I think there might be an id mismatch between your client and server.
I'm not sure how that could be since I was using the Feed The Beast launcher. I found that it would happen if I looked in a particular direction. I eventually blew away a 5x5 set of chunks with MCEdit to recover control. I found the set by going in the direction of crashes until they were nearly instantaneous.
It would be nice if you added a check to make sure the index value were within the range of the array so that if something similar happens that it could recover, perhaps by changing the block to regular stone or some such.
So I haven't noticed to many screenshots of people's TC3 bases lately. Thought I'd share mine. Maybe give some inspiration. I'm very happy with how my main magic room turned out.
Without further fanfare, and spoilered for your convenience, my base!
Main compound is composed of a Mines, Barn (animal farms), Main
Storage/Enchanting/Bedroom (2 story tower house), Farm house (1 story house to
the far left, haven't put the farms in as I need to test some golem automation
before I do), and last (but certainly not least) the Wizard Tower.
Here's a night shot of the courtyard at ground level (what I see as I'm
running around my base).
First, the wizard tower. On the top floor is where all the magic
happens. The bottom floor is sleeping and research (though I could put it
in an alcove above the top floor). Second floor is storage and Arcane
worktables.
The magic room is setup for full golem automation. Because I favor
aspect storage over couldron count I left room for only 1 couldron + 4 alembics,
but I have 30 warded jars. I can later add in another 30 to 45 jars on a
second level (with scaffolding for golems) if I need it, but I figure the 2nd
level storage chests are fine for overflow
Main thing to note is that the water is marked with a blue marker for golems,
the jars with black markers for golems, and there are 2 chests full of phials
also marked.
Next is my barn and egg farm. At the moment I'm just using a hungry
chest to catch the eggs, though the 4 chests on the back wall are marked for
golem automation later.
That's it for now. This is my second TC3 world. I got inspired into a creative world building frenzy for a month after switching to John Smith so it took a while to get back into SSP
Impressive. My structures usually end up being underground, hidden, and utilitarian, which isn't necessarily a good thing when compared to the things that you've thought up.
Quick question here since this thread would know what I am referring to.
Has anyone seen a mod that does the 'Axe of the Stream' mechanic on normal axes? I'm just looking for the left click function of breaking the wood block furthest away at normal chopping speed. I find treecapitator overpowered, but at the same time I don't like getting lots of floating trees due to laziness.
1.4.7 mod if possible. =)
If you look in treecaps config, you'll find an extremely generous amount of ways you can adjust how it works. how much it chops at a time, how much damage it does, if it takes leaves or not, how hard the wood is. There really isn't much you can't adjust to your tastes. He's also considering adding an enchant option, so you could only treecap a tree with the enchantment on your axe.
I have dragged a Node from a location, and now the Flux in the area is Dangerously High.
I am afraid that the Flux might cause a discharge, that could kill me.
So how do I stabilize this node?
Also I am trying to keep it's original size at the same time.
Well you can wait. Or put down a bunch of silver wood trees. But if you don't want to risk making the node bigger then I would suggest making sure they are all far enough away from each other so they don't merge. A circle patter around the high flux node should do.
Rollback Post to RevisionRollBack
Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
So I haven't noticed to many screenshots of people's TC3 bases lately. Thought I'd share mine. Maybe give some inspiration. I'm very happy with how my main magic room turned out.
Without further fanfare, and spoilered for your convenience, my base!
Main compound is composed of a Mines, Barn (animal farms), Main
Storage/Enchanting/Bedroom (2 story tower house), Farm house (1 story house to
the far left, haven't put the farms in as I need to test some golem automation
before I do), and last (but certainly not least) the Wizard Tower.
Here's a night shot of the courtyard at ground level (what I see as I'm
running around my base).
First, the wizard tower. On the top floor is where all the magic
happens. The bottom floor is sleeping and research (though I could put it
in an alcove above the top floor). Second floor is storage and Arcane
worktables.
The magic room is setup for full golem automation. Because I favor
aspect storage over couldron count I left room for only 1 couldron + 4 alembics,
but I have 30 warded jars. I can later add in another 30 to 45 jars on a
second level (with scaffolding for golems) if I need it, but I figure the 2nd
level storage chests are fine for overflow
Main thing to note is that the water is marked with a blue marker for golems,
the jars with black markers for golems, and there are 2 chests full of phials
also marked.
Next is my barn and egg farm. At the moment I'm just using a hungry
chest to catch the eggs, though the 4 chests on the back wall are marked for
golem automation later.
That's it for now. This is my second TC3 world. I got inspired into a creative world building frenzy for a month after switching to John Smith so it took a while to get back into SSP
I actually put a few a while back. I have a really big part I am building right now, and dont' want to reveal until finished. After the first main tower is finished, I will update. It is my Earth (forestry plus twilight forest stuff) tower. Well... you have played Twilight Forest, right? You know those REALLY big trees? I made/am making my own. About 7 times thicker. If people beg enough I will give in and show an early update. My build has literally already used 20000 blocks.... in survival. So slow going.
So I haven't noticed to many screenshots of people's TC3 bases lately. Thought I'd share mine. Maybe give some inspiration. I'm very happy with how my main magic room turned out.
Without further fanfare, and spoilered for your convenience, my base!
Main compound is composed of a Mines, Barn (animal farms), Main
Storage/Enchanting/Bedroom (2 story tower house), Farm house (1 story house to
the far left, haven't put the farms in as I need to test some golem automation
before I do), and last (but certainly not least) the Wizard Tower.
Here's a night shot of the courtyard at ground level (what I see as I'm
running around my base).
First, the wizard tower. On the top floor is where all the magic
happens. The bottom floor is sleeping and research (though I could put it
in an alcove above the top floor). Second floor is storage and Arcane
worktables.
The magic room is setup for full golem automation. Because I favor
aspect storage over couldron count I left room for only 1 couldron + 4 alembics,
but I have 30 warded jars. I can later add in another 30 to 45 jars on a
second level (with scaffolding for golems) if I need it, but I figure the 2nd
level storage chests are fine for overflow
Main thing to note is that the water is marked with a blue marker for golems,
the jars with black markers for golems, and there are 2 chests full of phials
also marked.
Next is my barn and egg farm. At the moment I'm just using a hungry
chest to catch the eggs, though the 4 chests on the back wall are marked for
golem automation later.
That's it for now. This is my second TC3 world. I got inspired into a creative world building frenzy for a month after switching to John Smith so it took a while to get back into SSP
What block is that grassy/cobble floor in the 2nd to last screenshot there? Very nice looking stuff!
Does anyone have Silverwood Trees appearing with dark blue leaves?
Screenshot?
Also it could be your texturepack. If it includes mods then it's quite possible that someone in the texture pack has changed the color of the leaves.
Another thing to consider is any lighting mods or mods that change coloring in general.
why in the world do you want it to use that TERRIBLE mod loader? it dosent have support for many mods, does not have all the apis of forge, it suck and the creator would do everywone an service if he stopped updating, oh i forgot forge also have the ore dictinary and in 1.5 it has a feature that make it possible for mods to not need to update when minecraft update.
Rollback Post to RevisionRollBack
i am sondrex but you can call me sondrex76 if somebody know a forum admin can you tell me i realy want to talk with them about why i got banned for no reason at all.
why in the world do you want it to use that TERRIBLE mod loader? it dosent have support for many mods, does not have all the apis of forge, it suck and the creator would do everywone an service if he stopped updating, oh i forgot forge also have the ore dictinary and in 1.5 it has a feature that make it possible for mods to not need to update when minecraft update.
Just so you know, the Forge API - and, for that matter, Minecraft modding in general - would not have been possible, to the extent that it is, were it not for Risugami. Modloader formed the original base for the Forge code, as well as providing users with the 'drag and drop' method of installing mods, rather than editing the .jar every time they wanted to change/update the mods they were using. Modloader may not be used to the same extent now, but Risugami deserves respect for the work he's put in to making modding Minecraft as straightforward as it is today.
Rollback Post to RevisionRollBack
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
Just so you know, the Forge API - and, for that matter, Minecraft modding in general - would not have been possible, to the extent that it is, were it not for Risugami. Modloader formed the original base for the Forge code, as well as providing users with the 'drag and drop' method of installing mods, rather than editing the .jar every time they wanted to change/update the mods they were using. Modloader may not be used to the same extent now, but Risugami deserves respect for the work he's put in to making modding Minecraft as straightforward as it is today.
One can be thankful for his service to the modding community, but that doesn't mean ModLoader is still relevant. The fact is at this point in time ModLoader provides less features that many developers need to easily develop compatible mods.
More on topic: Smart Iron Golems Gaurdians are fun. I set up my chicken farm kill room to utilize one.
The golem is positioned on a Pressure plate. The Chiseled stone brick is moved out of the way via a piston when a button is pressed and it closes again once the golem moves back onto its pressure plate.
Right now the only issue is that chickens can walk back into the golem's station and mess things up, but with a clever setup you could probably avoid that. Right now I just hold out seeds so the chickens don't walk into there.
I so want a golem that holds out whatever item you want. Like holding wheat/seeds/carrots or maybe even a nice rose. Just something nice I was thinking we needed somewhere.
I'm not sure how that could be since I was using the Feed The Beast launcher. I found that it would happen if I looked in a particular direction. I eventually blew away a 5x5 set of chunks with MCEdit to recover control. I found the set by going in the direction of crashes until they were nearly instantaneous.
It would be nice if you added a check to make sure the index value were within the range of the array so that if something similar happens that it could recover, perhaps by changing the block to regular stone or some such.
Thanks,
IMarv
Impressive. My structures usually end up being underground, hidden, and utilitarian, which isn't necessarily a good thing when compared to the things that you've thought up.
-Sporemaster18
If you look in treecaps config, you'll find an extremely generous amount of ways you can adjust how it works. how much it chops at a time, how much damage it does, if it takes leaves or not, how hard the wood is. There really isn't much you can't adjust to your tastes. He's also considering adding an enchant option, so you could only treecap a tree with the enchantment on your axe.
I have dragged a Node from a location, and now the Flux in the area is Dangerously High.
I am afraid that the Flux might cause a discharge, that could kill me.
So how do I stabilize this node?
Also I am trying to keep it's original size at the same time.
Well you can wait. Or put down a bunch of silver wood trees. But if you don't want to risk making the node bigger then I would suggest making sure they are all far enough away from each other so they don't merge. A circle patter around the high flux node should do.
I actually put a few a while back. I have a really big part I am building right now, and dont' want to reveal until finished. After the first main tower is finished, I will update. It is my Earth (forestry plus twilight forest stuff) tower. Well... you have played Twilight Forest, right? You know those REALLY big trees? I made/am making my own. About 7 times thicker. If people beg enough I will give in and show an early update. My build has literally already used 20000 blocks.... in survival. So slow going.
What block is that grassy/cobble floor in the 2nd to last screenshot there? Very nice looking stuff!
Screenshot?
Also it could be your texturepack. If it includes mods then it's quite possible that someone in the texture pack has changed the color of the leaves.
Another thing to consider is any lighting mods or mods that change coloring in general.
Just so you know, the Forge API - and, for that matter, Minecraft modding in general - would not have been possible, to the extent that it is, were it not for Risugami. Modloader formed the original base for the Forge code, as well as providing users with the 'drag and drop' method of installing mods, rather than editing the .jar every time they wanted to change/update the mods they were using. Modloader may not be used to the same extent now, but Risugami deserves respect for the work he's put in to making modding Minecraft as straightforward as it is today.
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
no
One can be thankful for his service to the modding community, but that doesn't mean ModLoader is still relevant. The fact is at this point in time ModLoader provides less features that many developers need to easily develop compatible mods.
More on topic: Smart Iron Golems Gaurdians are fun. I set up my chicken farm kill room to utilize one.
The golem is positioned on a Pressure plate. The Chiseled stone brick is moved out of the way via a piston when a button is pressed and it closes again once the golem moves back onto its pressure plate.
Right now the only issue is that chickens can walk back into the golem's station and mess things up, but with a clever setup you could probably avoid that. Right now I just hold out seeds so the chickens don't walk into there.
Mossy Cobble with CTM support turned on.
In JohnSmith, mossy cobble and mossy stone brick have a texture on their top to blend in with grass so you can do cooler looking stone paths, etc.
Jolicraft Mod Support for 1.8 Mods
Ah, thanks. It looks pretty awesome. Been using JS for a long time and never knew that. Is that CTM from Optifine?
I use MCPatcher. I had some problems with some of the CTM properties not working in Optifine (Fences for instance) so I don't know if it works or not.
Jolicraft Mod Support for 1.8 Mods