That is understandable, some of FM's coolest concepts weren't really that dependent on Thaumcraft and I'd like to see those expanded upon rather than Yet Another Crossover Wand tbh
Although minimal integration would still be nice I think, but the line needs to be drawn somewhere or it will be the same as it was before.
Thaumcraft is one of my most favorite mods but after awhile it starts to feel a bit limited in what you can do. This definitely fixes that. THank you. No disrespect to original thaumcraft! need to clear that up.
I used it on a modpack. Now that I am trying to get the mod itself, it is having an enchant id conflict with another mod so it crashes before the game will load.
To be more specific, it is conflicting with enchant ID 70 from artifice. that enchant being an armor enchant called invisible.
Thaumcraft is one of my most favorite mods but after awhile it starts to feel a bit limited in what you can do. This definitely fixes that. THank you. No disrespect to original thaumcraft! need to clear that up.
I used it on a modpack. Now that I am trying to get the mod itself, it is having an enchant id conflict with another mod so it crashes before the game will load.
To be more specific, it is conflicting with enchant ID 70 from artifice. that enchant being an armor enchant called invisible.
This isn't a crash to report, change the ID's in the configs for one of the conflicting mods.
I'd recommend it, especially because some ID conflicts don't cause crashes, until you encounter them(like biomes) so you might be playing for a week before it causes an issue, and then ruins the world.
While adjusting the files, I had a run in with two other enchants. One from Custom NPCs a d the other from I don't remember. Come to think of it, that may be the reason Twilight Forest was crashing... I am starting to understand crash reports but very vaguely. Is there a "How to read a crash" thread?
Awesome! I was fearing they'd be lost as the Botania wands are one of the biggest reasons I play with FM, though I'm looking forward to FM2 just as much as I've grown to love all of rest of the goodies your mod has and I'm looking forward to having more fun with them. ^.^
Hm, I can't craft any purifier shovels. It crafts the earthmover shovel instead. I used a silverwood log and order shards all right, but then the altar started drawing terra and fabrico. Could be some sort of a oredict conflict, in that both greatwood and silverwood are considered "logs" and the shards are all considered shards? Maybe simple make the recipe to have the shards be opposite of each other?
edit: I can't even fix this via modtweaker. I changed it, but even with the changed infusion recipe, it still starts drawing terra and fabrico
I'm having an Infusion Altar problem, I was fine just playing TC 4.2.3.5. After i installed FM, Infusion Altar can't start when I try to right click with my Primal Staff...
Oh... and if FM2 going to be stand alone mod... you might want to add in its own infusion altar and research table to become stand alone.
Hm, I can't craft any purifier shovels. It crafts the earthmover shovel instead. I used a silverwood log and order shards all right, but then the altar started drawing terra and fabrico. Could be some sort of a oredict conflict, in that both greatwood and silverwood are considered "logs" and the shards are all considered shards? Maybe simple make the recipe to have the shards be opposite of each other?
edit: wtf, I can't even fix this via modtweaker. I changed it, but even with the changed infusion recipe, it still starts drawing terra and fabrico
The pickaxe of distortion was affected, too (infused into the pickaxe of the core), and in the end I managed to "fix" it via minetweaking the recipe to use an emerald instead of the diamond. Could it be that the actual order of the infusion items is irrelevant, too?
The pickaxe of distortion was affected, too (infused into the pickaxe of the core), and in the end I managed to "fix" it via minetweaking the recipe to use an emerald instead of the diamond. Could it be that the actual order of the infusion items is irrelevant, too?
The order of the items is indeed irrelevant. Try having only the essentia types that you need in range, should work fine.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The order of the items is indeed irrelevant. Try having only the essentia types that you need in range, should work fine.
No, I had it like this when I noticed. I only had the 3 jars for the purifier shovel, but then it wanted terra, and I started panicking and interrupted the infusion.
I'm new to the forum, so if I'm in the wrong place or going about this wrong then tell me. I believe I've discovered an unintentional interaction between the Blood Magic Staff and Tinkerer's construct gear. When it cannot receive LP from the network (and hence, damages you) it will break any tinker's construct gear equipped, including any heart containers, traveller's glove, and most importantly (and annoyingly) will break your knapsack, deleting all items within. This was with keep inventory set to true. When I tested it with keep inventory set to false, it deleted all items I was carrying, which was only a blood staff and an equipped knapsack. This happened on the most recent updated version of Blightfall, which is running Tinkerer's Construct version 1.8.3.DEV.1911337 (dev = in development?) and Forbidden Magic Version 1.7.10-471. So If I'm in the wrong place any redirection would be much appreciated.
D: sucks to hear, but understandable if you're busy or modding just isn't fun for you anymore.
Profile pic by Cheshirette c:
Mostly that I'm tired of adding onto Thaumcraft.
If it ends up happening, FM2 will be standalone.
I see :v
That is understandable, some of FM's coolest concepts weren't really that dependent on Thaumcraft and I'd like to see those expanded upon rather than Yet Another Crossover Wand tbh
Although minimal integration would still be nice I think, but the line needs to be drawn somewhere or it will be the same as it was before.
Profile pic by Cheshirette c:
Standalone? Do you then have to commit sins in order to do magic? That might be an... interesting game mechanic
Naughty secrets! I will rip the secrets from your flesh!
*imagines self brewing potions of hunger and eating cookies for hours on end*
Thaumcraft is one of my most favorite mods but after awhile it starts to feel a bit limited in what you can do. This definitely fixes that. THank you. No disrespect to original thaumcraft! need to clear that up.
I used it on a modpack. Now that I am trying to get the mod itself, it is having an enchant id conflict with another mod so it crashes before the game will load.
To be more specific, it is conflicting with enchant ID 70 from artifice. that enchant being an armor enchant called invisible.
This isn't a crash to report, change the ID's in the configs for one of the conflicting mods.
Sorry. I figured that out late last night. It is already fixed. I'm sorry.
I installed this http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2387300-say-no-to-id-conflicts-install-anti-id-conflict mod to help track all id conflicts down, normally it will crash one at a time, but if you're making your own pack and it's fairly large having to reload even 5 times can be a pain, with this the crash messages are a lot more useful.
I'd recommend it, especially because some ID conflicts don't cause crashes, until you encounter them(like biomes) so you might be playing for a week before it causes an issue, and then ruins the world.
While adjusting the files, I had a run in with two other enchants. One from Custom NPCs a d the other from I don't remember. Come to think of it, that may be the reason Twilight Forest was crashing... I am starting to understand crash reports but very vaguely. Is there a "How to read a crash" thread?
Does that mean that FM2 won't have any of the cool cross-mod wands and items that FM has?
Cross-mod wands will be their own separate mod.
Awesome! I was fearing they'd be lost as the Botania wands are one of the biggest reasons I play with FM, though I'm looking forward to FM2 just as much as I've grown to love all of rest of the goodies your mod has and I'm looking forward to having more fun with them. ^.^
Hm, I can't craft any purifier shovels. It crafts the earthmover shovel instead. I used a silverwood log and order shards all right, but then the altar started drawing terra and fabrico. Could be some sort of a oredict conflict, in that both greatwood and silverwood are considered "logs" and the shards are all considered shards? Maybe simple make the recipe to have the shards be opposite of each other?
edit: I can't even fix this via modtweaker. I changed it, but even with the changed infusion recipe, it still starts drawing terra and fabrico
I'm having an Infusion Altar problem, I was fine just playing TC 4.2.3.5. After i installed FM, Infusion Altar can't start when I try to right click with my Primal Staff...
Oh... and if FM2 going to be stand alone mod... you might want to add in its own infusion altar and research table to become stand alone.
The pickaxe of distortion was affected, too (infused into the pickaxe of the core), and in the end I managed to "fix" it via minetweaking the recipe to use an emerald instead of the diamond. Could it be that the actual order of the infusion items is irrelevant, too?
The order of the items is indeed irrelevant. Try having only the essentia types that you need in range, should work fine.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
No, I had it like this when I noticed. I only had the 3 jars for the purifier shovel, but then it wanted terra, and I started panicking and interrupted the infusion.
I'm new to the forum, so if I'm in the wrong place or going about this wrong then tell me. I believe I've discovered an unintentional interaction between the Blood Magic Staff and Tinkerer's construct gear. When it cannot receive LP from the network (and hence, damages you) it will break any tinker's construct gear equipped, including any heart containers, traveller's glove, and most importantly (and annoyingly) will break your knapsack, deleting all items within. This was with keep inventory set to true. When I tested it with keep inventory set to false, it deleted all items I was carrying, which was only a blood staff and an equipped knapsack. This happened on the most recent updated version of Blightfall, which is running Tinkerer's Construct version 1.8.3.DEV.1911337 (dev = in development?) and Forbidden Magic Version 1.7.10-471. So If I'm in the wrong place any redirection would be much appreciated.