Not using Better Fences, albeit I am using two mods that overwrite vanilla items: RailCraft and Mine Factory Reloaded (a search for "is overwriting existing item" in the Forge log will quickly find all the cases).
If it is a matter of TC hard coding indices into the collection of recipes then it will be very flaky indeed, and does not make sense when you consider that the recipes affected are from TC itself. TC cannot control what other mods are present or their loading order, thus it cannot hard-code into a collection that those mods would change. (It would be like a mod hard-coding item and block ids: fine until another mod uses the same ids.)
However I am about to test without those two mods in a fresh world (far more usage of them than TC in my current world, if it is them then I'll have to manage without the recipes in the thauminomicon being in the right place).
Recipes are stored as an array, so modifying one or removing one will shift the array so the recipes shown are no longer accurate. In my case, many of my Thaumium items had their recipes replaced by those of Tinted Lamps, (Thaumcraft, Tinted Lamps in alphabetical order).
For example, with Better Fences, it overwrites the recipe for fences. That moves the recipe down the list, taking it out of its original location and placing it where Better Fence's recipes are when the mod is loaded. Everything then also gets moved up the list to fill the now empty space where the original recipes once where. This can lead to recipes showing incorrectly within the mod itself (such as Thaumium Boots being shown for the Wand of Apprentice's recipe).
Another quirk is that in many cases, having an effect on yourself such as Night Vision or Mining Fatigue will also cause aspects to be shown incorrectly, often showing aspects that have nothing to do with the item they're being assigned to. That - like the recipes - is purely visual, and is just an unfortunate side effect to how things work behind the scenes.
This may or may not be the cause of your problems. I just thought I'd mention my own experience with similar situations on the chance that it might be of some help to others who are experiencing the issue.
So with 1.6 coming out tomorrow, what kind of a time frame are we looking at for 3.1?
Is it going to be soon, is it going to be a few months? Is it (despite how unlikely and also demanding it may be) going to be ready instantaneously?
I'm sorry, I'm just really excited about this.
Most of the time, it's impossible to determine a date for anything like this, and considering the fact that there's not a stable MCP/FML/Forge for 1.6.1 yet, I would just let it be.
My god, guys. I just found a new mod recently, and...I'm not usually one to outright advertise other mods so blatantly, but... This thing right here is utterly godlike for Thaumcraft.
The sheer amounts of Phials, Warded Jars, Research materials and so forth I need in Thaumcraft is irritating, but this mod is utterly brilliant for getting these materials whenever I need them without them clogging my chests. STRONGLY reccomended.
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Resident Thaumaturge cake-dragon at your service o:
Hi, I've just had a go at adding Thaumcraft 3.0.3 to my minecraft game (using 1.4.7 still) and once I loaded up my world, I ran around for a while till I found an area with the magical atmosphere properties to charge wands etc. but then I noticed that below the ground, before my PC had loaded in the actual ground blocks, I was seeing lots of objects spawning, like ore seams.
I decided to have a look to see what they were as there were hundreds of them appearing, so in creative mode I dug down until I found some, and noticed that they were seams of ComputerCraft Turtles! Usually five or six at a time!
Any ideas why this would happen and how I can stop it from happening?
Hi, I've just had a go at adding Thaumcraft 3.0.3 to my minecraft game (using 1.4.7 still) and once I loaded up my world, I ran around for a while till I found an area with the magical atmosphere properties to charge wands etc. but then I noticed that below the ground, before my PC had loaded in the actual ground blocks, I was seeing lots of objects spawning, like ore seams.
I decided to have a look to see what they were as there were hundreds of them appearing, so in creative mode I dug down until I found some, and noticed that they were seams of ComputerCraft Turtles! Usually five or six at a time!
Any ideas why this would happen and how I can stop it from happening?
I'm also using ComputerCraft 1.5.
ID Conflicts. Check your configurations for conflicting IDs.
Also, huge veins of turtles. Just...Sorry, but that's hilarious.
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Resident Thaumaturge cake-dragon at your service o:
When Thaumcraft happens to load before Railcraft, certain entries in the thaumonomicon show the wrong recipes, for example the entry for glass phial.
This can be reproduced by installing Railcraft, Thaumcraft, Forestry, and Magic Bees. If Magic Bees is not installed, Thaumcraft loads after Railcraft and the thaumonomicon entries are correct. If Railcraft is not installed, the entries are also correct.
CovertJaguar says the issue needs to be fixed on the Thaumcraft side, and that it stems from looking up recipes through indexes which are subject to change.
My god, guys. I just found a new mod recently, and...I'm not usually one to outright advertise other mods so blatantly, but... This thing right here is utterly godlike for Thaumcraft.
The sheer amounts of Phials, Warded Jars, Research materials and so forth I need in Thaumcraft is irritating, but this mod is utterly brilliant for getting these materials whenever I need them without them clogging my chests. STRONGLY reccomended.
Hey, thanks for pointing this mod out. This is gonna make life so much easier being able to craft commonly used items very quickly.
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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 picked block a flower in the desert that drops blaze powder, and the game crashed when it tried to render the item. The plant also lost it's texture when I moved the cross-hair over them.
IndexOutOfBoundsException at thaumcraft.common.world.BlockCustomPlantItem.func_77617_a(BlockCustomPlantItem.java:35)
I picked block a flower in the desert that drops blaze powder, and the game crashed when it tried to render the item. The plant also lost it's texture when I moved the cross-hair over them.
IndexOutOfBoundsException at thaumcraft.common.world.BlockCustomPlantItem.func_77617_a(BlockCustomPlantItem.java:35)
Turn off Highlight Tips in NEI.
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Resident Thaumaturge cake-dragon at your service o:
First thing I do after downloading TC 3.1: Find a seed that spawns a taint biome nearby and assist its growth if possible.
Does anyone think that choosing the path of Dark thaumaturge should eventually allow you to ally with the taint? Wearing Tainted Thaumium, building special taint spreading machines, having to deal with the extremely hostile environment of flowery meadows and tranquil forests until you can fill the air with good ol' breathable taint spores...
I can just see servers split down the middle as taintists and thaumaturges battle it out for supremacy. I WANT IT SO BAD
Does anyone think that choosing the path of Dark thaumaturge should eventually allow you to ally with the taint? Wearing Tainted Thaumium, building special taint spreading machines, having to deal with the extremely hostile environment of flowery meadows and tranquil forests until you can fill the air with good ol' breathable taint spores...
I can just see servers split down the middle as taintists and thaumaturges battle it out for supremacy. I WANT IT SO BAD
In TC2, the Taint and the Forbidden trees of knowledge were completely separate. I would imagine allying oneself with the taint would involve giving your sentience to the ever-expanding taint menace.
Does anyone think that choosing the path of Dark thaumaturge should eventually allow you to ally with the taint? Wearing Tainted Thaumium, building special taint spreading machines, having to deal with the extremely hostile environment of flowery meadows and tranquil forests until you can fill the air with good ol' breathable taint spores...
I can just see servers split down the middle as taintists and thaumaturges battle it out for supremacy. I WANT IT SO BAD
It would be nice. Like, if you are a "taintist" you could get a buff (like swiftness) while on the tainted ground, and get damaged or slowed while on the normal ground. And just to keep with the faction theme, Eldritch? Anyone?
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I think in TC2, when a tainted ore was mined it was destroyed, but when the taint was cleaned the ore would remain, ready to be mined as normal?
If Azanor runs with this idea, it would be a lot of work since he'd have to make "Tainted Ore" blocks that the Taintists would be able to mine (perhaps only with a Tainted Thaumium pickaxe).
I would imagine Taintists would be able to make all sorts of machines that run hyper efficient. (eg. 3x ore yield) When confined to an environment that only grows out ever so slowly, especially down into the depths of minecraftia, one would have to develop amazing machines to maximize use of the available resources.
It makes sense too. throughout Thaumcraft, whenever machines had customization, efficiency always led to increased taint production. Ergo, the most efficient of all machines would be those that only a high level Taintist could use, since s/he has no care for polluting the environment.
As Overpowered as this sounds, I would like to suggest that those allied with Taint REALLY suffer when leaving the tainted biomes. Definitely more than a Thaumaturge entering a tainted biome. Tainted Armor could reduce the effects, (suggested as slow and damage, which I think would be excellent) but no amount of preparation would allow a Taintist to roam as they please. On the flip side, Thaumaturges SHOULD be able to eventually wander the taint biome as they please.
(should cows,chickens,etc attack Taintists? Would untainted mobs attack taintists? I think no to the first, but yes to the second.)
FINAL THOUGHT:
What decides if you're tainted or not? Perhaps a personal taint score could be implemented, which increases whenever magical mishaps occur. Drinking a tainted potion would be the safest way to increase this score, and said potion should be available fairly early in the research. Once a certain threshold is surpassed, the user is slowed and damaged while in normal biomes. That would make it so Taintists could PLAY minecraft as a taintist, not rush through all the fun stuff as a thaumaturge and then go taintist at the end for lack of something to do.
The personal taint score could be lowered with potions as well, as well as spending a long time away from a tainted biome. (healing potions needed)
i kind of want to align myself with one of the primordial aspects. like focusing on ignis, and making my home in a volcano.
there should also be a furnace, that is powered by ignis, instead of the usual fuel. the idea of terraforming the land, not just into taint, but according to any primordial aspect would be nice.
do you know the twilight forest fiery swamp areas, where the hydras are at home? yea, that would be awesome.
flooding the area with praecantatio could result in a magical type of land. with silverwood and greatwood trees growing. blue shimmering grass and magical plants.
ID Conflicts. Check your configurations for conflicting IDs.
Also, huge veins of turtles. Just...Sorry, but that's hilarious.
It's a nice easy way to get thousands of turtles without needing to gather the resources for them I suppose
Any idea which config file would deal with the generation of ores from Thaumcraft? The CCTurtles config file has two entries under the blocks section, with IDs of I think 209 and 210 or thereabouts. The Thaumcraft config file doesn't seem to list the ores, but all the IDs it does list are in the 2000s!
Recipes are stored as an array, so modifying one or removing one will shift the array so the recipes shown are no longer accurate. In my case, many of my Thaumium items had their recipes replaced by those of Tinted Lamps, (Thaumcraft, Tinted Lamps in alphabetical order).
For example, with Better Fences, it overwrites the recipe for fences. That moves the recipe down the list, taking it out of its original location and placing it where Better Fence's recipes are when the mod is loaded. Everything then also gets moved up the list to fill the now empty space where the original recipes once where. This can lead to recipes showing incorrectly within the mod itself (such as Thaumium Boots being shown for the Wand of Apprentice's recipe).
Another quirk is that in many cases, having an effect on yourself such as Night Vision or Mining Fatigue will also cause aspects to be shown incorrectly, often showing aspects that have nothing to do with the item they're being assigned to. That - like the recipes - is purely visual, and is just an unfortunate side effect to how things work behind the scenes.
This may or may not be the cause of your problems. I just thought I'd mention my own experience with similar situations on the chance that it might be of some help to others who are experiencing the issue.
Is it going to be soon, is it going to be a few months? Is it (despite how unlikely and also demanding it may be) going to be ready instantaneously?
I'm sorry, I'm just really excited about this.
Most of the time, it's impossible to determine a date for anything like this, and considering the fact that there's not a stable MCP/FML/Forge for 1.6.1 yet, I would just let it be.
Profile pic by Cheshirette c:
http://www.minecraftforum.net/topic/1870830-152-supercraftingframe/
The sheer amounts of Phials, Warded Jars, Research materials and so forth I need in Thaumcraft is irritating, but this mod is utterly brilliant for getting these materials whenever I need them without them clogging my chests. STRONGLY reccomended.
I decided to have a look to see what they were as there were hundreds of them appearing, so in creative mode I dug down until I found some, and noticed that they were seams of ComputerCraft Turtles! Usually five or six at a time!
Any ideas why this would happen and how I can stop it from happening?
I'm also using ComputerCraft 1.5.
ID Conflicts. Check your configurations for conflicting IDs.
Also, huge veins of turtles. Just...Sorry, but that's hilarious.
When Thaumcraft happens to load before Railcraft, certain entries in the thaumonomicon show the wrong recipes, for example the entry for glass phial.
This can be reproduced by installing Railcraft, Thaumcraft, Forestry, and Magic Bees. If Magic Bees is not installed, Thaumcraft loads after Railcraft and the thaumonomicon entries are correct. If Railcraft is not installed, the entries are also correct.
CovertJaguar says the issue needs to be fixed on the Thaumcraft side, and that it stems from looking up recipes through indexes which are subject to change.
Hey, thanks for pointing this mod out. This is gonna make life so much easier being able to craft commonly used items very quickly.
I picked block a flower in the desert that drops blaze powder, and the game crashed when it tried to render the item. The plant also lost it's texture when I moved the cross-hair over them.
IndexOutOfBoundsException at thaumcraft.common.world.BlockCustomPlantItem.func_77617_a(BlockCustomPlantItem.java:35)
Turn off Highlight Tips in NEI.
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Does anyone think that choosing the path of Dark thaumaturge should eventually allow you to ally with the taint? Wearing Tainted Thaumium, building special taint spreading machines, having to deal with the extremely hostile environment of flowery meadows and tranquil forests until you can fill the air with good ol' breathable taint spores...
I can just see servers split down the middle as taintists and thaumaturges battle it out for supremacy. I WANT IT SO BAD
In TC2, the Taint and the Forbidden trees of knowledge were completely separate. I would imagine allying oneself with the taint would involve giving your sentience to the ever-expanding taint menace.
Profile pic by Cheshirette c:
It would be nice. Like, if you are a "taintist" you could get a buff (like swiftness) while on the tainted ground, and get damaged or slowed while on the normal ground. And just to keep with the faction theme, Eldritch? Anyone?
If Azanor runs with this idea, it would be a lot of work since he'd have to make "Tainted Ore" blocks that the Taintists would be able to mine (perhaps only with a Tainted Thaumium pickaxe).
I would imagine Taintists would be able to make all sorts of machines that run hyper efficient. (eg. 3x ore yield) When confined to an environment that only grows out ever so slowly, especially down into the depths of minecraftia, one would have to develop amazing machines to maximize use of the available resources.
It makes sense too. throughout Thaumcraft, whenever machines had customization, efficiency always led to increased taint production. Ergo, the most efficient of all machines would be those that only a high level Taintist could use, since s/he has no care for polluting the environment.
As Overpowered as this sounds, I would like to suggest that those allied with Taint REALLY suffer when leaving the tainted biomes. Definitely more than a Thaumaturge entering a tainted biome. Tainted Armor could reduce the effects, (suggested as slow and damage, which I think would be excellent) but no amount of preparation would allow a Taintist to roam as they please. On the flip side, Thaumaturges SHOULD be able to eventually wander the taint biome as they please.
(should cows,chickens,etc attack Taintists? Would untainted mobs attack taintists? I think no to the first, but yes to the second.)
FINAL THOUGHT:
What decides if you're tainted or not? Perhaps a personal taint score could be implemented, which increases whenever magical mishaps occur. Drinking a tainted potion would be the safest way to increase this score, and said potion should be available fairly early in the research. Once a certain threshold is surpassed, the user is slowed and damaged while in normal biomes. That would make it so Taintists could PLAY minecraft as a taintist, not rush through all the fun stuff as a thaumaturge and then go taintist at the end for lack of something to do.
The personal taint score could be lowered with potions as well, as well as spending a long time away from a tainted biome. (healing potions needed)
there should also be a furnace, that is powered by ignis, instead of the usual fuel. the idea of terraforming the land, not just into taint, but according to any primordial aspect would be nice.
do you know the twilight forest fiery swamp areas, where the hydras are at home? yea, that would be awesome.
flooding the area with praecantatio could result in a magical type of land. with silverwood and greatwood trees growing. blue shimmering grass and magical plants.
etc.
Nope, when ores became Tainted, they became crystallized Taint, or something like that, can't recall the name.
It's a nice easy way to get thousands of turtles without needing to gather the resources for them I suppose
Any idea which config file would deal with the generation of ores from Thaumcraft? The CCTurtles config file has two entries under the blocks section, with IDs of I think 209 and 210 or thereabouts. The Thaumcraft config file doesn't seem to list the ores, but all the IDs it does list are in the 2000s!