dang, just setup a basic alchemical golem, set up his path behind the jars to avoid pathfinding issues and put a wooden door to stop the golem but allow players... guess what didnt work out... golems can open doors...
on a semi unrelated note, breedable mana beans would be cool. and no doubt that if its by azanor it will look as awsome as it functions
dang, just setup a basic alchemical golem, set up his path behind the jars to avoid pathfinding issues and put a wooden door to stop the golem but allow players... guess what didnt work out... golems can open doors...
You could always use a piston door, or warded doors.
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.
Well going into 1.8 is worse due to block ID changes soooo yeah... guess thaumcraft will be in 1.6 for a wile... But thanks for the reply
when it comes to updating, i can always only say one thing.
do you think the vanilla update is adding more interesting content, than all the mod content youre losing? if not, it might not be worth updating, just to have a higher version number displayed on your client.
Actually, the ID changes are in 1.7, it's just that support for the old numeric IDs is going away in 1.8
The block id changes are terrible. I've been working on updating to 1.7 for two weeks straight now and I'm not even to a point where my code compiles - still several hundred errors to sort out.
Hey, I just make discovery: you can inset your infusion pedestals into the floor. Since you can do the same with crystals, and candles can be walked through, that means that you can have a fully-equipped altar that creates zero impediment to movement. Quite useful if you're paranoid about instability problems, or you just need to walk through the infusion room a lot.
when it comes to updating, i can always only say one thing.
do you think the vanilla update is adding more interesting content, than all the mod content youre losing? if not, it might not be worth updating, just to have a higher version number displayed on your client.
Exactly. For 1.7, I like most of the added features, but the added content all just seems like Highlands content, only lame.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Hey, I just make discovery: you can inset your infusion pedestals into the floor. Since you can do the same with crystals, and candles can be walked through, that means that you can have a fully-equipped altar that creates zero impediment to movement. Quite useful if you're paranoid about instability problems, or you just need to walk through the infusion room a lot.
thats actually pretty awesome with golems in mind.
Hi Guys since yesterday our server crashes and we got this...
Time: 18.03.14 15:07
Description: Exception in server tick loop
com.google.gson.JsonSyntaxException: java.io.EOFException: End of input at line 556 column 1
at com.google.gson.Gson.fromJson(Gson.java:804)
at com.google.gson.Gson.fromJson(Gson.java:734)
at iguanaman.thaumcraftmobaspects.ThaumcraftMobAspects.readFromFile(ThaumcraftMobAspects.java:151)
at iguanaman.thaumcraftmobaspects.ThaumcraftMobAspects.post(ThaumcraftMobAspects.java:69)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
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:313)
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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
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:313)
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:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:178)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:630)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
Caused by: java.io.EOFException: End of input at line 556 column 1
at com.google.gson.stream.JsonReader.nextNonWhitespace(JsonReader.java:954)
at com.google.gson.stream.JsonReader.nextInObject(JsonReader.java:727)
at com.google.gson.stream.JsonReader.peek(JsonReader.java:382)
at com.google.gson.stream.JsonReader.hasNext(JsonReader.java:349)
at com.google.gson.internal.bind.ReflectiveTypeAdapterFactory$Adapter.read(ReflectiveTypeAdapterFactory.java:166)
at com.google.gson.internal.bind.TypeAdapterRuntimeTypeWrapper.read(TypeAdapterRuntimeTypeWrapper.java:40)
at com.google.gson.internal.bind.ArrayTypeAdapter.read(ArrayTypeAdapter.java:72)
at com.google.gson.Gson.fromJson(Gson.java:795)
... 34 more
The block id changes are terrible. I've been working on updating to 1.7 for two weeks straight now and I'm not even to a point where my code compiles - still several hundred errors to sort out.
*passes Azanor caffeinated beverage of choice and Advil* Your perseverance is greatly appreciated, Sir.
dang, just setup a basic alchemical golem, set up his path behind the jars to avoid pathfinding issues and put a wooden door to stop the golem but allow players... guess what didnt work out... golems can open doors...
I use paving stones of warding to keep my golems contained. Doesn't stop them staring hopefully at the wrong thing (I'm looking at you, gather golems), but helps keep them where they belong.
Yup 15a. Also for some reason I logged in and my gather golem started picking up stuff. Harvest golems all look at me like I'm stupid still.
Gather golems often get stuck wanting to pick up some item in their range which they can't pathfind to. Perhaps there was a buried dirt block it was trying to pick up, and it finally despawned?
Hi Guys since yesterday our server crashes and we got this...
Time: 18.03.14 15:07
Description: Exception in server tick loop
-snip
at iguanaman.thaumcraftmobaspects.ThaumcraftMobAspects.readFromFile(ThaumcraftMobAspects.java:151)
at iguanaman.thaumcraftmobaspects.ThaumcraftMobAspects.post(ThaumcraftMobAspects.java:69)
-snip-
Left the relevant portion in the quote. Look for one of Iguana_Man's mods that stick their fingers into Thaumcraft code, because that's the method call that's causing problems.
First and foremost: I do not know how public modpacks work in regards to configs.
If they come with predownloaded configs that do update themselves as you update the mods, i do not know. If that is the case i can see why you had to do all the manual switcharoo.
I DO know that just updating the single mod by hand between compatible versions (like 4.0.whatever and 4.1.0randomletter) would have had NO IMPACT on previous entries of the config unless something strange happened, since it usually doesn't delete existing valid entries. You still have needed to adjust new entries but that's expected.
Also, i can't seem to find where the updates raccomends regeneration, since the only instance i can find is regarding TC3 configs.
Mind you, it's not a bad pratice... Just i don't see the point. (barring the "modpack" situation described above )
ok with lauchers it depends on how it updates, for example FTB will basically download a .zip file with everything in it and extract files to the appropriate folders, where ATlaucher will make the folders it needs, then just downloads the mods and configs into a downloads folder and copy everything over and all the configs are done by the modpack author... so somethings are bound to be changed already, now that plus the fact I added several mods myself means that some of those mods might have wanted an ID which was already taken by Thaumcraft for example and then I may at some point had to edit the configs myself so that I didn't get any conflicts.
Once you start messing around and changing a modpack it becomes your job to handle any issues, because when you do that you usually won't get any help from the author of the pack and I'm ok with that, also I don't quite remember who recommended it but I think the modpack said it was a good idea, plus it wouldn't work too well anyway because the old config file didn't have any of the new items, such as the Focus of Warding for example, so it wouldn't even be available in NEI because they weren't listed in the config.
plus it wouldn't work too well anyway because the old config file didn't have any of the new items, such as the Focus of Warding for example, so it wouldn't even be available in NEI because they weren't listed in the config.
New content is automatically added into the config and assigned an id. Aside form the occasional id conflict, I never had to manually assign ids to new content when updating a mod.
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.
Glitchiness when someone else is holding the bow from thaumcraft, it is enchanted in case that does anything: http://imgur.com/coI4JlF,bmC5sqW,HYfvLVG,JzREJnu
It glitches in other ways to, looks like the entire world are at one place and its the player holding the bow.
Glitchiness when someone else is holding the bow from thaumcraft, it is enchanted in case that does anything: http://imgur.com/coI...HYfvLVG,JzREJnu
It glitches in other ways to, looks like the entire world are at one place and its the player holding the bow.
New content is automatically added into the config and assigned an id. Aside form the occasional id conflict, I never had to manually assign ids to new content when updating a mod.
well I noticed it doesn't care if something has the same IDs.. so even if it was added it might have the same ID as something I already changed, which makes it unavailable, you know how Forge will usually tell you "ID conflict go fix it"? yeah, it would startup just fine and I wouldn't know until I wanted to make something and find it wasn't even listed in NEI, so I guess its great that "you" never had any problems but I wasn't quite so lucky, at least its fixed now though.
Semi unrelated...
I tought of something... evil. Since Adv. Golems are a golem + a brain in a jar, more or less... and they look at you evilly... and... well.. the brain in a jar "eats" experience... and it's not keen on letting it go but not having extremities strongly limits his action potential...
How about having Adv golems require an experience cost at the infusion process AND a little maintenance over time, to feed them and keep them under control? I know the system cannot be perfect and it's pretty much impossible to really differentiate, but i would really think that "itelligent and malevolent" beings could feel a little annoied to be used for "easy" or "unappealing" tasks like farming or picking up things from the ground. (i absolutly understand that this would cut pretty much all usage for them besides furances or killing mobs with visors and i do understand that it would render them pretty much useless, but... i just liked the idea, and well... it's here.)
I really don't want this to happen. You pretty much said it yourself, it would limit what kinds of things advanced golems could be used for, and there's already some issues with golems that tend to make people not want to use them as it is, mostly with responsiveness and pathfinding. Along with that, the advanced golems aren't really good enough to warrant an upkeep, since they're mostly used to make setups better, not to make them work in the first place
Been a big fan of this mod for a long time. Thanks for making it.
I'm still experiencing the Volatus/Tempestas conflict with 4.10g, and it seems to have to do with another mod, but there are no warnings in the FML logs that point to any mod in particular causing a conflict, nor have I found anything in my config files that seems directly relevant.
I did create a new test world, with no other mods but Thaumcraft 4, where the issue was not present. Another new test world, with the same mod list I've been running all along, still presents the conflict.
The only other mods I'm running that should be interacting with Thaumcraft at all are Blood Magic, which I have (latest) version 0.7.3e of, TE3 (latest released version), and Tinkers Construct, which is at 1.5.4.d5. Blood Magic's author claims his code doesn't touch Thaumcraft's aspects, and I'd be very surprised if TC did. Clearly, however, something is amiss. I am at a loss, and obviously not keen to start a new world. If I had any knowledge of programming, I'd try to review the sources. If anyone has any suggestions, I'd be much obliged. If I can help or provide further details, please let me know.
EDIT: I did some more testing, and can only conclude that the conflict is between Thaumcraft and Blood Magic. So I guess I'll hope for a fix in future updates.
on a semi unrelated note, breedable mana beans would be cool. and no doubt that if its by azanor it will look as awsome as it functions
You could always use a piston door, or warded doors.
when it comes to updating, i can always only say one thing.
do you think the vanilla update is adding more interesting content, than all the mod content youre losing? if not, it might not be worth updating, just to have a higher version number displayed on your client.
The block id changes are terrible. I've been working on updating to 1.7 for two weeks straight now and I'm not even to a point where my code compiles - still several hundred errors to sort out.
Exactly. For 1.7, I like most of the added features, but the added content all just seems like Highlands content, only lame.
thats actually pretty awesome with golems in mind.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Server.log
https://pastee.org/8n9u8
how can i fix this?
mfg & thx dave
*passes Azanor caffeinated beverage of choice and Advil* Your perseverance is greatly appreciated, Sir.
I use paving stones of warding to keep my golems contained. Doesn't stop them staring hopefully at the wrong thing (I'm looking at you, gather golems), but helps keep them where they belong.
Gather golems often get stuck wanting to pick up some item in their range which they can't pathfind to. Perhaps there was a buried dirt block it was trying to pick up, and it finally despawned?
Left the relevant portion in the quote. Look for one of Iguana_Man's mods that stick their fingers into Thaumcraft code, because that's the method call that's causing problems.
ok with lauchers it depends on how it updates, for example FTB will basically download a .zip file with everything in it and extract files to the appropriate folders, where ATlaucher will make the folders it needs, then just downloads the mods and configs into a downloads folder and copy everything over and all the configs are done by the modpack author... so somethings are bound to be changed already, now that plus the fact I added several mods myself means that some of those mods might have wanted an ID which was already taken by Thaumcraft for example and then I may at some point had to edit the configs myself so that I didn't get any conflicts.
Once you start messing around and changing a modpack it becomes your job to handle any issues, because when you do that you usually won't get any help from the author of the pack and I'm ok with that, also I don't quite remember who recommended it but I think the modpack said it was a good idea, plus it wouldn't work too well anyway because the old config file didn't have any of the new items, such as the Focus of Warding for example, so it wouldn't even be available in NEI because they weren't listed in the config.
New content is automatically added into the config and assigned an id. Aside form the occasional id conflict, I never had to manually assign ids to new content when updating a mod.
http://imgur.com/coI4JlF,bmC5sqW,HYfvLVG,JzREJnu
It glitches in other ways to, looks like the entire world are at one place and its the player holding the bow.
Have you tried without Sphax installed?
well I noticed it doesn't care if something has the same IDs.. so even if it was added it might have the same ID as something I already changed, which makes it unavailable, you know how Forge will usually tell you "ID conflict go fix it"? yeah, it would startup just fine and I wouldn't know until I wanted to make something and find it wasn't even listed in NEI, so I guess its great that "you" never had any problems but I wasn't quite so lucky, at least its fixed now though.
This was reported before and it looked to be the vanilla textures. A texture pack alone could in no way do something like that.
I really don't want this to happen. You pretty much said it yourself, it would limit what kinds of things advanced golems could be used for, and there's already some issues with golems that tend to make people not want to use them as it is, mostly with responsiveness and pathfinding. Along with that, the advanced golems aren't really good enough to warrant an upkeep, since they're mostly used to make setups better, not to make them work in the first place
I'm still experiencing the Volatus/Tempestas conflict with 4.10g, and it seems to have to do with another mod, but there are no warnings in the FML logs that point to any mod in particular causing a conflict, nor have I found anything in my config files that seems directly relevant.
I did create a new test world, with no other mods but Thaumcraft 4, where the issue was not present. Another new test world, with the same mod list I've been running all along, still presents the conflict.
The only other mods I'm running that should be interacting with Thaumcraft at all are Blood Magic, which I have (latest) version 0.7.3e of, TE3 (latest released version), and Tinkers Construct, which is at 1.5.4.d5. Blood Magic's author claims his code doesn't touch Thaumcraft's aspects, and I'd be very surprised if TC did. Clearly, however, something is amiss. I am at a loss, and obviously not keen to start a new world. If I had any knowledge of programming, I'd try to review the sources. If anyone has any suggestions, I'd be much obliged. If I can help or provide further details, please let me know.
EDIT: I did some more testing, and can only conclude that the conflict is between Thaumcraft and Blood Magic. So I guess I'll hope for a fix in future updates.