory. Currently all that is required is for golems to stock an inventory to make use of this kind of automation - and crafting tables with a 'shaped' recipe in place - where crafting is kicked off when the items on the crafting grid stack to 2 or more - in which case a "crafting" golem would have to be taught to "balance" item stacks when delivering.
As such, the most effective way to introduce "Crafting" golems to Thaumcraft would, imho, be the addition of a (viz powered?) crafting table in one of the two above forms - allowing the same golem mechanics to perform autocrafting in and out of Thaumcraft.
Due to the way things worked back in 1.2.5 there where 2 diffrent versions of minecraft, single player and multiplayer and both had been coded diffrently. TC2 was a single player mod and wouldn't work on multiplayer so when mojang dropped the single player code and used the same code from multiplayer it broke every single player mod. Thaumcraft would need a rewrite anyway to continue and Azanor took the chance to change many things in his mod.
Long story short: TC2 is incompatible on newer versions of minecraft and is no longer being worked on.
Some suggestions for golems/golem related stuff:
Sentry Golem: Can be set to wait for players, owner, players who aren't owner, or mobs, and will flip a switch/push a button when one comes in range.
Supply Golem: Will supply other golems with items they want, such as buckets, bottles, etc.
Goggles Golem: Can be told to press a button/flip a lever at a marker like a sentry golem, but instead responds to flux or aura. So I can say have a warning alarm when the flux gets high, or have it tell me when the aura has refilled.
Repair Golem: Will try to replace blocks that have been disrupted in the area. For instance, one assigned near a wall would replace the bricks if someone detonates TNT.
Warning Bell: When triggered with either redstone or a right click it will have all your golems come and circle around the bell. So I can defend my house without having to worry about my little golems getting hurt...
Golem fence. A little glowing fence that doesn't block movement but keeps your golems from wandering off.
Golem base: For golems that stick to a location, a location for them to stick to that is mobile would be nice. At least pushable with pistons/frames, but ideally also able to be put in a cart. Example: Iron golem guardian that follows a cart around
This may come in with any new golem system you do, but a way to upgrade the core of an existing golem would be really helpful. It is frustrating when one accidently makes a normal straw golem instead of a strong one
Also, the brain golems don't ever seem to act. Perhaps have them act if there is enough malum flux around?
A few unrelated ideas that have been bouncing around in my head:
Levitation Grabber: Depending on a redstone signal will either catch you at the floor it is at or extend the beam running next to it.
Advanced goggle like thing for seeing the specific makeup of the ambient flux
More uses for the arcane ear. I recommend using them in a golem. Just think about the scale there for a minute.
Ability to infuse the crystals back into the stone. Mostly for aesthetic stuff
The ability to put nitor and alumentum in jars. One for a more diffused light source, the other for a nice little tnt like trap
More necromancy. I like my brain in a jar, but it isn't enough. One possibility that comes to mind is a redstone brain in a jar. Same type of recipe, but with the eyes replaced with redstone and the ability to act as a fancy little necromatic logic gate. Because why use redpower gates when you can animate the dead to do it for you?
Dungeons that give you reason to carry your wand with you. I always leave my wand at home, since it has no use on the go. I think it would be interesting if you had buttons or some such that would only be activated by wands, and had dungeons where if you wanted to get through them, you needed a wand of a certain tier.
I hope I haven't put to many different things here, I just love your mod.
Thank you,
Sound Logic
Next, how about readding the arcane seals, since they were my favourite things from TC2. Yes, they were OP but fun and made great protection or mob spawners. How about empty seals where you have to inject an aspect to make the runes (maybe make a kind of aspect injector to inject runes on the seals). Now, the seals will need a constant source of the aspect its assigned ex. Injecting ignis into a seal would create the old fire rune and you would need a constant source of ignis for it like warded jars or have golems bring phials of the aspect. This opens up lots of combinations since we have quite a few aspect and give a use for those useless aspect filled jars. I'm looking at you herba and lignum. You could also add numberology next to runic magic to be like the first thaumcraft symbols (putting 9 or 7( throught in Chinese mythology 7 is unlucky) might give a chance for more powerful effects.
Following the seal idea, maybe you should exchange the aura nodes for aspect nodes since your removing vis and the aura nodes looks great. You could incorporate the doodle god idea with aura nodes, it would be fun to mix and match aspect nodes to get the on you want. Aspect node should give an effect to the surrounding area based on their aspect. Ex. A malum node should encourage mob spawning or a metallum node increase the amount of ores except for gold, diamond and any other precious ore or randomly spawn ores around it.
Finally, you said you were doing spell crafting and rpg elements but you canceled it. I think you could do it but make it more techy like instead of a wand, you would use a gauntlet. And you should put an aspect gem into the sockets of the gauntlet. The gauntlet should also be upgradable to have more sockets ( maybe to a max of 10). But putting in gems just set the gauntlet it doesn't power the gauntlet. You would need phials or jars of aspect to power it (maybe a kind of portable tank that like the portable hole is void so should be able to bring multiple liquids. Due note the aspect gem is parobaly a diamond injected or infuse with the aspect you want and be able to mix and match. For RPG elements, how about a podium where you would have a mini game (I have no idea what) where on completion gives you a mastery of a certain branch of thaumcraft.
Well that's all I have, Azanor your the best and be sure not to be afraid to go more techy like thaumcraft 2 (Technomancy has a nice name for something as cool and complex as thaumcraft don't you think) or different kind of magic (Necromancy, Summoning, Astrology and the list go on). Can't wait for thaumcraft 3.1 but take your time to be preassured not a lot of good mods for 1.6 .
2013-07-22 21:59:01 [INFO] [STDERR] java.lang.NullPointerException
2013-07-22 21:59:01 [INFO] [STDERR] at net.minecraft.block.BlockFire.func_71858_a(BlockFire.java:487)
2013-07-22 21:59:01 [INFO] [STDERR] at net.minecraft.block.Block.func_71851_a(Block.java:574)
2013-07-22 21:59:01 [INFO] [STDERR] at net.minecraft.item.ItemBlock.func_77617_a(ItemBlock.java:52)
2013-07-22 21:59:01 [INFO] [STDERR] at net.minecraft.item.Item.func_77650_f(Item.java:300)
2013-07-22 21:59:01 [INFO] [STDERR] at codechicken.nei.ItemList$ThreadLoadItems.run(ItemList.java:350)
2013-07-22 21:59:20 [INFO] [STDOUT] Loading World: remote/192.168.1.9~25565
2013-07-22 21:59:22 [INFO] [STDERR] net.minecraft.util.ReportedException: Ticking screen
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1533)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:760)
2013-07-22 21:59:22 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-07-22 21:59:22 [INFO] [STDERR] Caused by: java.lang.ClassCastException: thaumcraft.common.entities.EntityFollowingItem cannot be cast to net.minecraft.entity.EntityLiving
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:930)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
2013-07-22 21:59:22 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1526)
2013-07-22 21:59:22 [INFO] [STDERR] ... 3 more
2013-07-22 21:59:32 [INFO] [Minecraft-Client] Stopping!
It looks like some kind of packet issue, probably pertaining to mobs. Words cannot describe how thankful I would be if you could fix this in the 1.5.2 version.
EDIT: I'm pretty confident that that's what it is. Disabling mob spawning allows me to get into the Aether with no trouble and no crash, and there's also no crashing in SSP with or without mob spawning on.
Crash Log
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 7/22/13 10:25 PM
Description: Ticking screen
java.lang.ClassCastException: thaumcraft.common.entities.projectile.EntityFrostShard cannot be cast to net.minecraft.entity.EntityLiving
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:929)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1526)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:929)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
-- Affected screen --
Details:
Screen name: net.minecraft.client.gui.GuiDownloadTerrain
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [PlayerCoreClient['krwminer'/219, l='MpServer', x=8.50, y=66.33, z=8.50]]
Chunk stats: MultiplayerChunkCache: 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 5 game time, 5 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 26 total; [EntityCog['Loose Cog'/610, l='MpServer', x=213.50, y=55.92, z=8.50], EntityCog['Loose Cog'/611, l='MpServer', x=214.47, y=54.92, z=12.47], EntityCog['Loose Cog'/608, l='MpServer', x=214.50, y=54.92, z=10.56], PlayerCoreClient['krwminer'/219, l='MpServer', x=8.50, y=66.33, z=8.50], EntityCog['Loose Cog'/609, l='MpServer', x=211.50, y=53.92, z=11.50], EntityCog['Loose Cog'/575, l='MpServer', x=174.50, y=60.74, z=-29.50], EntityCog['Loose Cog'/574, l='MpServer', x=173.50, y=60.74, z=-35.84], EntityCog['Loose Cog'/573, l='MpServer', x=171.22, y=48.74, z=-66.47], EntityCog['Loose Cog'/572, l='MpServer', x=171.50, y=47.74, z=-67.53], EntityCog['Loose Cog'/571, l='MpServer', x=175.47, y=45.74, z=-69.81], EntityCog['Loose Cog'/577, l='MpServer', x=177.88, y=46.74, z=-68.94], EntityCog['Loose Cog'/578, l='MpServer', x=180.50, y=60.74, z=-49.50], EntityCog['Loose Cog'/579, l='MpServer', x=180.50, y=60.74, z=-49.50], EntityCog['Loose Cog'/580, l='MpServer', x=182.50, y=70.74, z=-48.50], EntityCog['Loose Cog'/581, l='MpServer', x=176.59, y=60.74, z=-32.59], EntityCog['Loose Cog'/582, l='MpServer', x=182.50, y=72.74, z=-47.50], EntityCog['Loose Cog'/583, l='MpServer', x=177.75, y=61.74, z=-30.06], EntityZephyroo['Zephyroo'/584, l='MpServer', x=186.88, y=60.64, z=51.13], EntityZephyroo['Zephyroo'/585, l='MpServer', x=188.84, y=60.64, z=49.22], EntityZephyroo['Zephyroo'/586, l='MpServer', x=182.81, y=60.64, z=54.97], EntityCog['Loose Cog'/595, l='MpServer', x=194.22, y=43.74, z=-87.78], EntityCog['Loose Cog'/597, l='MpServer', x=195.50, y=44.74, z=-85.03], EntityCog['Loose Cog'/596, l='MpServer', x=195.84, y=44.74, z=-86.53], EntityZephyroo['Zephyroo'/601, l='MpServer', x=192.47, y=60.64, z=53.97], EntityZephyroo['Zephyroo'/600, l='MpServer', x=198.41, y=61.64, z=59.47], EntityZephyroo['Zephyroo'/602, l='MpServer', x=198.13, y=61.64, z=58.16]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2414)
at net.minecraft.client.Minecraft.run(Minecraft.java:776)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 509847920 bytes (486 MB) / 619708416 bytes (591 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 5623 (314888 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 Optifine OptiFine_1.5.2_HD_U_D5 7 mods loaded, 7 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
playercoreapi{0.1} [PlayerCoreAPI] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Aether II{Alpha v1.0.1} [Aether II] (aether_1.5.2_1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MainMenuAPI{1.0.0} [Main Menu API] (aether_1.5.2_1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Thaumcraft{3.0.5h1} [Thaumcraft] (Thaumcraft3.0.5h.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6670 GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Ken's Soartex 1.5.x.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 160 (8960 bytes; 0 MB) allocated, 11 (616 bytes; 0 MB) used
From the Aether II forum:
Taint is going to come back with tc 3.1 , also the mod is not finally finished yet
Tc 3 isn't as bad as you think, it is a really cool mod that will get even better in future.
Profile pic by Cheshirette c:
It isn't them losing interest. 1.6 REALLY hit a lot of modder's code hard. I heard a lot of modders say ****, there goes 70+% of my code.
Another method if that doesn't work is to change the entity ID for it.
You can actually turn off the Angry Zombie spawning in the config... I don't think that's the solution VariousArtist is looking for, though.
Profile pic by Cheshirette c:
This, again and again.
Given how collaborative the modders of larger Forge mods seem to be, I wish they'd all collectively agree to stick with one version for six months at a time regardless of Mojang updates so they have more time to work on their mods, clean them up, fine tune them, etc. instead of being like the pig chasing the carrot on a stick every time Mojang updates. Hopefully, lesser-known but quality mods would also follow suit, making it a stable platform for the majority of modders to just work on their content.
Leave it to the end users to decide if they want to stay in the heavily modded version, or update to the less modded versions, instead of modders having to stress over it.
I don't think Mojang has an malice with their updates, but the haphazard nature of their updating sure doesn't help modders. Maybe if Mojang would stick to a static update schedule (three updates per year four months apart) it would be better for everyone.
// Surprise! Haha. Well, this is awkward.
Time: 7/24/13 12:01 PM
Description: Failed to start game
java.lang.NullPointerException
at net.minecraft.item.ItemStack.(ItemStack.java:62)
at thaumcraft.common.Config.initRecipes(Config.java:814)
at thaumcraft.common.Thaumcraft.init(Thaumcraft.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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor5.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 489026064 bytes (466 MB) / 705691648 bytes (673 MB) up to 1431699456 bytes (1365 MB)
JVM Flags: 2 total; -Xmx1536m -XX:MaxPermSize=128m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 Optifine OptiFine_1.5.2_HD_U_D5 56 mods loaded, 56 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{0.8.6.15} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
ImmibisMicroblocks{55.0.1} [Immibis's Microblocks] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.5.2.25} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_bspkrsCore{v2.07(1.5.2)} [bspkrsCore] ([1.5.2]bspkrsCorev2.07.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ControlPack{5.8} [mod_ControlPack] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_LiteLoaderForModLoader{1.5.2.7} [Mine Little Pony] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights{1.2.2} [Dynamic Lights] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_mobEquipment{1.0.0} [Dynamic Lights on Mob Equipment] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_thePlayer{1.0.7} [Dynamic Lights Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
ImmibisMicroblocksInstallCheck{55.0.1} [Immibis's Microblocks (Check for incorrect installation)] (immibis-microblocks-55.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod{2.7.0.1} [Damage Indicators] (1.5.2 DamageIndicators v2.7.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ArmorStatusHUD{v1.7(1.5.2)} [ArmorStatusHUD] ([1.5.2]ArmorStatusHUDv1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap{v3.3_06 [1.5.2]} [mod_ReiMinimap] ([1.5.2]ReiMinimap_v3.3_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_StatusEffectHUD{v1.10(1.5.2)} [StatusEffectHUD] ([1.5.2]StatusEffectHUDv1.10.zip) Unloaded->Constructed->Pre-initialized->Initialized
cfm{2.8.4} [MrCrayfish's Furniture Mod] ([Forge]FurnitureMod2.8.4(FULL).zip) Unloaded->Constructed->Pre-initialized->Initialized
ArsMagica{5.52.013} [Ars Magica] (ArsMagica_5.52.013.zip) Unloaded->Constructed->Pre-initialized->Initialized
BaMsDOUBLEDOOR{2.0} [BaM's Doubledoor] (BaMsDoubledoor_v2.0_for_1.5.2_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.3.1} [BiblioCraft] (BiblioCraft[v1.3.1].zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura{2.1.3} [Natura] (Natura_2.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty{0.5.7} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.7-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
CarpentersBlocks{v1.4} [Carpenter's Blocks] (Carpenter's Blocks v1.4 - MC 1.5+.zip) Unloaded->Constructed->Pre-initialized->Initialized
ChickenChunks{1.3.2.11} [ChickenChunks] (ChickenChunks 1.3.2.11.jar) Unloaded->Constructed->Pre-initialized->Initialized
DungeonCrawler{0.2.4} [Dungeon Crawler] (DungeonCrawler 0.2.4v5 for MC 1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
DustMod{1.3.2} [Runic Dust Mod] (dustmod-v1.3.2_CORE.jar) Unloaded->Constructed->Pre-initialized->Initialized
DustModDefaults{1.6.2} [Runic Dust Mod: Default runes and inscriptions pack] (dustmod-v1.6.2_DEFAULT-RUNES.jar) Unloaded->Constructed->Pre-initialized->Initialized
DustDeco{2.1} [Runic Dust Mod: Decorative dusts pack] (dustmod-v2.1_DECORATIVE-PACK.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnderStorage{1.4.2.11} [EnderStorage] (EnderStorage 1.4.2.11.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtraUtilities{0.2.2a} [Extra Utilities] (extrautils - 0.2.3a.zip) Unloaded->Constructed->Pre-initialized->Initialized
FancyFences{3.1.3} [Fancy Fences (Vanilla with Sprinkles)] (Fancy Fences (5-15) v.3.1.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
growthcraft_core{1.0} [GrowthCraft Core] (growthcraft-core-1.5.2-1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
growthcraft_core_booze{1.1} [GrowthCraft Core: Booze] (growthcraft-core-booze-1.5.2-1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
growthcraft_apples{4.0} [GrowthCraft Apples] (growthcraft-apples-1.5.2-4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
growthcraft_fishnet{4.1} [GrowthCraft Fishnet] (growthcraft-fishnet-1.5.2-4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
growthcraft_flowers{5.2} [GrowthCraft Flowers] (growthcraft-flowers-1.5.2-5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
growthcraft_grapes{4.0} [GrowthCraft Grapes] (growthcraft-grapes-1.5.2-4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
growthcraft_hops{2.0} [GrowthCraft Hops] (growthcraft-hops-1.5.2-2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ImmibisCore{55.1.4} [Immibis Core] (immibis-core-55.1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
inventorytweaks{1.54b} [Inventory Tweaks] (InventoryTweaks-1.54b.jar) Unloaded->Constructed->Pre-initialized->Initialized
IronChest{5.2.1.284} [Iron Chest] (ironchest-universal-1.5-5.2.1.284.zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystcraft{0.10.5.00} [Mystcraft] (mystcraft-uni-1.5.2-0.10.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_2.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
Railcraft{7.2.1.0} [Railcraft] (Railcraft_1.5.2-7.2.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct{1.5.1_1.4.1.7} [Tinkers' Construct] (TConstruct_1.4.1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.4.1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized
Thaumcraft{3.0.5h1} [Thaumcraft] (Thaumcraft3.0.5h.zip) Unloaded->Constructed->Pre-initialized->Errored
TwilightForest{1.18.2} [The Twilight Forest] (twilightforest-1.18.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
AS_UpdateCheck{1.0.8} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
UsefulStorage{1.8.1} [Useful Storage (Vanilla with Sprinkles)] (Useful Storage (5-5) v.1.8.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: GeForce GTX 580/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Dokucraft Light x32.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
If you scan up from the bottom you can see Tc is the only mod that throws an error during the step into Initialization.
I'd like to get the server my modpack is going to be on up and running, but both these mods involve world gen, and I'm always a touch iffy about the retroactive worldgen. Has anyone had expierence with that? Could I leave either Tc or TC out for now and still get the ores and whatnot when the conflict is resolved and I add it in later?
Considering how Thaumcraft's world gen is getting a massive change (including a full new biome, which won't really work with regen) the best you can do is to just wait for both to update, unless you plan on sticking with 1.5.2 for good on that world/server.