there is a dupe bug when moving a obsidian totem with a portalgun where it thinks you destroyed the node, so it drops all the essences. and allow you to place the totem back and pick it up again resulting in infinite essence.
i know some people have already used this to their advantage.
Ok so after a few hours of testing and troubleshooting I have come to the conclusion that Thaumcraft is causing me some serious issues. When I run minecraft with Thaumcraft the game will run fine for a short time and then suddenly utilize 100% of my allocated memory and the client will close. Regardless of how much ram I allocate to minecraft, Thaumcraft seems to eat it all up randomly within about 2-4 seconds. I have tested multiple configurations with and without the mod installed: 1, 2, 4, 8 gb ram allocated.
What you need to do is give minecraft more PermGen space, not more ram.
To do so go to [Edit Profile] in the launcher, and add " -XX:MaxPermSize=256M " to the JVM Arguments section, (just like telling it to use more ram). If you are still having trouble with it, you can tell it to use 512M instead.
Thaumaturgy is in the Dresden Files, but its not even similar to TC4 :/
Thaumaturgy has been around a lot longer than that. The word entered the english language back in the 1570s. The quote at the start of the OP is from an actual book.
I've been really enjoying the mod so far but I seem to experiencing some strange quirks and I wonder if they are issues. Has anyone else noticed in 4.0.2a with a new world that structure generation has become a whole lot rarer to find? My current world seems to have dark totems and nodes galore but no barrows or Altars in my explorations.
Also, does knowledge fragment research papers have just a chance to give lost research or is this bug/mod conflict I might be experiencing? I got golem core: guard from attempting to research a knowledge fragment theory. Lastly in that golem core research I had the research accept an aspect (cognitio) as checked, but no runes lighting up for that aspect.
Edit: I just tried removing thaumic tinkerer 2 (build 20) and knowledge fragments seem to be correctly giving lost knowledge now, but I'm having the same issue from the prior research again with coginitio and tiny fezs.
I'm running minecraft 1.6.4 forge 9.11.1.916, plus a few other non-world editing mods for convenience
What you need to do is give minecraft more PermGen space, not more ram.
To do so go to [Edit Profile] in the launcher, and add " -XX:MaxPermSize=256M " to the JVM Arguments section, (just like telling it to use more ram). If you are still having trouble with it, you can tell it to use 512M instead.
You can try lower than that, really, and with Minecraft it's usually better to give it just how much it needs. I'm playing with 66 mods and using 128MB of perm gen space and it's working fine.
You can try lower than that, really, and with Minecraft it's usually better to give it just how much it needs. I'm playing with 66 mods and using 128MB of perm gen space and it's working fine.
Quite true. Yeah, I ended up needing to bump mine up to 256 around the time I hit 75 mods. I should test to see if my current set runs with 128.
I've been really enjoying the mod so far but I seem to experiencing some strange quirks and I wonder if they are issues. Has anyone else noticed in 4.0.2a with a new world that structure generation has become a whole lot rarer to find? My current world seems to have dark totems and nodes galore but no barrows or Altars in my explorations.
Also, does knowledge fragment research papers have just a chance to give lost research or is this bug/mod conflict I might be experiencing? I got golem core: guard from attempting to research a knowledge fragment theory. Lastly in that golem core research I had the research accept an aspect (cognitio) as checked, but no runes lighting up for that aspect.
Edit: I just tried removing thaumic tinkerer 2 (build 20) and knowledge fragments seem to be correctly giving lost knowledge now, but I'm having the same issue from the prior research again with coginitio and tiny fezs.
I'm running minecraft 1.6.4 forge 9.11.1.916, plus a few other non-world editing mods for convenience
on the subject of lost knowledge, does anyone know how many lost knowledge theories there are? so far, I've only been able to get one.
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Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
Anybody explored dark nodes and cauldron overflow potential for making mob farms?
hmmmmmm...
sounds interesting. giant zombies are already pretty fun. (i wouldnt recomment fighting these guys with a sword)
i wouldnt plan on making the crucible overflow a permanent build though. azanor said, the next update will enable the spawn of taint from too many crucible shenanigans.
although, you can probably create a small area, surrounded by ethereal bloom. your own little island of taint.
im a dummy. i just noticed you can have unbreaking and repair at the same time on your pick. for some reason i thought those enchants would conflict.
lets see how far the bore gets this time with a proper enchant.
though i still think, the entire deal with the potency enchant increasing width, without reducing the stress on the pick is kind of weird.
azanor makes repair check for unbreaking on the tool, if there is, repair cant be added, but he cant do a check backwards, adding unbreaking on top of repair.
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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?
Anybody explored dark nodes and cauldron overflow potential for making mob farms?
I use an overflowing cauldron out in the desert for an XP farm. I fuel it with sugarcane, cactus and its own Tainted Goo drops. Thinking of configuring it to directly receive cactus-farm drops and support a decanting golem. Of course, once taint from flux is enabled, I'll need to surround it with ethereal blooms like IStoneI said.
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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!!!
azanor makes repair check for unbreaking on the tool, if there is, repair cant be added, but he cant do a check backwards, adding unbreaking on top of repair.
so is this more a problem of coding, that he cant solve right now, or is that an intended mechanic? if it is, it seems kind of awkward, to allow it one way but not the other.
im also interested, if it could be possible to use golem upgrades on other devices in the future.
for example the fire upgrade on a hungry chest increases the inventory to a double chest. another upgrade turns it into into a travelling trunk etc.
I've encountered a couple annoying things; Seems in TC4, Endermen are much rarer than normal (or it might just be me not having played minecraft in a while) What makes this even more annoying is that none of the wand foci are useful at all when battling them. The frost projectile will make the enderman teleport instantly without taking damage, and the lightning wand will almost always put the endermen on fire before managing to kill them. This makes them teleport all over the place so I have no idea where they end up dying.
I've encountered a couple annoying things; Seems in TC4, Endermen are much rarer than normal (or it might just be me not having played minecraft in a while) What makes this even more annoying is that none of the wand foci are useful at all when battling them. The frost projectile will make the enderman teleport instantly without taking damage, and the lightning wand will almost always put the endermen on fire before managing to kill them. This makes them teleport all over the place so I have no idea where they end up dying.
the mod doesnt reduce the spawn rate of endermen.
if you want to fight them, i recommend the sword of the zephyr.
Can someone tell me why this research won't connect? They look like it's close enough to link up.
Your starting node is the center one, isn't it? That's why it doesn't connect. You can't branch two ways off a node. You have to go from starting node to second node to third node.
now were talking. i got an unbreaking 3 enchant on my pick of the core in addition to the repair. the bore is about half way through to its maximum range, and so is is pick.
im burning through my thrird jar of perdito, but i absolutely dont mind the cost in essentia, as long as it runs on its own long enough for me to tend to other things :). previously i would have gone 3 times through my pick already, to reach the same tunnel depth.
also, im very excited bout what you have planned with the bore. the extra modules and then dires idea to power it additionally with lux, to have it light up the mining area.
lets see how far the bore gets this time with a proper enchant.
though i still think, the entire deal with the potency enchant increasing width, without reducing the stress on the pick is kind of weird.
Thaumaturgy is in the Dresden Files, but its not even similar to TC4 :/
i know some people have already used this to their advantage.
What you need to do is give minecraft more PermGen space, not more ram.
To do so go to [Edit Profile] in the launcher, and add " -XX:MaxPermSize=256M " to the JVM Arguments section, (just like telling it to use more ram). If you are still having trouble with it, you can tell it to use 512M instead.
Thaumaturgy has been around a lot longer than that. The word entered the english language back in the 1570s. The quote at the start of the OP is from an actual book.
Also, does knowledge fragment research papers have just a chance to give lost research or is this bug/mod conflict I might be experiencing? I got golem core: guard from attempting to research a knowledge fragment theory. Lastly in that golem core research I had the research accept an aspect (cognitio) as checked, but no runes lighting up for that aspect.
Edit: I just tried removing thaumic tinkerer 2 (build 20) and knowledge fragments seem to be correctly giving lost knowledge now, but I'm having the same issue from the prior research again with coginitio and tiny fezs.
I'm running minecraft 1.6.4 forge 9.11.1.916, plus a few other non-world editing mods for convenience
You can try lower than that, really, and with Minecraft it's usually better to give it just how much it needs. I'm playing with 66 mods and using 128MB of perm gen space and it's working fine.
Quite true. Yeah, I ended up needing to bump mine up to 256 around the time I hit 75 mods. I should test to see if my current set runs with 128.
on the subject of lost knowledge, does anyone know how many lost knowledge theories there are? so far, I've only been able to get one.
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
hmmmmmm...
sounds interesting. giant zombies are already pretty fun. (i wouldnt recomment fighting these guys with a sword)
i wouldnt plan on making the crucible overflow a permanent build though. azanor said, the next update will enable the spawn of taint from too many crucible shenanigans.
although, you can probably create a small area, surrounded by ethereal bloom. your own little island of taint.
azanor makes repair check for unbreaking on the tool, if there is, repair cant be added, but he cant do a check backwards, adding unbreaking on top of repair.
I use an overflowing cauldron out in the desert for an XP farm. I fuel it with sugarcane, cactus and its own Tainted Goo drops. Thinking of configuring it to directly receive cactus-farm drops and support a decanting golem. Of course, once taint from flux is enabled, I'll need to surround it with ethereal blooms like IStoneI said.
so is this more a problem of coding, that he cant solve right now, or is that an intended mechanic? if it is, it seems kind of awkward, to allow it one way but not the other.
im also interested, if it could be possible to use golem upgrades on other devices in the future.
for example the fire upgrade on a hungry chest increases the inventory to a double chest. another upgrade turns it into into a travelling trunk etc.
there would also be the possibility to just allow both enchants by default and balance item durability around that.
Can someone tell me why this research won't connect? They look like it's close enough to link up.
Nodes cannot branch. You have to connect the first node with all the others in a line.
It's better to ask a stupid question than not knowing the answer.
the mod doesnt reduce the spawn rate of endermen.
if you want to fight them, i recommend the sword of the zephyr.
let me guess, the starting node is the one in the center? you can only connect one node to the next. they cant branch out.
Your starting node is the center one, isn't it? That's why it doesn't connect. You can't branch two ways off a node. You have to go from starting node to second node to third node.
im burning through my thrird jar of perdito, but i absolutely dont mind the cost in essentia, as long as it runs on its own long enough for me to tend to other things :). previously i would have gone 3 times through my pick already, to reach the same tunnel depth.
also, im very excited bout what you have planned with the bore. the extra modules and then dires idea to power it additionally with lux, to have it light up the mining area.