Are you sure that the node just hasn't energized? In my experience nodes that are big or have several aspects have a waiting period, in which the node has no aspects, sometimes for quite a while. Are there still purple laser beams? It should grow and make a noise when it's done.
I figured when the lightning particles disappeared that meant it had finished. I can start Minecraft up again and see if waiting for a while after the lightning disappears will make it energized.
Edit: It does take a period of time after the lightning is gone for a node to become energized.
Crashes when you try to look up the recipe using Thaumcraft NEI Plugin for Advance Golems when Wand Focus: Animation is Researched. Probably because the golems don't have a texture.
Just got around to messing with the new the update and noticed twilight forest biomes appearing in the overworld yet no chat message indicating any biome id issue.
Just got around to messing with the new the update and noticed twilight forest biomes appearing in the overworld yet no chat message indicating any biome id issue.
I'm getting a biome made of packed ice and obsidian pillars by the name of "Mountain of Madness" which I can only imagine comes from twilight forest considering it's the only other mod I have that adds biomes. (Other than Thaumcraft obviously.)
I'm getting a biome made of packed ice and obsidian pillars by the name of "Mountain of Madness" which I can only imagine comes from twilight forest considering it's the only other mod I have that adds biomes. (Other than Thaumcraft obviously.)
Nope, that's from SpitefulFox's Ridiculous World, and as such -will- appear in the Overworld normally. No glitch here.
Teleporting golem cores? Yes, that would be cool. Perhaps a basic one that is an upgrade to fill/empty, and allows golems to teleport anywhere in the dimension they are currently in.
After that, upgrading it to a transdimensional version.
Has nothing to do with what you said, but that reminded me of another idea: In Sergej Lukianenko's Night Watch books, jinn are stated to be golems mate of pure magical energy instead out of matter. Now the idea is: make golems out of nitor. Or, with the wisp creation stuff, maybe out of wisps by infusing them with animation powder or something. They are fast, but weak (can carry only one item at most, do barely any damage, etc), and can fly. Maybe even through walls, with a special upgrade.
Doesn't look like that, I wondered about that, too...
@Calcifire: I think "Leftie and Rightie" is a little too much, but otherwise I liek. But I don't quite understand what exactly the boots are supposed to do. Generate walkable platforms in mid-air? If yes, what triggers this effect?
And, meh, I rarely name stuff. I'm really bad with names ._.
I
have a TwilightForest Death Tome with infused loyality which I called
Praecipinomicon, though. Too bad 1.1.6 is incompatible with TF...
I am having no problems with the two mods together; I just finished a walk through a hollow hill; it may be a third mod that is causing your issue (or something in your configs)
twilightforest-1.7.10-2.3.7 (configs) and thaumichorizons-1.7.10-1.1.6
You know what would be neat to see? An upgrade to the infernal furnace that's made by tossing Nether bricks into the Planar Vortex (once stabilized, obviously,) and using the resulting Void Bricks in place of normal Nether Brick in the creation of an infernal furnace. Though, it wouldn't be very infernal anymore...
I dub thee: Planar Furnace! Or, you know, anything else that makes sense...
As for the purpose of this, it would behave much like a normal infernal furnace, but has a chance to drop a bonus item with each one it cooks/smelts (a second piece of beef, a second gold ingot,) in addition to the bonus nuggets. Also, if there is a jar of Vacuos nearby, it will draw on that much like the normal infernal furnace does to further accelerate itself, but with an added effect of then being able to smelt thaumium ingots into a few voidmetal nuggets, like 6 or 7 (and perhaps a full ingot from time to time if supplied with the proper CV) which would make things less tedious.
Feel free to suggest any rebalances of quantities of items produced (after all, this thing does need a stable Planar Vortex).
I am having no problems with the two mods together; I just finished a walk through a hollow hill; it may be a third mod that is causing your issue (or something in your configs)
twilightforest-1.7.10-2.3.7 (configs) and thaumichorizons-1.7.10-1.1.6
You have different biome IDs. Meh. I don't think I can change mine anymore without resetting the forest, I guess. Which might be not so
much of a bad idea, actually, I don't have much infrastructure over there. But, without knowing which IDs are
reserved for TH, that would be quite a hit&miss. Also, it is definitely bad design on the side of TH if I have to configure other
mods around it. Every other mod has a config file, and if it adds biomes, it definitely has an option to configure those IDs. I also have biomes o' plenty, who knows if some biomes of TH collide with that as well somewhen later? THAT I definitely cannot change.
one idea could be that it doesn't drop a bonus item, rather, it very rarely drops a random piece of dungeon loot, mob drop, treasure bag contents, pech and villager trade items, that sort of thing, small things lost in the cracks between reality, and the eventual destination of all that crap youve just been voiding or letting despawn, interplanar flotsam and jetsam as it were (with a tiiiiiiiiny chance to win big if you were to get, say, a nether star or primordial pearl (and by tiny I mean TINY, TC has a 1/2048 chance to get a pearl from a rare treasure bag)).
actually, that could be an interesting idea on its own, like an arcane bore with a fishing rod-looking thing instead of a bore (and its wand-looking thing) being cast into the vortex to retrieve "lost" items
Perhaps first you make a void fishing rod and manually cast it into a stable Planar vortex, when you pull back out, the Vortex drops the loot bag/etc.
Then you can automate it with the machine you describe.
Can easily happen when biomes IDs overlap. As I understand it, biomes can register an ID, but either the last or first one to register the ID is the one that gets put on the map. So, have a forest and a nether hellscape with the same ID, you might spawn that forest in the nether or you'll sprout the hellscape in the overworld where it wants to put the forest.
Best solution is to delete the chunks with the wrong biome after you fix the IDs; the next time those areas are loaded, they'll be correct.
I figured when the lightning particles disappeared that meant it had finished. I can start Minecraft up again and see if waiting for a while after the lightning disappears will make it energized.
Edit: It does take a period of time after the lightning is gone for a node to become energized.
Crashes when you try to look up the recipe using Thaumcraft NEI Plugin for Advance Golems when Wand Focus: Animation is Researched. Probably because the golems don't have a texture.
net.minecraft.util.ReportedException: Rendering item
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1092) ~[blt.class:?]
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001) ~[bao.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898) [bao.class:?]
at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_40]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_40]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_40]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_40]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_40]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_40]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_40]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_40]
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214) [NewLaunch.jar:?]
at org.multimc.EntryPoint.listen(EntryPoint.java:165) [NewLaunch.jar:?]
at org.multimc.EntryPoint.main(EntryPoint.java:54) [NewLaunch.jar:?]
Caused by: java.lang.NullPointerException
at com.kentington.thaumichorizons.common.items.ItemGolemPlacer.func_82790_a(ItemGolemPlacer.java:52) ~[ItemGolemPlacer.class:?]
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:485) ~[bny.class:?]
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565) ~[bny.class:?]
at codechicken.nei.guihook.GuiContainerManager.drawSlotItem(GuiContainerManager.java:488) ~[GuiContainerManager.class:?]
at net.minecraft.client.gui.inventory.GuiContainer.func_146977_a(GuiContainer.java:270) ~[bex.class:?]
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:99) ~[bex.class:?]
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061) ~[blt.class:?]
... 16 more
[12:04:53] [Client thread/INFO] [STDOUT]: [net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 6/8/15 12:04 PM
Description: Rendering item
java.lang.NullPointerException: Rendering item
at com.kentington.thaumichorizons.common.items.ItemGolemPlacer.func_82790_a(ItemGolemPlacer.java:52)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:485)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565)
at codechicken.nei.guihook.GuiContainerManager.drawSlotItem(GuiContainerManager.java:488)
at net.minecraft.client.gui.inventory.GuiContainer.func_146977_a(GuiContainer.java:270)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:99)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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 org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.kentington.thaumichorizons.common.items.ItemGolemPlacer.func_82790_a(ItemGolemPlacer.java:52)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:485)
-- Item being rendered --
Details:
Item Type: com.kentington.thaumichorizons.common.items.ItemGolemPlacer@18473bda
Item Aux: 1
Item NBT: null
Item Foil: false
Stacktrace:
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565)
at codechicken.nei.guihook.GuiContainerManager.drawSlotItem(GuiContainerManager.java:488)
at net.minecraft.client.gui.inventory.GuiContainer.func_146977_a(GuiContainer.java:270)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:99)
-- Screen render details --
Details:
Screen name: codechicken.nei.recipe.GuiUsageRecipe
Mouse location: Scaled: (274, 258). Absolute: (549, 229)
Screen size: Scaled: (680, 373). Absolute: (1360, 746). Scale factor of 2
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['<PROFILE NAME>'/126, l='MpServer', x=-232.54, y=15.62, z=357.70]]
Chunk stats: MultiplayerChunkCache: 625, 625
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-229,4,320), Chunk: (at 11,0,0 in -15,20; contains blocks -240,0,320 to -225,255,335), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 57628 game time, 248078 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 8 total; [EntityItem['item.item.ItemShard.0'/6, l='MpServer', x=-232.13, y=4.13, z=359.13], EntityItem['item.item.ItemShard.5'/7, l='MpServer', x=-232.09, y=4.13, z=359.13], EntityItem['item.item.ItemShard.2'/8, l='MpServer', x=-232.19, y=4.13, z=358.81], EntityPainting['Painting'/28, l='MpServer', x=-182.94, y=9.50, z=214.50], EntityPainting['Painting'/28, l='MpServer', x=-182.94, y=9.50, z=214.50], EntityItemFrame['Item Frame'/29, l='MpServer', x=-178.06, y=9.50, z=215.50], EntityItemFrame['Item Frame'/30, l='MpServer', x=-178.06, y=9.50, z=214.50], EntityClientPlayerMP['<PROFILE NAME>'/126, l='MpServer', x=-232.54, y=15.62, z=357.70]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:919)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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 org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
Just got around to messing with the new the update and noticed twilight forest biomes appearing in the overworld yet no chat message indicating any biome id issue.
I am getting a chat message.
Which TF buomes are appearing your Overworld?
I'm getting a biome made of packed ice and obsidian pillars by the name of "Mountain of Madness" which I can only imagine comes from twilight forest considering it's the only other mod I have that adds biomes. (Other than Thaumcraft obviously.)
Nope, that's from SpitefulFox's Ridiculous World, and as such -will- appear in the Overworld normally. No glitch here.
Does this mod generate a config file?
Has nothing to do with what you said, but that reminded me of another idea: In Sergej Lukianenko's Night Watch books, jinn are stated to be golems mate of pure magical energy instead out of matter. Now the idea is: make golems out of nitor. Or, with the wisp creation stuff, maybe out of wisps by infusing them with animation powder or something. They are fast, but weak (can carry only one item at most, do barely any damage, etc), and can fly. Maybe even through walls, with a special upgrade.
Hmm, could it be that I posted that already?
edit:
Doesn't look like that, I wondered about that, too...
@Calcifire: I think "Leftie and Rightie" is a little too much, but otherwise I liek. But I don't quite understand what exactly the boots are supposed to do. Generate walkable platforms in mid-air? If yes, what triggers this effect?
Ah, I understand^^
And, meh, I rarely name stuff. I'm really bad with names ._.
I have a TwilightForest Death Tome with infused loyality which I called Praecipinomicon, though. Too bad 1.1.6 is incompatible with TF...
I dunno, I think Boots of the Traveller are kind of amazing already.
An upgrade might make them a bit too OP.
And if one does come around, then that is probably something that would happen in vanilla Thaumcraft.
Is there a way to fix the -1 Golemancer's Bell issue?
i see that you can get chameleon or spider ability.
But can you get Enderman teleportation ability?
Well, it turns out that the default Planar-Vortex has an... Oddly specific combination of aspects...
Seems like just the node that would make a tainted meat dimension, no?
I am having no problems with the two mods together; I just finished a walk through a hollow hill; it may be a third mod that is causing your issue (or something in your configs)
twilightforest-1.7.10-2.3.7 (configs) and thaumichorizons-1.7.10-1.1.6
You know what would be neat to see? An upgrade to the infernal furnace that's made by tossing Nether bricks into the Planar Vortex (once stabilized, obviously,) and using the resulting Void Bricks in place of normal Nether Brick in the creation of an infernal furnace. Though, it wouldn't be very infernal anymore...
I dub thee: Planar Furnace! Or, you know, anything else that makes sense...
As for the purpose of this, it would behave much like a normal infernal furnace, but has a chance to drop a bonus item with each one it cooks/smelts (a second piece of beef, a second gold ingot,) in addition to the bonus nuggets. Also, if there is a jar of Vacuos nearby, it will draw on that much like the normal infernal furnace does to further accelerate itself, but with an added effect of then being able to smelt thaumium ingots into a few voidmetal nuggets, like 6 or 7 (and perhaps a full ingot from time to time if supplied with the proper CV) which would make things less tedious.
Feel free to suggest any rebalances of quantities of items produced (after all, this thing does need a stable Planar Vortex).
Well, my character is not human for sure.
He is enderlikehuman XD
Sad that i cant get teleportation ability using this.
You have different biome IDs. Meh. I don't think I can change mine anymore without resetting the forest, I guess. Which might be not so
much of a bad idea, actually, I don't have much infrastructure over there. But, without knowing which IDs are
reserved for TH, that would be quite a hit&miss. Also, it is definitely bad design on the side of TH if I have to configure other
mods around it. Every other mod has a config file, and if it adds biomes, it definitely has an option to configure those IDs. I also have biomes o' plenty, who knows if some biomes of TH collide with that as well somewhen later? THAT I definitely cannot change.
Perhaps first you make a void fishing rod and manually cast it into a stable Planar vortex, when you pull back out, the Vortex drops the loot bag/etc.
Then you can automate it with the machine you describe.
My issue isn't in the twilight forest itself, I'm having it spawn twilight forest biomes in the overworld which shouldn't be happening.
Can easily happen when biomes IDs overlap. As I understand it, biomes can register an ID, but either the last or first one to register the ID is the one that gets put on the map. So, have a forest and a nether hellscape with the same ID, you might spawn that forest in the nether or you'll sprout the hellscape in the overworld where it wants to put the forest.
Best solution is to delete the chunks with the wrong biome after you fix the IDs; the next time those areas are loaded, they'll be correct.