im still unclear on some of the thaumcraft specific enchantments and google wasnt much help. found a book with the "infinity 1" enchantment in a treasue chest and i have no idea what it does.
im still unclear on some of the thaumcraft specific enchantments and google wasnt much help. found a book with the "infinity 1" enchantment in a treasue chest and i have no idea what it does.
edit.: oh, never mind its a bow enchantment^^
if you have a thaumonomicon, on the top it says everything about the enchant it adds.
(if you dont have one, make a wand, and right click a bookcase)
Rollback Post to RevisionRollBack
Sorry about my english, my native language is spanish!
If you put 20$ in a box, I put 20$ in the box too and then I sell you the box for 30$, we both make a 10$ profit, right?
Anything crafted from vanilla materials acquires Aspects, that's one of the basic systems in Thaumcraft: It calculates the Aspects of recipe results (with some tweaking, such as paper having Cogito.)
I... did not know that. Huh. Learn something new every day.
That does make me wonder why linking books and descriptive books are so different, aspect-wise, than their components though.
I... did not know that. Huh. Learn something new every day.
That does make me wonder why linking books and descriptive books are so different, aspect-wise, than their components though.
If more then 5 aspects are combined through crafting of an object, only 5 will be left after the item is created. Not sure about the priority system for aspects in that regard. Some vanilla recipes add aspects to the result as well.
Furthermore when items are crafted together there's a predetermined amount of the aspect(s) lost. Not all items suffer this, but it's there for most.
The deeper into the 'crafting tree', the less similar the aspects on the end results. It's much more obvious on mod-added crafting recipes, as it doesn't add new aspects to the final crafted item.
Yes, thats like complaining that diamonds are too easy to get if you create an age (in mystcraft) that has Dense Ores then set several computercraft turtles loose to go mining (or other automatic mining methods/mods).
In the new mystcraft, it's even worse. An age made entirely of diamond ore is possible, and there's far less flux than dense ores.
im still unclear on some of the thaumcraft specific enchantments and google wasnt much help. found a book with the "infinity 1" enchantment in a treasue chest and i have no idea what it does.
edit.: oh, never mind its a bow enchantment^^
Infinity isn't even a TC3 enchant. It's a vanilla enchant.
I... did not know that. Huh. Learn something new every day.
That does make me wonder why linking books and descriptive books are so different, aspect-wise, than their components though.
Incidentally, mod makers add support for Thaumcraft, rather than the reverse - That's the point of an API. XCompWiz might have decided to add aspects as well.
In the new mystcraft, it's even worse. An age made entirely of diamond ore is possible, and there's far less flux than dense ores.
ok. Now realize that by the time you have gotten this modifier, you most likely have already spent either...
a. 1000s of emeralds on his villagers
b. Made hundreds of worlds to hunt though the relics.
c. Found hundreds of pages though exploration in your own world.
d. Probably already have a chest with 54 stacks of diamond blocks in it already, well past the point they held "value" of any sort to you.
It is a very rare modifier, I was honestly suprised when I got a gold modifier somewhat early on. Yet I don't even have enough modifiers yet to make an age. Because, for some reason, I only write void ages. So getting around in em takes a bit of effort, much more than normal. Still trying to manage to just get a normal terrain generation page so that I can finally walk around in my ages.
Hell, the startup of Mystcraft is also a hundred times harder as well now. It takes 16 pages just to make a stable age, and pages are much harder to obtain than the old symbols of just writing a ton of books and hoping to get lucky and get a good one.
Is there ever gonna be made stronger monsters for this mod? Wisps are easily dealt with by using the lightning rod, so are hellbats. Angry zombies are only a problem if you're severely under equipped. How about an incredibly powerful monster that have a certain chance of spawning for each tick an aura node spends at zero vis? Or to add to the challenge; make it a natural rare spawn once the player has defeated at least one boss monster?
I'm thinking of something like SCP 106 from the game SCP: Containment breach:
An immaterial being that can walk through blocks, would deal high damage upon physical contact, would not despawn naturally, would follow you in a set speed (and would teleport to you if you travel to another dimension), and takes a heckload of damage to kill, unless attacked with a certain hard-to-get item.
This should provide a good challenge. My old zero-aura base would be impossible to stay in if this were the case. A dead zone so to speak.
Rollback Post to RevisionRollBack
It's better to ask a stupid question than not knowing the answer.
Is there ever gonna be made stronger monsters for this mod? Wisps are easily dealt with by using the lightning rod, so are hellbats. Angry zombies are only a problem if you're severely under equipped. How about an incredibly powerful monster that have a certain chance of spawning for each tick an aura node spends at zero vis? Or to add to the challenge; make it a natural rare spawn once the player has defeated at least one boss monster?
I'm thinking of something like SCP 106 from the game SCP: Containment breach:
An immaterial being that can walk through blocks, would deal high damage upon physical contact, would not despawn naturally, would follow you in a set speed (and would teleport to you if you travel to another dimension), and takes a heckload of damage to kill, unless attacked with a certain hard-to-get item.
This should provide a good challenge. My old zero-aura base would be impossible to stay in if this were the case. A dead zone so to speak.
I like the idea. But your example seems a bit over the top.
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.
Is there ever gonna be made stronger monsters for this mod? Wisps are easily dealt with by using the lightning rod, so are hellbats. Angry zombies are only a problem if you're severely under equipped. How about an incredibly powerful monster that have a certain chance of spawning for each tick an aura node spends at zero vis? Or to add to the challenge; make it a natural rare spawn once the player has defeated at least one boss monster?
I'm thinking of something like SCP 106 from the game SCP: Containment breach:
An immaterial being that can walk through blocks, would deal high damage upon physical contact, would not despawn naturally, would follow you in a set speed (and would teleport to you if you travel to another dimension), and takes a heckload of damage to kill, unless attacked with a certain hard-to-get item.
This should provide a good challenge. My old zero-aura base would be impossible to stay in if this were the case. A dead zone so to speak.
There is a mob that if you superflux out your area can rarely spawn already. Pretty much put it this way... an Angry Zombie's big brother.
I'm experiencing a problem. Neither Angry Zombies nor fire bats appear to be spawning for me. I ran around all night looking for angry zombies and had no luck whatsoever. I also never saw a single fire bat in the Nether.
I think it might be worth mentioning that I also use Mo' Creatures (I added it to my FTB pack). If anyone knows a solution to this problem, I'd really appreciate it.
Having this problem too
Rollback Post to RevisionRollBack
[quote=Kasudain]Well, all major religions have a 'Hell' with flying jellyfish that throw fireballs. Duh.
Iv been told that if you use rotten flesh to make tallow the left over death aspect will cause angry zombies to spawn as a flux effect.
This is just hear-say mind you and if Mo' Creatures is indeed causing a problem with the normal angry zombie spawns this might not help at all.
Rollback Post to RevisionRollBack
"I would agree with you, but then we'd both be wrong."
Someone posted a solution for that a while ago. IIRC you need to turn off Vanilla mobs spawn configuration in the Mo' Creatures options.
NOT disable their spawn, just disable the mod from controlling it.
Suggestion/ request:
Can you make it so that the location of the Goggles of revelings HUD can be changed. It's overlapping bspkrs' armor status mod.
I'll be asking bspkrs the same request.
I like the idea. But your example seems a bit over the top.
2nd.
A mob that goes through walls? So pretty much you can't AFK and playing in a server is a bad idea. What if I'm not even messing with TC3? I'm just in a server where it's activated and suddenly a mob is flying through walls and kills me in 2 hits?
I like the general gist of it but what that video showed is something extremely OP and I doubt anything quite that powerful would exist in TC3 unless we could prepare ourselves.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/11/2011
Posts:
55
Minecraft:
darklordpieman
Member Details
hey i Crash whenever i install this mod with minefantasy
Crash report:
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 24/02/13 2:31 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NullPointerException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:246)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:220)
at thaumcraft.common.CommonProxy.registerBlocks(CommonProxy.java:77)
at thaumcraft.client.ClientProxy.registerBlocks(ClientProxy.java:314)
at thaumcraft.common.Thaumcraft.load(Thaumcraft.java:101)
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:485)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:239)
... 34 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
edit.: oh, never mind its a bow enchantment^^
if you have a thaumonomicon, on the top it says everything about the enchant it adds.
(if you dont have one, make a wand, and right click a bookcase)
I... did not know that. Huh. Learn something new every day.
That does make me wonder why linking books and descriptive books are so different, aspect-wise, than their components though.
If more then 5 aspects are combined through crafting of an object, only 5 will be left after the item is created. Not sure about the priority system for aspects in that regard. Some vanilla recipes add aspects to the result as well.
Furthermore when items are crafted together there's a predetermined amount of the aspect(s) lost. Not all items suffer this, but it's there for most.
The deeper into the 'crafting tree', the less similar the aspects on the end results. It's much more obvious on mod-added crafting recipes, as it doesn't add new aspects to the final crafted item.
In the new mystcraft, it's even worse. An age made entirely of diamond ore is possible, and there's far less flux than dense ores.
If you ever get the Diamond Ore modifier, yeah. I haven't heard of anyone getting it legitimately yet, though.
Infinity isn't even a TC3 enchant. It's a vanilla enchant.
Incidentally, mod makers add support for Thaumcraft, rather than the reverse - That's the point of an API. XCompWiz might have decided to add aspects as well.
ok. Now realize that by the time you have gotten this modifier, you most likely have already spent either...
a. 1000s of emeralds on his villagers
b. Made hundreds of worlds to hunt though the relics.
c. Found hundreds of pages though exploration in your own world.
d. Probably already have a chest with 54 stacks of diamond blocks in it already, well past the point they held "value" of any sort to you.
It is a very rare modifier, I was honestly suprised when I got a gold modifier somewhat early on. Yet I don't even have enough modifiers yet to make an age. Because, for some reason, I only write void ages. So getting around in em takes a bit of effort, much more than normal. Still trying to manage to just get a normal terrain generation page so that I can finally walk around in my ages.
Hell, the startup of Mystcraft is also a hundred times harder as well now. It takes 16 pages just to make a stable age, and pages are much harder to obtain than the old symbols of just writing a ton of books and hoping to get lucky and get a good one.
I'm thinking of something like SCP 106 from the game SCP: Containment breach:
An immaterial being that can walk through blocks, would deal high damage upon physical contact, would not despawn naturally, would follow you in a set speed (and would teleport to you if you travel to another dimension), and takes a heckload of damage to kill, unless attacked with a certain hard-to-get item.
This should provide a good challenge. My old zero-aura base would be impossible to stay in if this were the case. A dead zone so to speak.
It's better to ask a stupid question than not knowing the answer.
I like the idea. But your example seems a bit over the top.
There is a mob that if you superflux out your area can rarely spawn already. Pretty much put it this way... an Angry Zombie's big brother.
20 meters big, to be exact.
Having this problem too
This is just hear-say mind you and if Mo' Creatures is indeed causing a problem with the normal angry zombie spawns this might not help at all.
NOT disable their spawn, just disable the mod from controlling it.
Can you make it so that the location of the Goggles of revelings HUD can be changed. It's overlapping bspkrs' armor status mod.
I'll be asking bspkrs the same request.
2nd.
A mob that goes through walls? So pretty much you can't AFK and playing in a server is a bad idea. What if I'm not even messing with TC3? I'm just in a server where it's activated and suddenly a mob is flying through walls and kills me in 2 hits?
I like the general gist of it but what that video showed is something extremely OP and I doubt anything quite that powerful would exist in TC3 unless we could prepare ourselves.
Seeing as you cant open a portable hole through Warded stones, doors and windows, maybe it would also keep this wall phasing mob at bay as well?
Crash report:
// Ooh. Shiny.
Time: 24/02/13 2:31 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NullPointerException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:246)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:220)
at thaumcraft.common.CommonProxy.registerBlocks(CommonProxy.java:77)
at thaumcraft.client.ClientProxy.registerBlocks(ClientProxy.java:314)
at thaumcraft.common.Thaumcraft.load(Thaumcraft.java:101)
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:485)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:239)
... 34 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 314708680 bytes (300 MB) / 657063936 bytes (626 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 53 mods loaded, 53 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.6-3.7.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.9.jar) Unloaded->Constructed->Pre-initialized->Initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
drceph.petrogen [Petroleum Generator] ([1.4.6]PetroGen-1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
MineFantasy [Mine Fantasy] ([1.4.7]MineFantasy 1.7.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_4.7a.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft [BiblioCraft] (BiblioCraft [v1.0.2].zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
ComputerCraft [ComputerCraft] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
XyCraft [XyCraft] (xycraft-universal-1.4.6-0.9.44.zip) Unloaded->Constructed->Pre-initialized->Initialized
GregTech_Addon [GregTech-Addon] (GregTechMod_2.73c.zip) Unloaded->Constructed->Pre-initialized->Initialized
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
MiscPeripherals [MiscPeripherals] (miscperipherals-2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
AdvancedSolarPanel [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_3_2.zip) Unloaded->Constructed->Pre-initialized->Initialized
GraviSuite [Gravitation Suite] (mod_zGraviSuite_1_6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.2.14.zip) Unloaded->Constructed->Pre-initialized->Initialized
OmniTools [OmniTools] (OmniTools-2.2.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
PortalGun [Portal Gun] (portalgun1.4.6v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
PowerConverters [Power Converters] (PowerConverters_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
SoulShards [SoulShards] (SoulShards-v1.21-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
StevesCarts [Steve's Carts] (StevesCarts2.0.0.a41.zip) Unloaded->Constructed->Pre-initialized->Initialized
Thaumcraft [Thaumcraft] (Thaumcraft3.0.2c.zip) Unloaded->Constructed->Pre-initialized->Errored
TC [Traincraft] (Traincraft-3.1.13_010.jar) Unloaded->Constructed->Pre-initialized->Initialized
WR-CBE|Core [WR-CBE Core] (WR-CBE Core 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
WR-CBE|Addons [WR-CBE Addons] (WR-CBE Addons 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
WR-CBE|RedPower [WR-CBE RedPower] (WR-CBE RedPower 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: GeForce GTX 670/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I do a modded Let's Play
https://www.youtube....user/WhiteXCr0w