I can now 100% garauntee that new nodes spawn in the world in explored chunks. I'm yet to find the mechanic which initiates this and if the crystal ores actually do anything or are simply overflow from dead creatures life force seeping into the ground.
I am going to have to throw cold water on part of this. The mini game for research does not fit with the rest of the mod. I know it must have taken a major amount of time to develop but it does not fit the mod and is honestly a pain in the behind to use. I'll wait for the rewrite to that portion that will be inbound I am sure :/
Afraid you're pretty much completely on your own. Everyone seems to enjoy it and it's a massive improvement from just burning items like trying to win the lottery. Also, it completely fits the mod, sorry if you're having problems but the puzzle takes critical thinking to complete.
Could play for a while then started on Thaumcraft now non stop crashing now with this error (can't even load world). I don't even have a Thaumometer in my hotbar.[Never mind I actually did since I loaded a backup]
java.lang.NullPointerException
at thaumcraft.client.renderers.item.ItemThaumometerRenderer.renderItem(ItemThaumometerRenderer.java:257)
at net.minecraftforge.client.ForgeHooksClient.renderEquippedItem(ForgeHooksClient.java:200)
at net.minecraft.client.renderer.ItemRenderer.renderItem(ItemRenderer.java:89)
at net.minecraft.client.renderer.ItemRenderer.func_78440_a(ItemRenderer.java:490)
at net.minecraft.client.renderer.EntityRenderer.func_78476_b(EntityRenderer.java:712)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1296)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1002)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile: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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Edit: Managed to get it to load and removed the Thaumometer from my hotbar. Seems to work, but can't play Thaumcraft. Issue seemed to start to happen around my enchantment and anvil area if it helps.
Yah, the fact with it is that i have it a single line, and close enough to the node, but it wond connect
With glass
The thing about the nodes and runes is they have rules for how they connect.
rule 1) The nodes connect in sequence to the closest rune/Node and they only connect once (out going; they can receive any connections from other nodes/runes but will only ever connect once). The sequence itself doesn't matter though.
rule 2) runes will prioritize connecting to other runes over nodes. This means you sometimes need to space the runes or put dummy runes between them to block their connections because they can and will form a loop.
rule 3) If a preexisting connection exists and you activate another set of runes, the link may shift to the new rune if it is closer than the recipient of the connection.( Node A and Rune B are connected. Rune C activates. If it is closer to A than B, it will steal teh connection.
3a) The exception to this if the connection exists between two nodes. Such as Node A -> Rune B -> Node C. In this case if Rune D is activated, it won't steal the connection regardless of how close it is. Instead the connection must be interrupted by another rune before the links recalculate.
Rollback Post to RevisionRollBack
(6:50:00 AM) Simon-v: How do you live in a world where Everything's Trying To Kill You?
(6:50:23 AM) xander_morhaime: Briefly.
Uh, my download of this has a LOT of ID Conflicts... with itself. I was interested in the Foci, so I searched Focus, and I saw only Fire and the foci from Thaumic Tinkerer. After finally researching Wand Foci, I went to my Thaumonomicon, Thaumaturgy tab, and saw that ALL of the foci except for Fire, and Focus Pouch were replaced with random other items!
So I checked the config, and sure enough, Thaumium Helmet, Thaumium Leggings, Goggles of Revealing, Straw Golem and Thaumometer were all conflicting with the missing foci, and I also discovered that a "Thaumic Camera" which I have never heard of was also being overwritten, and I never got an "IDConflicts.txt" or any notification of this, however I DID get an IDConflicts.txt that told me blockFluxGoo and blockHole were conflicting, which I fixed in the config.
I had TC3 and I think I modified the config a bit because I had several large mods in 1.5.2. Could this be the cause of this, and regardless, is there an easy solution to this? Because it just feels kind of overwhelming to deal with a lot of ID conflicts and then having to find a number range that isn't conflicting with another mod, and then worrying there's even more new items I didn't even know existed that are being conflicted with, like this Thaumic Camera thing.
EDIT: I don't know if this is relevant, but I'm on 4.0.0 and just now noticed 4.0.1a...
The thing about the nodes and runes is they have rules for how they connect.
rule 1) The nodes connect in sequence to the closest rune/Node and they only connect once (out going; they can receive any connections from other nodes/runes but will only ever connect once). The sequence itself doesn't matter though.
rule 2) runes will prioritize connecting to other runes over nodes. This means you sometimes need to space the runes or put dummy runes between them to block their connections because they can and will form a loop.
rule 3) If a preexisting connection exists and you activate another set of runes, the link may shift to the new rune if it is closer than the recipient of the connection.( Node A and Rune B are connected. Rune C activates. If it is closer to A than B, it will steal teh connection.
3a) The exception to this if the connection exists between two nodes. Such as Node A -> Rune B -> Node C. In this case if Rune D is activated, it won't steal the connection regardless of how close it is. Instead the connection must be interrupted by another rune before the links recalculate.
So i just have to interupt the link between the grey C?
So i just have to interupt the link between the grey C?
Possibly. Do you remember which of those nodes is the primary one? I suspect its the bottom right one and not the top left one but I could be wrong. Ok I'm sure it is by your response. yes, breaking the link to the grey C will have it connect to the other runes but that won't solve your problem. You still need to arrange the runes so that they connect in sequence.
Did you uninstall TC3(Delete Configs too) before switching to TC4?
I did play for quite a while on 1.6.2/4 without TC3 (however it remained in my "1.5.2 mods" folder) but I didn't delete the config. I'll try that after downloading 4.0.1a.
Uh, my download of this has a LOT of ID Conflicts... with itself. I was interested in the Foci, so I searched Focus, and I saw only Fire and the foci from Thaumic Tinkerer. After finally researching Wand Foci, I went to my Thaumonomicon, Thaumaturgy tab, and saw that ALL of the foci except for Fire, and Focus Pouch were replaced with random other items!
So I checked the config, and sure enough, Thaumium Helmet, Thaumium Leggings, Goggles of Revealing, Straw Golem and Thaumometer were all conflicting with the missing foci, and I also discovered that a "Thaumic Camera" which I have never heard of was also being overwritten, and I never got an "IDConflicts.txt" or any notification of this, however I DID get an IDConflicts.txt that told me blockFluxGoo and blockHole were conflicting, which I fixed in the config.
I had TC3 and I think I modified the config a bit because I had several large mods in 1.5.2. Could this be the cause of this, and regardless, is there an easy solution to this? Because it just feels kind of overwhelming to deal with a lot of ID conflicts and then having to find a number range that isn't conflicting with another mod, and then worrying there's even more new items I didn't even know existed that are being conflicted with, like this Thaumic Camera thing.
EDIT: I don't know if this is relevant, but I'm on 4.0.0 and just now noticed 4.0.1a...
When there is an ID conflict Forge usually creates a IDConflicts.txt in your root folder with suggested ranges. You can always regen the configs and hope for the best if its a new world. Otherwise it shouldn't take longer than 10 minutes to change the ID's
I did play for quite a while on 1.6.2/4 without TC3 (however it remained in my "1.5.2 mods" folder) but I didn't delete the config. I'll try that after downloading 4.0.1a.
Yeah, whenever updating to a new Thaumcraft, i.e. TC3 to TC4, delete the config.
When there is an ID conflict Forge usually creates a IDConflicts.txt in your root folder with suggested ranges. You can always regen the configs and hope for the best if its a new world. Otherwise it shouldn't take longer than 10 minutes to change the ID's
I said in that post I didn't get IDConflicts.txt except for blockHole and blockFluxGoo. But deleting the config worked, so it doesn't matter!
I have Highlands, and when I tried changing Thaumcraft's config to eliminate the biome conflicts, it kept changing it back! What's going on?
Also, when I'm generating a new world, is there a way to tell it to skip TC features and give me a vanilla world?
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!!!
so my research is finally yielding some useful things and I can now say from experience that you should go after research expertise and research mastery right away. Expertise lets you move runes 1 more space then before and mastery lets you move activated runes 1 square at a time. Moving it can deactivate it though but it saves you the essence you might have used to deactivate it anyway.
also the advanced node tapping and node preserver are pretty nice too.
o yeah...can anyone tell me what essence to use to get the goggles recipe..can't get it for the life of me
Rollback Post to RevisionRollBack
Yo dawg, I heard you liked mining diamonds with diamonds so we put diamonds in your mine so you can mine with your diamonds while you mine your diamonds.
FRUGAL - It does not appear that Frugal actually does anything on the FOCI. I am wearing a full suit of Thaum Gear using Thuam capped wands, and I get a 80% VIS cost (5% Goggles, 2% Chest, 2% Legs, 1% Boots, 10% Thaum Caps). When using FRUGAL enchant on the FOCI, the cost does not appear to decrease any further, even up to FRUGAL III(3). As it is now, FRUGAL does not appear to function.
Potency - Does not have a significant impact on Damage Dealing FOCI (4 Damage to 7 on shock, less on others), also appears to INCREASE the cost/tick of damage dealing foci, the tool tip does not reflect this. "Shock Foci" still says it costs 0.8/tick with POTENCY III, but clearly it is costing me more to use per tick now as before I could hold down the button and get a good amount of attacks before 1 VIS was spent, now holding down the button I can't watch my VIS tick away at an alarming rate.
Potency 3 + Frugal 3 = Combined it still costs more to cast per tick then the unenchanted version, again the tool tip does not show this.
Fortune/Treasure - No way of knowing if these are in effect.
The Frugal enchantment reduces cost by 5% each level. Potency increases cost by 5% each level. More than likely if you are not seeing a reduction in vis cost it is because you have equal levels of potency and frugal on the focus. Currently the foci tooltips only display the base cost without calculating the various modifiers.
Potency 3 + Frugal 3 will (and does) cost exactly the same as a focus without either of those enchants.
Most of the damaging wands will currently deal nearly double their base damage when fully enchanted with potency. I don't know what more you are expecting? Instant kills?
I am getting this error if i play a bit with golems
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
Time: 08.10.13 14:41
Description: Ticking entity
java.lang.NullPointerException
at bluedart.handlers.CardHandler.toolDestroyed(CardHandler.java:190)
at net.minecraftforge.event.ASMEventHandler_116_CardHandler_toolDestroyed_PlayerDestroyItemEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.event.ForgeEventFactory.onPlayerDestroyItem(ForgeEventFactory.java:51)
at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:435)
at thaumcraft.common.entities.ai.interact.AIInteractWithItem.func_75249_e(AIInteractWithItem.java:114)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:91)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at thaumcraft.common.entities.golems.EntityGolemBase.func_70636_d(EntityGolemBase.java:321)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bluedart.handlers.CardHandler.toolDestroyed(CardHandler.java:190)
at net.minecraftforge.event.ASMEventHandler_116_CardHandler_toolDestroyed_PlayerDestroyItemEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.event.ForgeEventFactory.onPlayerDestroyItem(ForgeEventFactory.java:51)
at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:435)
at thaumcraft.common.entities.ai.interact.AIInteractWithItem.func_75249_e(AIInteractWithItem.java:114)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:91)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at thaumcraft.common.entities.golems.EntityGolemBase.func_70636_d(EntityGolemBase.java:321)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: Thaumcraft.Golem (thaumcraft.common.entities.golems.EntityGolemBase)
Entity ID: 195
Entity Name: entity.Thaumcraft.Golem.name
Entity's Exact location: -2,57, 79,00, 280,77
Entity's Block location: World: (-3,79,280), Chunk: (at 13,4,8 in -1,17; contains blocks -16,0,272 to -1,255,287), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Entity's Momentum: 0,00, -0,08, -0,01
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: Cubetown
All players: 4 total; [GCCorePlayerMP['Fanatiks182'/660, l='Cubetown', x=20,83, y=79,72, z=256,93], GCCorePlayerMP['sebastiank30'/6293, l='Cubetown', x=5,22, y=78,50, z=249,47], GCCorePlayerMP['Magier1'/18425, l='Cubetown', x=0,02, y=85,94, z=270,69], GCCorePlayerMP['Epeko'/12402, l='Cubetown', x=18,31, y=84,15, z=254,99]]
Chunk stats: ServerChunkCache: 751 Drop: 0
Level seed: -5474704118668908283
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (56,64,305), Chunk: (at 8,4,1 in 3,19; contains blocks 48,0,304 to 63,255,319), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 1293251 game time, 5506651 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 22785 (now: false), thunder time: 9335 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Hilltop altars and Magic Forest biomes, I think.
Profile pic by Cheshirette c:
With glass
Move to glowy rune next to unglowy node up a notch toward the top
And one of them is a black hole...
(6:50:23 AM) xander_morhaime: Briefly.
Afraid you're pretty much completely on your own. Everyone seems to enjoy it and it's a massive improvement from just burning items like trying to win the lottery. Also, it completely fits the mod, sorry if you're having problems but the puzzle takes critical thinking to complete.
Already tried moveing it around, and adding more runes to it.
I don't even have a Thaumometer in my hotbar.[Never mind I actually did since I loaded a backup]at thaumcraft.client.renderers.item.ItemThaumometerRenderer.renderItem(ItemThaumometerRenderer.java:257)
at net.minecraftforge.client.ForgeHooksClient.renderEquippedItem(ForgeHooksClient.java:200)
at net.minecraft.client.renderer.ItemRenderer.renderItem(ItemRenderer.java:89)
at net.minecraft.client.renderer.ItemRenderer.func_78440_a(ItemRenderer.java:490)
at net.minecraft.client.renderer.EntityRenderer.func_78476_b(EntityRenderer.java:712)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1296)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1002)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile: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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Edit: Managed to get it to load and removed the Thaumometer from my hotbar. Seems to work, but can't play Thaumcraft. Issue seemed to start to happen around my enchantment and anvil area if it helps.
The thing about the nodes and runes is they have rules for how they connect.
rule 1) The nodes connect in sequence to the closest rune/Node and they only connect once (out going; they can receive any connections from other nodes/runes but will only ever connect once). The sequence itself doesn't matter though.
rule 2) runes will prioritize connecting to other runes over nodes. This means you sometimes need to space the runes or put dummy runes between them to block their connections because they can and will form a loop.
rule 3) If a preexisting connection exists and you activate another set of runes, the link may shift to the new rune if it is closer than the recipient of the connection.( Node A and Rune B are connected. Rune C activates. If it is closer to A than B, it will steal teh connection.
3a) The exception to this if the connection exists between two nodes. Such as Node A -> Rune B -> Node C. In this case if Rune D is activated, it won't steal the connection regardless of how close it is. Instead the connection must be interrupted by another rune before the links recalculate.
(6:50:23 AM) xander_morhaime: Briefly.
So I checked the config, and sure enough, Thaumium Helmet, Thaumium Leggings, Goggles of Revealing, Straw Golem and Thaumometer were all conflicting with the missing foci, and I also discovered that a "Thaumic Camera" which I have never heard of was also being overwritten, and I never got an "IDConflicts.txt" or any notification of this, however I DID get an IDConflicts.txt that told me blockFluxGoo and blockHole were conflicting, which I fixed in the config.
I had TC3 and I think I modified the config a bit because I had several large mods in 1.5.2. Could this be the cause of this, and regardless, is there an easy solution to this? Because it just feels kind of overwhelming to deal with a lot of ID conflicts and then having to find a number range that isn't conflicting with another mod, and then worrying there's even more new items I didn't even know existed that are being conflicted with, like this Thaumic Camera thing.
EDIT: I don't know if this is relevant, but I'm on 4.0.0 and just now noticed 4.0.1a...
Edit: got it
Possibly. Do you remember which of those nodes is the primary one?
I suspect its the bottom right one and not the top left one but I could be wrong.Ok I'm sure it is by your response. yes, breaking the link to the grey C will have it connect to the other runes but that won't solve your problem. You still need to arrange the runes so that they connect in sequence.(6:50:23 AM) xander_morhaime: Briefly.
I did play for quite a while on 1.6.2/4 without TC3 (however it remained in my "1.5.2 mods" folder) but I didn't delete the config. I'll try that after downloading 4.0.1a.
When there is an ID conflict Forge usually creates a IDConflicts.txt in your root folder with suggested ranges. You can always regen the configs and hope for the best if its a new world. Otherwise it shouldn't take longer than 10 minutes to change the ID's
So not the point.
Lots of people use Highlands. And Forge does not warn about biome id mismatches.
e_e
I said in that post I didn't get IDConflicts.txt except for blockHole and blockFluxGoo. But deleting the config worked, so it doesn't matter!
Also, when I'm generating a new world, is there a way to tell it to skip TC features and give me a vanilla world?
also the advanced node tapping and node preserver are pretty nice too.
o yeah...can anyone tell me what essence to use to get the goggles recipe..can't get it for the life of me
The Frugal enchantment reduces cost by 5% each level. Potency increases cost by 5% each level. More than likely if you are not seeing a reduction in vis cost it is because you have equal levels of potency and frugal on the focus. Currently the foci tooltips only display the base cost without calculating the various modifiers.
Potency 3 + Frugal 3 will (and does) cost exactly the same as a focus without either of those enchants.
Most of the damaging wands will currently deal nearly double their base damage when fully enchanted with potency. I don't know what more you are expecting? Instant kills?
That seems to be an issue with the Bluedart mod.