damn. im playing around with a mod im trying out called "random things"
amongst other things, it has a painting machine, that allows to paint various things with dye. and it works on wands and staves. i just painted an iron capped wooden wand purple. thats funny.
you might not be able to tell, but im holding a thaumium capped silverwood wand. its just painted red
lol, im keeping that mod.
damn. im playing around with a mod im trying out called "random things"
amongst other things, it has a painting machine, that allows to paint various things with dye. and it works on wands and staves. i just painted an iron capped wooden wand purple. thats funny.
Lumien's Random Things? I used to use that mod in 1.6.4. Unfortunately there's heavy emphasis on the word "random", and without exception, every single thing that I used the mod for in 1.6.4 is not present in the 1.7 version.
(Its three most useful features in 1.6.4 were the block mover, the entity mover, and the ability to turn off Minecraft's irritating "creepy cave noises", which aren't in the least bit "creepy", just randomly jarring and annoying.)
So, pictures of my essentia setup. BTW, I did try switching from red to black bands, which helped the reservoirs refill but did nothing for the void jars.
The empty setup that I started with. The furnace is barely visible in the back corner, herba and victus to the left, praecantitio and potentia to the right. Vacuuos and terra just get void jars for now.
Now the current version, showing empty void jars on each side. The crystallizers are cut off by closed valves. Note that I've been adding in vis filters. I also experimented with restriction pipes, but didn't get anywhere, and I can't see where directional pipes could help.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
So, pictures of my essentia setup. BTW, I did try switching from red to black bands, which helped the reservoirs refill but did nothing for the void jars.
The empty setup that I started with. The furnace is barely visible in the back corner, herba and victus to the left, praecantitio and potentia to the right. Vacuuos and terra just get void jars for now.
Now the current version, showing empty void jars on each side. The crystallizers are cut off by closed valves. Note that I've been adding in vis filters. I also experimented with restriction pipes, but didn't get anywhere, and I can't see where directional pipes could help.
That's the neatest, smallest setup I've ever seen! hehe
Hey I'm making a minecraft map called Into the void on planet minecraft that uses this mod from the mindcrack mod pack. Keep up the good work on thaumcraft.
Rollback Post to RevisionRollBack
If your a mod maker PLZ consider these mod ideas here! LINK
I've come up with an idea. I was thinking that there should be a way to remove Permanent Warp without using a command. So this is what I came up with.
What I was thinking is that there should be a multi-block structure that is kind of like the infusion altar that can drain the Perm Warp from you and turn it into a monster for you to kill. The ritual would cost a ton of Primal Essentia along with Vitium and Praecantatio to be performed. The Monster made from the warp that was within you would be a dark version of you whose strength depends on your Warp Level before starting the ritual. If you fail to defeat the monster, the Warp reenters your body and comes with a bunch of Temp Warp. Also, when the monster is created, a barrier is created to keep you from running away.
Like Dark Link?
While I agree that that would be a very cool way to remove warp Permanent warp is still permanent, and with the way warp works now (it's effects becoming less and less frequent if you don't do more warpy stuff), it's probably not necessary to add such a mechanic. But who knows, maybe another modder could be inspired to make something similar as part of a Thaumcraft addon
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
java.lang.OutOfMemoryError: Java heap space
at java.lang.AbstractStringBuilder.<init>(AbstractStringBuilder.java:68)
at java.lang.StringBuilder.<init>(StringBuilder.java:112)
at java.util.Currency.getInstance(Currency.java:395)
at java.text.DecimalFormatSymbols.initialize(DecimalFormatSymbols.java:638)
at java.text.DecimalFormatSymbols.<init>(DecimalFormatSymbols.java:113)
at sun.util.locale.provider.DecimalFormatSymbolsProviderImpl.getInstance(DecimalFormatSymbolsProviderImpl.java:85)
at java.text.DecimalFormatSymbols.getInstance(DecimalFormatSymbols.java:180)
at java.util.Formatter.getZero(Formatter.java:2283)
at java.util.Formatter.<init>(Formatter.java:1892)
at java.util.Formatter.<init>(Formatter.java:1914)
at java.lang.String.format(String.java:2927)
at net.minecraft.client.resources.Locale.func_135023_a(SourceFile:103)
at net.minecraft.client.resources.I18n.func_135052_a(SourceFile:15)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2106)
at cpw.mods.fml.client.FMLClientHandler.tryLoadExistingWorld(FMLClientHandler.java:669)
at net.minecraft.client.gui.GuiSelectWorld.func_146615_e(GuiSelectWorld.java:183)
at net.minecraft.client.gui.GuiSelectWorld$List.func_148144_a(GuiSelectWorld.java:257)
at net.minecraft.client.gui.GuiSlot.func_148128_a(GuiSlot.java:209)
at net.minecraft.client.gui.GuiSelectWorld.func_73863_a(GuiSelectWorld.java:216)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.AbstractStringBuilder.<init>(AbstractStringBuilder.java:68)
at java.lang.StringBuilder.<init>(StringBuilder.java:112)
at java.util.Currency.getInstance(Currency.java:395)
at java.text.DecimalFormatSymbols.initialize(DecimalFormatSymbols.java:638)
at java.text.DecimalFormatSymbols.<init>(DecimalFormatSymbols.java:113)
at sun.util.locale.provider.DecimalFormatSymbolsProviderImpl.getInstance(DecimalFormatSymbolsProviderImpl.java:85)
at java.text.DecimalFormatSymbols.getInstance(DecimalFormatSymbols.java:180)
at java.util.Formatter.getZero(Formatter.java:2283)
at java.util.Formatter.<init>(Formatter.java:1892)
at java.util.Formatter.<init>(Formatter.java:1914)
at java.lang.String.format(String.java:2927)
at net.minecraft.client.resources.Locale.func_135023_a(SourceFile:103)
at net.minecraft.client.resources.I18n.func_135052_a(SourceFile:15)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2106)
at cpw.mods.fml.client.FMLClientHandler.tryLoadExistingWorld(FMLClientHandler.java:669)
at net.minecraft.client.gui.GuiSelectWorld.func_146615_e(GuiSelectWorld.java:183)
at net.minecraft.client.gui.GuiSelectWorld$List.func_148144_a(GuiSelectWorld.java:257)
at net.minecraft.client.gui.GuiSlot.func_148128_a(GuiSlot.java:209)
at net.minecraft.client.gui.GuiSelectWorld.func_73863_a(GuiSelectWorld.java:216)
-- Screen render details --
Details:
Screen name: net.minecraft.client.gui.GuiMainMenu
Mouse location: Scaled: (226, 104). Absolute: (452, 270)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 908751648 bytes (866 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.85.1291 Minecraft Forge 10.13.2.1291 7 mods loaded, 7 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.10.85.1291} [Forge Mod Loader] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.13.2.1291} [Minecraft Forge] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
GraveStone{2.11.3} [GraveStone] (GraveStone-2.11.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ReiMinimap{1.7.10} [Rei's Minimap] (Reis-Minimap-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Launched Version: 1.7.10-Forge10.13.2.1291
LWJGL: 2.9.1
OpenGL: GeForce GTX 650 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 347.25, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
First line of the crash: out of memory error. No idea why you came here for help. Search the forums for java 8 permgen arguments and RAM allocation fixes.
You've run out of ram space, since you only allocated 1GB. Go into your jvm arguments and change "-Xmx1G" to at least 2G (only because you're running so few mods. As you add more, you'll want something like 3-4G).
I've found fill golems are defaulting to "precise amount" , when you put them back down, so check it hasn't gone to that mode? Normally explains why my fill golems have mysteriously stopped working.
That was the first thing I checked. They were, but switching them to "any amount" didn't help.
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!!!
That's the neatest, smallest setup I've ever seen! hehe
Wiseguy -- I got backstabbed by the forum software again. Post edited to restore images.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
It's so clean that it's almost... as if it wasn't there.
Jokes aside... looking again at Auric system, the void jars are the input for the golems. Is it so even with yours since your screenshots are... err...ehm...so ... unavaillable?
No, I'm inputting with pipes. I was expecting the void jars to provide overflow capacity, but they seem to be cut out entirely. Unfortunately, if I understand the suction right, putting one on the same pipe as the reservoir would make it drain the reservoir, voiding most of the essentia.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Personally I only have void jars for primals, except for a special setup I use on demand to void complex types instead of centrifuging a bunch of them, but if you put the void jar in series with the jar and the reservoir, but use a restriction pipe to connect it (maybe two if it's labelled) then it should draw last and get the effect you are looking for, at least for that specific section.
I'm uncertain what your whole setup is intended to achieve however. Is it dedicated to processing a specific item? You seem to have centrifuges in odd places for a general system.
That should work... it seems the whole bellows-and-buffer thing was a major sidetrack for my purposes.
This setup is not a general-purpose system, it's specifically for processing and storing nether wart. I need the voiding mechanic because it's meant to run continuously, and I don't want, say, my Praecantitio supply blocked because it's full-up of Herba.
Thus the centrifuges are dedicated to single aspects. So far I've only built out to Victus and Potentia, with other products stubbed to void jars. If I get around to it I might expand it to cover all the primals, but I don't really need 320 points worth of all those, so I'll probably just do Ordo and maybe Perdito.
Next to the furnace are two Ender Storage chests full of charcoal and netherwart respectively. (The netherwart one is actually fed by a farm directly below this floor.)
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
And, now trying to post some images of my current base.
First, a view from the west, which I think of as the "front". Ledges placed for sniping or aerial entry. The roof is corner-domed, but that doesn't show very well. The vis line heading left is to the netherwart factory. Left is my farming stack, with golems. My new animal autofarm is visible in the distance, my old cow and sheep pens are offscreen to the right.
And a view from the base corner toward that factory. It's purposely part-embedded in the hill. That eerieness behind it is from a totem. The door just visible behind the front-left corner is the tunnel where I lived before I built this place. (Edited with better image.)
And to the east we see various facilities, but not all of them. Offscreen to the left is my charcoal farm, the hill in back is topped with my wisp farm, and out of sight in front of that is a river with my fishing golems. The area behind the building to the right (that is, my south view) is a handy killing field, second only to the west view. My first netherwart plot was tucked in next to the portal, but I moved it.
I'm not too happy with the interior images, so I'll hold off on that, but I've got three floors: Ground floor is most crafting and vanilla enchanting, focus upgrades, distillation etc., and my Twilight Portal. Second floor is bed, brewing, golem stocks, dyes. Top floor is main storage, with golems sorting and stocking from and to Ender Storage chests. And I've finally got a lair that doesn't feel perpetually cramped!
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
may I present what I believe to be an (at least aesthetic) upgrade to Auric's essentia processing and storage system, with room for 56 different types (that's all of the essentia types from Forbidden Magic, Thaumic Exploration, Thaumic Tinkerer, and Magic bees).
The four advanced alchemy golems almost guarantee processing a stack of items in less than 2 minutes.
No, seriously, I timed them. A stack of Zombie heads (768 total essentia) in less than two minutes.
the only drawback is that you need botania and some type of item conduit/pipe to use the open crate
Using an advanced alchemical furnace, right?
On a side note, beautiful infusion room. Feels pretty magic, specially with that shiny crystals, from what mod are they?
So, this is the beginning section of my essentia setup.
Image one shows the furnace input, it use and Ars Magica flicker system to drop stuff through an item grate into the AAF.
Alternative inputs drop in beans from a mana bean farm on a constant basis, keeping most things topped up for casual use (pretty much).
The second image shows the furnace output. The buffer is connected by a pipe, but I put the little guy in once I got an AAF to empty it out quickly, this reduces the chance of stacks despawning. He empties into the three reservoirs. Note the valve, this is set up to detect when the loop is backing up due to centrifuging and closes down the input to allow centrifuge products to be processed.
The third image shows the basic element of the pipe based system. A buffer, with one bellows, one input pipe (normal suction) , one output to the next buffer, (no suction) and three output to jars (no suction). The first buffer in the loop has a second input from the centrifuges. The inter-buffer connects use a restriction pipe so I can use reservoirs if I wish. Essentia types with alchemical machines attached to them use filter pipes to prevent odd suction happening.
As "belt and braces" I used a directional pipe to feed to the jars/reservoirs as well as setting the buffer suction to 0.
The fourth image shows my essentia "loop"
The fifth image is a Automagy essentia locus that shows all the available essentia types and their levels. There is a readout for this at my furnace and at my infusion altar.
wow you have a lot of waypoints. Nice system!
Rollback Post to RevisionRollBack
I plan to make mods in the future, once I am familiar with java.
I like astronomy, and one of my ideas is a mod based around astronomy.
Using an advanced alchemical furnace, right?
On a side note, beautiful infusion room. Feels pretty magic, specially with that shiny crystals, from what mod are they?
Yup, the advanced alchemical furnace is centered right below the runic matrix, and the jars are at (what I measured to be) the farthest distance they can be and still have the runic matrix pull form them.
The crystals are mana pylons from Botania, which has built in thaumcraft synergy such as adding goggles of revealing to their helmets, and their pylons and all variations of their flowers acting as stabilising elements.
One thing not shown is a full 19x19 layer of candles one level below the floor. Not only is that room nice looking, but the sucker will go though an awakened ichorium armor/weapon infusion (from Thaumic Tinkerer Kami) and not even blink an eye for instability.
amongst other things, it has a painting machine, that allows to paint various things with dye. and it works on wands and staves. i just painted an iron capped wooden wand purple. thats funny.
you might not be able to tell, but im holding a thaumium capped silverwood wand. its just painted red
lol, im keeping that mod.
No... I'd assumed there would be some other way, given how rare the book is. Is that the only way to do it?
Lumien's Random Things? I used to use that mod in 1.6.4. Unfortunately there's heavy emphasis on the word "random", and without exception, every single thing that I used the mod for in 1.6.4 is not present in the 1.7 version.
(Its three most useful features in 1.6.4 were the block mover, the entity mover, and the ability to turn off Minecraft's irritating "creepy cave noises", which aren't in the least bit "creepy", just randomly jarring and annoying.)
The empty setup that I started with. The furnace is barely visible in the back corner, herba and victus to the left, praecantitio and potentia to the right. Vacuuos and terra just get void jars for now.
Now the current version, showing empty void jars on each side. The crystallizers are cut off by closed valves. Note that I've been adding in vis filters. I also experimented with restriction pipes, but didn't get anywhere, and I can't see where directional pipes could help.
That's the neatest, smallest setup I've ever seen! hehe
If your a mod maker PLZ consider these mod ideas here! LINK
Like Dark Link?
While I agree that that would be a very cool way to remove warp Permanent warp is still permanent, and with the way warp works now (it's effects becoming less and less frequent if you don't do more warpy stuff), it's probably not necessary to add such a mechanic. But who knows, maybe another modder could be inspired to make something similar as part of a Thaumcraft addon
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 18-02-15 16:52
Description: Rendering screen
java.lang.OutOfMemoryError: Java heap space
at java.lang.AbstractStringBuilder.<init>(AbstractStringBuilder.java:68)
at java.lang.StringBuilder.<init>(StringBuilder.java:112)
at java.util.Currency.getInstance(Currency.java:395)
at java.text.DecimalFormatSymbols.initialize(DecimalFormatSymbols.java:638)
at java.text.DecimalFormatSymbols.<init>(DecimalFormatSymbols.java:113)
at sun.util.locale.provider.DecimalFormatSymbolsProviderImpl.getInstance(DecimalFormatSymbolsProviderImpl.java:85)
at java.text.DecimalFormatSymbols.getInstance(DecimalFormatSymbols.java:180)
at java.util.Formatter.getZero(Formatter.java:2283)
at java.util.Formatter.<init>(Formatter.java:1892)
at java.util.Formatter.<init>(Formatter.java:1914)
at java.lang.String.format(String.java:2927)
at net.minecraft.client.resources.Locale.func_135023_a(SourceFile:103)
at net.minecraft.client.resources.I18n.func_135052_a(SourceFile:15)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2106)
at cpw.mods.fml.client.FMLClientHandler.tryLoadExistingWorld(FMLClientHandler.java:669)
at net.minecraft.client.gui.GuiSelectWorld.func_146615_e(GuiSelectWorld.java:183)
at net.minecraft.client.gui.GuiSelectWorld$List.func_148144_a(GuiSelectWorld.java:257)
at net.minecraft.client.gui.GuiSlot.func_148128_a(GuiSlot.java:209)
at net.minecraft.client.gui.GuiSelectWorld.func_73863_a(GuiSelectWorld.java:216)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.AbstractStringBuilder.<init>(AbstractStringBuilder.java:68)
at java.lang.StringBuilder.<init>(StringBuilder.java:112)
at java.util.Currency.getInstance(Currency.java:395)
at java.text.DecimalFormatSymbols.initialize(DecimalFormatSymbols.java:638)
at java.text.DecimalFormatSymbols.<init>(DecimalFormatSymbols.java:113)
at sun.util.locale.provider.DecimalFormatSymbolsProviderImpl.getInstance(DecimalFormatSymbolsProviderImpl.java:85)
at java.text.DecimalFormatSymbols.getInstance(DecimalFormatSymbols.java:180)
at java.util.Formatter.getZero(Formatter.java:2283)
at java.util.Formatter.<init>(Formatter.java:1892)
at java.util.Formatter.<init>(Formatter.java:1914)
at java.lang.String.format(String.java:2927)
at net.minecraft.client.resources.Locale.func_135023_a(SourceFile:103)
at net.minecraft.client.resources.I18n.func_135052_a(SourceFile:15)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2106)
at cpw.mods.fml.client.FMLClientHandler.tryLoadExistingWorld(FMLClientHandler.java:669)
at net.minecraft.client.gui.GuiSelectWorld.func_146615_e(GuiSelectWorld.java:183)
at net.minecraft.client.gui.GuiSelectWorld$List.func_148144_a(GuiSelectWorld.java:257)
at net.minecraft.client.gui.GuiSlot.func_148128_a(GuiSlot.java:209)
at net.minecraft.client.gui.GuiSelectWorld.func_73863_a(GuiSelectWorld.java:216)
-- Screen render details --
Details:
Screen name: net.minecraft.client.gui.GuiMainMenu
Mouse location: Scaled: (226, 104). Absolute: (452, 270)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 908751648 bytes (866 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.85.1291 Minecraft Forge 10.13.2.1291 7 mods loaded, 7 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.10.85.1291} [Forge Mod Loader] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.13.2.1291} [Minecraft Forge] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
GraveStone{2.11.3} [GraveStone] (GraveStone-2.11.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ReiMinimap{1.7.10} [Rei's Minimap] (Reis-Minimap-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Launched Version: 1.7.10-Forge10.13.2.1291
LWJGL: 2.9.1
OpenGL: GeForce GTX 650 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 347.25, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
That was the first thing I checked. They were, but switching them to "any amount" didn't help.
Wiseguy -- I got backstabbed by the forum software again. Post edited to restore images.
No, I'm inputting with pipes. I was expecting the void jars to provide overflow capacity, but they seem to be cut out entirely. Unfortunately, if I understand the suction right, putting one on the same pipe as the reservoir would make it drain the reservoir, voiding most of the essentia.
That should work... it seems the whole bellows-and-buffer thing was a major sidetrack for my purposes.
This setup is not a general-purpose system, it's specifically for processing and storing nether wart. I need the voiding mechanic because it's meant to run continuously, and I don't want, say, my Praecantitio supply blocked because it's full-up of Herba.
Thus the centrifuges are dedicated to single aspects. So far I've only built out to Victus and Potentia, with other products stubbed to void jars. If I get around to it I might expand it to cover all the primals, but I don't really need 320 points worth of all those, so I'll probably just do Ordo and maybe Perdito.
Next to the furnace are two Ender Storage chests full of charcoal and netherwart respectively. (The netherwart one is actually fed by a farm directly below this floor.)
First, a view from the west, which I think of as the "front". Ledges placed for sniping or aerial entry. The roof is corner-domed, but that doesn't show very well. The vis line heading left is to the netherwart factory. Left is my farming stack, with golems. My new animal autofarm is visible in the distance, my old cow and sheep pens are offscreen to the right.
And a view from the base corner toward that factory. It's purposely part-embedded in the hill. That eerieness behind it is from a totem. The door just visible behind the front-left corner is the tunnel where I lived before I built this place. (Edited with better image.)
And to the east we see various facilities, but not all of them. Offscreen to the left is my charcoal farm, the hill in back is topped with my wisp farm, and out of sight in front of that is a river with my fishing golems. The area behind the building to the right (that is, my south view) is a handy killing field, second only to the west view. My first netherwart plot was tucked in next to the portal, but I moved it.
I'm not too happy with the interior images, so I'll hold off on that, but I've got three floors: Ground floor is most crafting and vanilla enchanting, focus upgrades, distillation etc., and my Twilight Portal. Second floor is bed, brewing, golem stocks, dyes. Top floor is main storage, with golems sorting and stocking from and to Ender Storage chests. And I've finally got a lair that doesn't feel perpetually cramped!
Using an advanced alchemical furnace, right?
On a side note, beautiful infusion room. Feels pretty magic, specially with that shiny crystals, from what mod are they?
wow you have a lot of waypoints. Nice system!
I like astronomy, and one of my ideas is a mod based around astronomy.
Yup, the advanced alchemical furnace is centered right below the runic matrix, and the jars are at (what I measured to be) the farthest distance they can be and still have the runic matrix pull form them.
The crystals are mana pylons from Botania, which has built in thaumcraft synergy such as adding goggles of revealing to their helmets, and their pylons and all variations of their flowers acting as stabilising elements.
One thing not shown is a full 19x19 layer of candles one level below the floor. Not only is that room nice looking, but the sucker will go though an awakened ichorium armor/weapon infusion (from Thaumic Tinkerer Kami) and not even blink an eye for instability.