This is still an issue, is there anyway to fix this?
Works fine for me. What other TC add-ons do you have, and are they all updated?
Also Greatwood Boats are, dare I say it, even more broken than vanilla boats. After I got out of it the first time, not only could I not get back in, I couldn't even break it. Also, with the Thaumium Boat, how are you supposed to get out of it safely?
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
~~~~~~~~
Works fine for me. What other TC add-ons do you have, and are they all updated?
Also Greatwood Boats are, dare I say it, even more broken than vanilla boats. After I got out of it the first time, not only could I not get back in, I couldn't even break it. Also, with the Thaumium Boat, how are you supposed to get out of it safely?
From what I remember it's most likely caused by some word conflict with Reliquary now.
Is there any plans to update this mod to 1.8 or hand it off to someone else to do?
The last time TheKentington was on he said that he planned on sticking with 1.7.10, released a 1.1.9, and then disappeared. It would be nice to get an update, but I realize that real life gets in the way.
What's the fix to the golemancer's bell? It's still not working for like a billion people...
Works fine as a minetweaker script by overriding the broken TH one. You can also try disable the broken one, though I Couldn't be assed as this works for the moment.
// --- Vanilla Golem Bell
mods.thaumcraft.Research.addResearch("FIXGOLEMBELL", "GOLEMANCY", "null", 1, 0, 8, <Thaumcraft:GolemBell>);
game.setLocalization("en_US", "tc.research_name.FIXGOLEMBELL", "Golemancer's Bell");
game.setLocalization("en_US", "tc.research_text.FIXGOLEMBELL", "[TC] Fixes the broken Thaumic Horizon bell.");
mods.thaumcraft.Research.addPrereq("FIXGOLEMBELL", "GOLEMBELL", false);
mods.thaumcraft.Research.addSibling("GOLEMBELL", "FIXGOLEMBELL");
mods.thaumcraft.Research.setConcealed("FIXGOLEMBELL", true);
mods.thaumcraft.Research.setStub("FIXGOLEMBELL", true);
mods.thaumcraft.Research.setRound("GOLEMBELL", true);
mods.thaumcraft.Research.addPage("FIXGOLEMBELL", "Thaumcraft.research_page.FIXGOLEMBELL");
game.setLocalization("en_US", "Thaumcraft.research_page.FIXGOLEMBELL", "The Golemancer's Bell is broken by Thaumic Horizons, so this is my attempt to fix it. This should allow crafting of the proper Bell which shouldn't cause client crashes and server disconnects. Please report any further bugs.");
mods.thaumcraft.Research.addCraftingPage("GOLEMBELL", <minecraft:planks>);
mods.thaumcraft.Arcane.addShaped("FIXGOLEMBELL", <Thaumcraft:GolemBell>, "ordo 5", [
[null, <ore:gemNetherQuartz>, <ore:gemNetherQuartz>],
[null, <ore:gemNetherQuartz>, <ore:gemNetherQuartz>],
[<ore:stickWood>, null, null]]);
mods.thaumcraft.Research.addArcanePage("FIXGOLEMBELL", <Thaumcraft:GolemBell>);
Works fine as a minetweaker script by overriding the broken TH one. You can also try disable the broken one, though I Couldn't be assed as this works for the moment.
// --- Vanilla Golem Bell
mods.thaumcraft.Research.addResearch("FIXGOLEMBELL", "GOLEMANCY", "null", 1, 0, 8, <Thaumcraft:GolemBell>);
game.setLocalization("en_US", "tc.research_name.FIXGOLEMBELL", "Golemancer's Bell");
game.setLocalization("en_US", "tc.research_text.FIXGOLEMBELL", "[TC] Fixes the broken Thaumic Horizon bell.");
mods.thaumcraft.Research.addPrereq("FIXGOLEMBELL", "GOLEMBELL", false);
mods.thaumcraft.Research.addSibling("GOLEMBELL", "FIXGOLEMBELL");
mods.thaumcraft.Research.setConcealed("FIXGOLEMBELL", true);
mods.thaumcraft.Research.setStub("FIXGOLEMBELL", true);
mods.thaumcraft.Research.setRound("GOLEMBELL", true);
mods.thaumcraft.Research.addPage("FIXGOLEMBELL", "Thaumcraft.research_page.FIXGOLEMBELL");
game.setLocalization("en_US", "Thaumcraft.research_page.FIXGOLEMBELL", "The Golemancer's Bell is broken by Thaumic Horizons, so this is my attempt to fix it. This should allow crafting of the proper Bell which shouldn't cause client crashes and server disconnects. Please report any further bugs.");
mods.thaumcraft.Research.addCraftingPage("GOLEMBELL", <minecraft:planks>);
mods.thaumcraft.Arcane.addShaped("FIXGOLEMBELL", <Thaumcraft:GolemBell>, "ordo 5", [
[null, <ore:gemNetherQuartz>, <ore:gemNetherQuartz>],
[null, <ore:gemNetherQuartz>, <ore:gemNetherQuartz>],
[<ore:stickWood>, null, null]]);
mods.thaumcraft.Research.addArcanePage("FIXGOLEMBELL", <Thaumcraft:GolemBell>);
Omg thank you!
EDIT: Upon trying this, I found out that the golemancer's bell still doesn't work. The fix research crashes the game just like the thaumic horizons version T_T
The Meaning of Life, the Universe, and Everything.
Location:
net.minecraft.world.ChunkCache
Join Date:
12/17/2010
Posts:
60
Location:
Eclipse - Java IDE
Minecraft:
Alkalus
Member Details
The fix does work, as I use it on a production server with players.
I have yet to update and see how it works with 1.1.9, but I'll update when I do within the next few days.
Your work in golemancy has grown to a great extent. Your Golems, however, have not. You've heard tell of Villages constructing rudimentary golems of great stature out of iron to guard them from the terrors of the night. Sadly these towering wardens are vastly lacking in intelligence, wandering aimlessly, deaf to the ringing of your golemancer's bell, and completely unable to accept any form of animation cores or upgrades. Your Crucible itself is much too small to produce anything of this size, however, the discovery of Golem animation powder, coupled with the Curative Vat offers a solution. First you must craft the Inert golem, simply take any four blocks of the same type, and bind them together with the animation powder in an arcane crafting table. Some Perdito Vis is necessary to disrupt the animation powder's normal function. Then, take the inert golem to your Curative vat, and pump in (insert whatever Essentia is needed) to give it life. These large golems function the same as their smaller brethren, but have the obvious advantage of being significantly stronger, able to complete tasks that weaker golems simply could not. You're pretty sure that you've got the loyalty spell firmly in place....
Research: Golem Body. No more strings on me. (requires all self infusions researched, Oversized golem, void metal)
Your new body is Stronger than anything you could have hoped for, but deep down you feel it is not enough. Although you have mastered death, you understand that you are still mortal. The confines of flesh have become restrictive. You feel that it is time to transcend this mortal form once and for all. First, you must assemble your new body. The ever wondrous properties of voidmetal show promise. Start with fashioning a large golem from voidmetal. You will need to drastically modify this golem before it can accept your soul. The power of the primordial pearl is key. Place the inert golem on your infusion altar. By infusing it with the powers of void metal, a soul beacon, two nether stars, and a primordial pearl, you can create a unique animation core capable of housing your soul. This core is permanently bound to the golem, and will not come off. Now you must place your void metal shell into the Curative vat, and add any self infusions you desire. The rest is as it has always been for the process of self reincarnation. Soon now, you shall have a body that has no need of food, can repair itself rapidly from any damage, and possesses the strength to rival gods! Soon they shall all stand in awe of your might.
(hidden stat, inhabiting a golem body will max out your warp, you cannot get the warp ward status, and warped tumor will not save your sanity. A nasty surprise with no warning in game)
I don't even care if this goes nowhere, I was just inspired to write this down on the spur of the moment.
Rollback Post to RevisionRollBack
WARNING:
My output of snark depends on your output of stupidity.
I believe if you were to do the voidmetal body, maybe mix the planar theory with the reincarnation theory together and make something new, planar rebirth. Its the voidmetal shell thing but you would be sent to the void and back in a matter of less than a second and be rebirthed from the void. Oh and adding custom upgrades to you new void metal body would be epic. Like a vis storage buffer that holds 100 vis, or maybe built in focus gauntlet that runs off of the vis buffer, and possibly the ability to morph your hand into void metal tools. Also sailing how would you expirience warp without a brain, maybe make a custom "brain" for you new body, because your soul alone doesnt have the capabilities to make complex decisions. With that possibly casing your soul in a planar conduit to channel the voids energies. Finally, maybe a vat infusion of corrupting and purifying. It would be able to turn villagers to zombies and vice versa. The second tier of it would be able to infuse (capable) mobs with vittium to turn them into there tainted counterparts (non compatible ones would just turn to taint slimes). The 3rd tier would be able to revive the undead, turning skeletons and zombies into 'revived' 'humans'. By that i mean they would be mindless villagers to a sort. They will wander aimlessly not running from zombies and have terrible api, walking off of cliffs. But uh they can be good pets. To make them into villagers
But how will warp events take place? Most of them are potion effects, like sunscorned. How will that work with no skin to burn? Or flux flu or thaumaria?
Warp effects are all in you head anyway, it's you insanity affecting the magic around you, turning imagined threats real. You have no brain, your soul is insane. You had strings but now your' re free,
But what if yo couldharne&s that power, bending it to your will? The imagined no longer being only a thoug--amnbisnbnb. WIth th&t pow4444r, you could become even poweurhaoswfbavava v6^#RT&YChaoShwdbfFRETffgwgBEwareegc *static Noises*. Or possib- *the rest of this text was removed from existance*
OK, I have pretty much found da best thing ever, you can mutant creature pets (at least some of them). I've only tested it on the mutant creeper and enderman but i dont know if the skeleton might work because i jarred it but didnt infuse it. It does not work on the zombie however. So have fun with you new mutant pets! EDIT: It does not work on the skeleton
soon we want to go public with the Mod Pack GT New Horizons which your mod Thaumic Horizons are included.
We are working on the pack since November 2014 and hope we get it well balanced.
May i ask you to get us permission to proceed. We planning to make this pack available on Technic launcher with Solder enabled to make sure all Mods are linked to the Authors Websites and credit them well enough.
At the moment we are a using the Modpack private at a whitelisted Server to test and develop things with a few Friends.
If you have any Questions send me a pm.
Thanks in advance.
DreamMasterXXL
Rollback Post to RevisionRollBack
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
Works fine for me. What other TC add-ons do you have, and are they all updated?
Also Greatwood Boats are, dare I say it, even more broken than vanilla boats. After I got out of it the first time, not only could I not get back in, I couldn't even break it. Also, with the Thaumium Boat, how are you supposed to get out of it safely?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
From what I remember it's most likely caused by some word conflict with Reliquary now.
Is there any plans to update this mod to 1.8 or hand it off to someone else to do?
The last time TheKentington was on he said that he planned on sticking with 1.7.10, released a 1.1.9, and then disappeared. It would be nice to get an update, but I realize that real life gets in the way.
And a fix to the Golemmancers Bell. I had a real sketchy Minetweaker workaround which really wasn't nice.
Check out GT++ for GT5/5u/CE on Curse!
What's the fix to the golemancer's bell? It's still not working for like a billion people...
Works fine as a minetweaker script by overriding the broken TH one. You can also try disable the broken one, though I Couldn't be assed as this works for the moment.
Check out GT++ for GT5/5u/CE on Curse!
Omg thank you!
EDIT: Upon trying this, I found out that the golemancer's bell still doesn't work. The fix research crashes the game just like the thaumic horizons version T_T
The fix does work, as I use it on a production server with players.
I have yet to update and see how it works with 1.1.9, but I'll update when I do within the next few days.
Check out GT++ for GT5/5u/CE on Curse!
I am adding your mod to my pack for my tekkit server, It Is Awesome.
Ah if only you could transport your soul into a void metal shell... that would be awesome.
Ooh INSPIRATION.
Research: oversized golems, Making bigger minions. (Requires curative vat, golem animation powder)
Your work in golemancy has grown to a great extent. Your Golems, however, have not. You've heard tell of Villages constructing rudimentary golems of great stature out of iron to guard them from the terrors of the night. Sadly these towering wardens are vastly lacking in intelligence, wandering aimlessly, deaf to the ringing of your golemancer's bell, and completely unable to accept any form of animation cores or upgrades. Your Crucible itself is much too small to produce anything of this size, however, the discovery of Golem animation powder, coupled with the Curative Vat offers a solution. First you must craft the Inert golem, simply take any four blocks of the same type, and bind them together with the animation powder in an arcane crafting table. Some Perdito Vis is necessary to disrupt the animation powder's normal function. Then, take the inert golem to your Curative vat, and pump in (insert whatever Essentia is needed) to give it life. These large golems function the same as their smaller brethren, but have the obvious advantage of being significantly stronger, able to complete tasks that weaker golems simply could not. You're pretty sure that you've got the loyalty spell firmly in place....
Research: Golem Body. No more strings on me. (requires all self infusions researched, Oversized golem, void metal)
Your new body is Stronger than anything you could have hoped for, but deep down you feel it is not enough. Although you have mastered death, you understand that you are still mortal. The confines of flesh have become restrictive. You feel that it is time to transcend this mortal form once and for all. First, you must assemble your new body. The ever wondrous properties of voidmetal show promise. Start with fashioning a large golem from voidmetal. You will need to drastically modify this golem before it can accept your soul. The power of the primordial pearl is key. Place the inert golem on your infusion altar. By infusing it with the powers of void metal, a soul beacon, two nether stars, and a primordial pearl, you can create a unique animation core capable of housing your soul. This core is permanently bound to the golem, and will not come off. Now you must place your void metal shell into the Curative vat, and add any self infusions you desire. The rest is as it has always been for the process of self reincarnation. Soon now, you shall have a body that has no need of food, can repair itself rapidly from any damage, and possesses the strength to rival gods! Soon they shall all stand in awe of your might.
(hidden stat, inhabiting a golem body will max out your warp, you cannot get the warp ward status, and warped tumor will not save your sanity. A nasty surprise with no warning in game)
I don't even care if this goes nowhere, I was just inspired to write this down on the spur of the moment.
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
I believe if you were to do the voidmetal body, maybe mix the planar theory with the reincarnation theory together and make something new, planar rebirth. Its the voidmetal shell thing but you would be sent to the void and back in a matter of less than a second and be rebirthed from the void. Oh and adding custom upgrades to you new void metal body would be epic. Like a vis storage buffer that holds 100 vis, or maybe built in focus gauntlet that runs off of the vis buffer, and possibly the ability to morph your hand into void metal tools. Also sailing how would you expirience warp without a brain, maybe make a custom "brain" for you new body, because your soul alone doesnt have the capabilities to make complex decisions. With that possibly casing your soul in a planar conduit to channel the voids energies. Finally, maybe a vat infusion of corrupting and purifying. It would be able to turn villagers to zombies and vice versa. The second tier of it would be able to infuse (capable) mobs with vittium to turn them into there tainted counterparts (non compatible ones would just turn to taint slimes). The 3rd tier would be able to revive the undead, turning skeletons and zombies into 'revived' 'humans'. By that i mean they would be mindless villagers to a sort. They will wander aimlessly not running from zombies and have terrible api, walking off of cliffs. But uh they can be good pets. To make them into villagers
It's the fact that your body has no brain that the Warp is so severe.
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
But how will warp events take place? Most of them are potion effects, like sunscorned. How will that work with no skin to burn? Or flux flu or thaumaria?
Warp effects are all in you head anyway, it's you insanity affecting the magic around you, turning imagined threats real. You have no brain, your soul is insane. You had strings but now your' re free,
T̵̡̢͓̜̞̺̯̯̞̼̯̲̆̊ͣ̎ͮ̔̉̂̿͜͝ͅͅḨ̢̮̲̮̞͔͚̦̀̾͌̾̈̎̈́͑̄͜͞Ę̴͎̫̪͔͖̦̻͉͈͉͕̬͓̏̊͊͗͐ͨ̓̊ͫ͆̈ͨ͛ͤ̈́́̚͞ͅR̵̎͌ͮ̐͗̅͜͏҉̭̥̫͍͔̥̗͙E̸̴̡͚̤̣̞̫͈̬͙͈ͤ̋̈͗͒ͥ̄̑̇̈̉ͧ̋ͨ̅ͫ̿͑ͨ͢ ̓́̌̀̄͒ͨͨ̍́̿̆҉̛̣̣̫̦̟̰̮̰̮̙̫̥͉ͅA̸͙̜̥̟̮̭̪͚̮͔̞̰̮͖ͥ̇̑ͪ͛̇̇͗ͬ̅̅̍̐̽ͥͩͨ͢͝R̶̡͎̥̹̘̳͔̭͚̻͕̓ͤ́͊͆͛̋̀̕̕Ȩ̷̛̼̞̤̤̗͊͂̑ͤͤ̓͛̍̽͐͠ ̴̷̤̻̬̖͚͇̻̲̣̬̬̣̮ͫ͛͂̉̉̈̑̓͐̕͢͞N̶̨͕̙̯̫̳͈̮̖̗̹̯̻̒̋́̐ͩͬͥ̑͋ͫͫ̇͑͟O̷̿ͦ̒̀̿̄͜͜҉̶̝̙̙͓̮̲͓̰͕̜͓̻ ̶̷̸̨͖̟̦̱͓̹͈̣̙̫͎ͥͥ̉͗͊ͭ͂́̉̉͢Ś̷̬̪̳͎̘̰̲̪͚͖̖̪ͪ̊ͫͧ̾̎ͬ̿ͭ͌̓͛͆̄̂ͫͩ̊͞͝ͅT͈̥͕̪͉̫̦̫̝̻͇̺̘̥̟̻̮ͦͨͯ̕̕R̸̡̛̹͕̱̙̠̭̞̖̱͇̠̯̣̥͌̄ͪͮͅİ̴̶̥̟͔̺̠͕̘͕̬̯̅͗̉͆͊̍̕N̡͚̣͉̪̯͉̠̲͙̽̄͊ͨ̆̿̑̍͊̃̄͂́̈̀̕̕G̵̴̵͕̗̦̥̞͓ͣ̀͛̀́́S̸̛̬͔̤͕̝̻̬̳̻̜̞̲̗̘ͦ̄̃̍͂ͪ̆̒ ̡̱̝̟̯͓̪͕̼͚̻̞̗̼̙̩ͬ̀͗́ͅÖ̡̨̻̞͎̦͍̫̙̤͕́̃̉ͯ̉̓̒͑N̶̙̰͉̤̻͇̮̬͔̺̖̜̫͕ͧͩ͆̍̒ͭ̅ͯ̚̕͠͞͝ͅͅ ̡̨̻͉͙͖̰̗̭͉̞͙̦͚ͨ̆̏́̅̈̃̅̆͞͠M̷̦̲̱̗̥̜̣͖̤͔̝̹̻̳̼̞̺̠̲͗̂̽̃̈́̊͛̀́͠E̷̢̻̯̫̥͓̗̩̙͉̠̠̩͒̾̇̏
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
But what if yo could harne&s that power, bending it to your will? The imagined no longer being only a thoug--amnbisnbnb. WIth th&t pow4444r, you could become even poweurhaoswfbavava v6^#RT&YChaoShwdbfFRETffgwgBEwareegc *static Noises*.
Or possib-*the rest of this text was removed from existance*I'm going to use this mod in my modpack!
Mods list and some more info are here.
https://docs.google.com/spreadsheets/d/1q8tsmqHvrthqsDe-zX1PgCrnNLT9F1Xvclfn9RwBR7Y/edit?usp=sharing
I'm a Japanese YouTuber.
https://www.youtube.com/c/SOLCrafters
OK, I have pretty much found da best thing ever, you can mutant creature pets (at least some of them). I've only tested it on the mutant creeper and enderman but i dont know if the skeleton might work because i jarred it but didnt infuse it. It does not work on the zombie however. So have fun with you new mutant pets! EDIT: It does not work on the skeleton
Hi TheKentington
soon we want to go public with the Mod Pack GT New Horizons which your mod Thaumic Horizons are included.
We are working on the pack since November 2014 and hope we get it well balanced.
More infos about the Pack you can get here:
Github:
https://github.com/GTNewHorizons/NewHorizons
Technic Page (Solder aktivated)
http://www.technicpack.net/modpack/mcnewhorizons.677387
Forum:
http://forum.gtnewhorizons.com/
May i ask you to get us permission to proceed. We planning to make this pack available on Technic launcher with Solder enabled to make sure all Mods are linked to the Authors Websites and credit them well enough.
At the moment we are a using the Modpack private at a whitelisted Server to test and develop things with a few Friends.
If you have any Questions send me a pm.
Thanks in advance.
DreamMasterXXL
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod: