This is without Optifine installed, andddd... it looks like there are no errors like the previous one. Did your research save after this session? If it did, then congrats - Optifine was the issue. (Seriously, we have got to talk to them grumble mutter...) But if you use the C6 version instead of the C8, everything *should* work fine.
And back to actual Thaumaturgy, when can we expect a 4.1 ninja update? Sooner, or later? This month, or next?
I'm planning on starting a new survival world, but I kind of want to wait for TC4.1; however, if it's going to be "a while" then I'll just have to deal with it...
Also, I'm finding that the Gaseous Glowstone from TT is actually pretty nice for lighting up a room - IT'S SPARKLY! But it might interfere with other tile entities that can't be placed over transparent light sources... bummer.
Optifine didn't make a difference. My research is being saved now after I did the level.dat swap that was recommended to me. Thank you all for helping me through this and for putting up with my noobness in the matters of computer fiddling. I am very grateful for the time you've spent in helping me solve this issue.
Ok I am now a thaumcraft 3 pro, and I see how the previous version was almost incomplete even though it was awesome. There just wasnt enough reason to even bother collecting bottled essence other than how cool it looked in the jars. Plus having to carry around a ton of items seems to be solved in this version just by swapping wand foci. ive actually thought about this way more than I should, how in the early days Buildcraft must have been amazing, but gradually it dawned on people that it just wasnt all that well planned out and in the end the only thing all that power gen was good for was a quarry, and hardly worth the effort. I think Thaumcraft was an attempt to do it properly this time, and its succeeding.
Im still having some issues with getting golens to plant saplings etc. I saw back on page 231ish that Azanor said the permission name would be FakeThaumcraftGolem. I tried to Op this but the golems still could not plant, just made the animation of waving hands. If this still bugged or do I need to edit something else?
Using MCPC+ with essentials based permissions. And Direwolf20 1.0.14 of FTB. Towny installed also but was doing the testing in the wild.
TC is my absolute favourite mod. Been hooked since TC2. I stopped playing Minecraft for almost a year now, until I found out about TC4, which pulled me back in.
And now for the uninvited critique, because every idiot has an opinion!
Personally, I liked the TC3 research better, because it seemed to focus more on the collecting crap aspect of Minecraft than TC4 does. I do like that the scanning mechanic encourages players to build items that they might not otherwise, but I found it more frustrating than the TC3 system. (Late game I ran out of Ignis from crafting other aspects, and had to resort to dissecting massive amounts of netherrack to try to get more.)
That said, I like the rune puzzle game, I think it's more fun and research-y than all the previous concepts. (Also nice that squid ink also has more of a use, ha ha.) IMHO, some kind of hybrid of the TC3 item-based research and the TC4 rune system would be awesome.
I played on large biomes. In my world, I've been playing for probably over a hundred hours, and I still haven't found a Silverwood. (I ran into one Pech, but he tragically was killed when he ran into the middle of a lightning wand fight I was having with a skeleton spawner.) So, that's a bit frustrating, but not altogether unexpected with Large Biomes, I suppose.
The multi-part wand crafting system is pretty amazing. Love the focuses, love the idea of customizing the wands, and the different materials. Super cool. The focuses just make that better.
I also like the reintroduction of the vis piping. I really had fun with that in TC2, and I was a bit sad when it wasn't in TC3. But now it's back! Fantabulous.
One suggestion I would make would be the addition of more challenging enemies. (Yeah, this can be done with other mods, but it would be cool to have a TC4-themed super mobs or some such awesomeness.) The TC mods always really ramp up the power of the player, but then...what do you do with it, other than feel godly around all the wimpy little mobs? That said, the return of the Taint does provide this aspect in some ways. Those taint biomes are scary... (This was another aspect of TC2 I really loved which departed in TC3, and has now made a welcome return in TC4. Really glad to see it's back!)
I'd love to see a 1.7 update of Thaumcraft 4, and I can't wait to see where you take this mod next. Thanks too for all your hard work over the years; I've honestly played Thaumcraft more and harder than most AAA titles I've picked up.
your base is really cool, but dont ask for updates, we all want them, but they will come when they are ready, and that Means less bugs.
azanor continue the great Work, this mod is the best
yeah, I know, it's very nice already that we can see what's coming in direwolfs channel
I just didn't got anything to say at the moment...
Thaumcraft is the best!!
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I encountered a very strange bug with Thaumcraft 4.0.5b.
Sometimes silverwood logs have invisible aura nodes. You can't see them with neither Goggles nor Thaumometer, however, TileNode exists at the coordinates of the wood log (until chunk gets reloaded, after that it's completely gone), and if you put Wand Recharge Pedestal, you can even charge your wand from it.
I think there may be incorrect metadata set when node is generated (or incorrect metadata check to determine whether the block should have TileNode).
I encountered a very strange bug with Thaumcraft 4.0.5b.
Sometimes silverwood logs have invisible aura nodes. You can't see them with neither Goggles nor Thaumometer, however, TileNode exists at the coordinates of the wood log (until chunk gets reloaded, after that it's completely gone), and if you put Wand Recharge Pedestal, you can even charge your wand from it.
I think there may be incorrect metadata set when node is generated (or incorrect metadata check to determine whether the block should have TileNode).
Is your issue with visuals or chunks?
If you just can't see the node: are you using Optifine? This is a known issue, on Optifine's side: nodes don't render (you can't see them) when they're inside another block, such as a Silverwood Log or a Charged Obsidian Tile.
If something is causing the aura node to not save when the chunk is unloaded, could you give more information please?
Weirdness... I was off near the edge of my map, capturing a fire node. Stashed it in my travelling trunk and decided to take a look around... unfortunately, I was playing way too late at night for this, got cocky going into a cave.
I got double-ambushed -- a creeper softened me up for a skeleton, both hitting me while I was in a water flow. OK, that's normal so far -- back at my nicely-fortified spawn point, and from there to my lair. Whip up some backup equipment, and head back to reclaim my stuff.
Found my stuff... no skeleton to be seen. What IS there is, a Nether Portal, and I sure-as-heck didn't build it. Also, collecting my stuff, I find it's ALL there. Including my "armor" (mostly gadgets) and uber-bow.
Now, I'd been dreading facing that stuff in the hands of a skelley (travelling or flying skelley with a Power IV Infinity bow and thaumium pants? And hey, it's in the Nether... Ouch!), so I'm not exactly complaining, but still, WTH? A Nether Portal?
I note with amusement that my travelling trunk came back with me when I died, despite the unloaded chunk. Which is useful in its own right, but having a trunk with Entropy hang out long enough to suck up some stuff would be even better.
But now I need to do 3 or 4 more Repair enchants for my new backup equipment. Probably time to make an Arcane Bore....
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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.
Weirdness... I was off near the edge of my map, capturing a fire node. Stashed it in my travelling trunk and decided to take a look around... unfortunately, I was playing way too late at night for this, got cocky going into a cave.
I got double-ambushed -- a creeper softened me up for a skeleton, both hitting me while I was in a water flow. OK, that's normal so far -- back at my nicely-fortified spawn point, and from there to my lair. Whip up some backup equipment, and head back to reclaim my stuff.
Found my stuff... no skeleton to be seen. What IS there is, a Nether Portal, and I sure-as-heck didn't build it. Also, collecting my stuff, I find it's ALL there. Including my "armor" (mostly gadgets) and uber-bow.
Now, I'd been dreading facing that stuff in the hands of a skelley (travelling or flying skelley with a Power IV Infinity bow and thaumium pants? And hey, it's in the Nether... Ouch!), so I'm not exactly complaining, but still, WTH? A Nether Portal?
I note with amusement that my travelling trunk came back with me when I died, despite the unloaded chunk. Which is useful in its own right, but having a trunk with Entropy hang out long enough to suck up some stuff would be even better.
But now I need to do 3 or 4 more Repair enchants for my new backup equipment. Probably time to make an Arcane Bore....
Are you using the Ruins mod? One of it's ruins is a Nether Portal.
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Would it be possible to include a limiter on the number of above-ground "dungeons" (those obelisk circles/barrow hills) that can appear in a given region, or a minimum distance between them (similar to how vanilla handles Villages)? I think this might be the best way to avoid the huge proliferation of dungeon loot that happens when TC is run alongside mods that can generate a lot of high-altitude worldgen: For example, a MystCraft "Extreme Hills" + "Flat" world tends to spawn obelisk circles and barrow hills every few chunks, simply due to the fact that the entire world is in the high-altitude range at which they typically generate.
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Amateur dinosaur hunter and extreme weather enthusiast, whose interests include spoken mime, armchair parkour, tactical gaslighting (for fun or for pay), conspicuous ninjutsu and Schröedinger's pentameter—of which this sentence may or may not be an example.
For example, a MystCraft "Extreme Hills" + "Flat" world tends to spawn obelisk circles and barrow hills every few chunks, simply due to the fact that the entire world is in the high-altitude range at which they typically generate.
In NORMAL world gen I often only find about 2-3 of them in extreme hills biomes. I'm not saying it's a bad mod, but mystraft makes it too easy to exploit world gen features.
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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.
Hey! This is a little tip I've discovered for anyone who's suffering from their Thaumcraft research being randomly erased, When you make a discovery, swap to 'creative' mode and use the discovery scroll, in creative, you won't use up the scroll, then store it somewhere safe. Do this with all your research if you suffer from random unexplainable loss of research and you won't need to start from scratch! True, using each and every scroll over again in creative is tedious, but it beats having to play the 'research' mini-game over and over again. Just a little thanks from me for everyone who helped me get over my constasnt loss of research.
If you just can't see the node: are you using Optifine? This is a known issue, on Optifine's side: nodes don't render (you can't see them) when they're inside another block, such as a Silverwood Log or a Charged Obsidian Tile.
If something is causing the aura node to not save when the chunk is unloaded, could you give more information please?
It is not a visual issue. It seems to be a problem with silverwood tree generation. By overriding setBlockAndMetadata in WorldGenSilverwoodTrees and making it throw exception I got this:
java.lang.RuntimeException: Attempted to replace block with tile entity [email protected]
at [my class with overriden setBlockAndMetadata]
at thaumcraft.common.lib.world.WorldGenSilverwoodTrees.placeBlockLine(WorldGenSilverwoodTrees.java:302)
at thaumcraft.common.lib.world.WorldGenSilverwoodTrees.generateLeafNodeBases(WorldGenSilverwoodTrees.java:376)
at thaumcraft.common.lib.world.WorldGenSilverwoodTrees.generate(WorldGenSilverwoodTrees.java:528)
Just downloaded this mod, and wow, it's a lot of fun. Quick question about aspects, though: Is it possible to "run out" of the primary 6 aspects (as you can only scan a kind of block once)? For instance, I'm quite low on Ordo right now, and don't have a way to replace it...
Oh, and what's the ID and data value of the cheat sheet thaumo-whatever?
Just downloaded this mod, and wow, it's a lot of fun. Quick question about aspects, though: Is it possible to "run out" of the primary 6 aspects (as you can only scan a kind of block once)? For instance, I'm quite low on Ordo right now, and don't have a way to replace it...
Oh, and what's the ID and data value of the cheat sheet thaumo-whatever?
Quick question about aspects, though: Is it possible to "run out" of the primary 6 aspects (as you can only scan a kind of block once)? For instance, I'm quite low on Ordo right now, and don't have a way to replace it...
Nope, as long as you scan literally everything you should be fine. Aura nodes themselves are especially good sources of primal aspects. If you're stuck, there's research for a Deconstruction table which will consume items for a chance to end up as one of the six primal aspects depending on the item used.
Optifine didn't make a difference. My research is being saved now after I did the level.dat swap that was recommended to me. Thank you all for helping me through this and for putting up with my noobness in the matters of computer fiddling. I am very grateful for the time you've spent in helping me solve this issue.
Using MCPC+ with essentials based permissions. And Direwolf20 1.0.14 of FTB. Towny installed also but was doing the testing in the wild.
TC is my absolute favourite mod. Been hooked since TC2. I stopped playing Minecraft for almost a year now, until I found out about TC4, which pulled me back in.
And now for the uninvited critique, because every idiot has an opinion!
Personally, I liked the TC3 research better, because it seemed to focus more on the collecting crap aspect of Minecraft than TC4 does. I do like that the scanning mechanic encourages players to build items that they might not otherwise, but I found it more frustrating than the TC3 system. (Late game I ran out of Ignis from crafting other aspects, and had to resort to dissecting massive amounts of netherrack to try to get more.)
That said, I like the rune puzzle game, I think it's more fun and research-y than all the previous concepts. (Also nice that squid ink also has more of a use, ha ha.) IMHO, some kind of hybrid of the TC3 item-based research and the TC4 rune system would be awesome.
I played on large biomes. In my world, I've been playing for probably over a hundred hours, and I still haven't found a Silverwood. (I ran into one Pech, but he tragically was killed when he ran into the middle of a lightning wand fight I was having with a skeleton spawner.) So, that's a bit frustrating, but not altogether unexpected with Large Biomes, I suppose.
The multi-part wand crafting system is pretty amazing. Love the focuses, love the idea of customizing the wands, and the different materials. Super cool. The focuses just make that better.
I also like the reintroduction of the vis piping. I really had fun with that in TC2, and I was a bit sad when it wasn't in TC3. But now it's back! Fantabulous.
One suggestion I would make would be the addition of more challenging enemies. (Yeah, this can be done with other mods, but it would be cool to have a TC4-themed super mobs or some such awesomeness.) The TC mods always really ramp up the power of the player, but then...what do you do with it, other than feel godly around all the wimpy little mobs? That said, the return of the Taint does provide this aspect in some ways. Those taint biomes are scary... (This was another aspect of TC2 I really loved which departed in TC3, and has now made a welcome return in TC4. Really glad to see it's back!)
I'd love to see a 1.7 update of Thaumcraft 4, and I can't wait to see where you take this mod next. Thanks too for all your hard work over the years; I've honestly played Thaumcraft more and harder than most AAA titles I've picked up.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Hey Azanor!!
Update Plz!!
I want to auto-alumentum!!!
yeah, I know, it's very nice already that we can see what's coming in direwolfs channel
I just didn't got anything to say at the moment...
Thaumcraft is the best!!
Sometimes silverwood logs have invisible aura nodes. You can't see them with neither Goggles nor Thaumometer, however, TileNode exists at the coordinates of the wood log (until chunk gets reloaded, after that it's completely gone), and if you put Wand Recharge Pedestal, you can even charge your wand from it.
I think there may be incorrect metadata set when node is generated (or incorrect metadata check to determine whether the block should have TileNode).Is your issue with visuals or chunks?
If you just can't see the node: are you using Optifine? This is a known issue, on Optifine's side: nodes don't render (you can't see them) when they're inside another block, such as a Silverwood Log or a Charged Obsidian Tile.
If something is causing the aura node to not save when the chunk is unloaded, could you give more information please?
I got double-ambushed -- a creeper softened me up for a skeleton, both hitting me while I was in a water flow. OK, that's normal so far -- back at my nicely-fortified spawn point, and from there to my lair. Whip up some backup equipment, and head back to reclaim my stuff.
Found my stuff... no skeleton to be seen. What IS there is, a Nether Portal, and I sure-as-heck didn't build it. Also, collecting my stuff, I find it's ALL there. Including my "armor" (mostly gadgets) and uber-bow.
Now, I'd been dreading facing that stuff in the hands of a skelley (travelling or flying skelley with a Power IV Infinity bow and thaumium pants? And hey, it's in the Nether... Ouch!), so I'm not exactly complaining, but still, WTH? A Nether Portal?
I note with amusement that my travelling trunk came back with me when I died, despite the unloaded chunk. Which is useful in its own right, but having a trunk with Entropy hang out long enough to suck up some stuff would be even better.
But now I need to do 3 or 4 more Repair enchants for my new backup equipment. Probably time to make an Arcane Bore....
Are you using the Ruins mod? One of it's ruins is a Nether Portal.
In NORMAL world gen I often only find about 2-3 of them in extreme hills biomes. I'm not saying it's a bad mod, but mystraft makes it too easy to exploit world gen features.
It is not a visual issue. It seems to be a problem with silverwood tree generation. By overriding setBlockAndMetadata in WorldGenSilverwoodTrees and making it throw exception I got this:
Oh, and what's the ID and data value of the cheat sheet thaumo-whatever?
Nope, as long as you scan literally everything you should be fine. Aura nodes themselves are especially good sources of primal aspects. If you're stuck, there's research for a Deconstruction table which will consume items for a chance to end up as one of the six primal aspects depending on the item used.