You can replace those last four digits separated by colons with zeroes, by the way. They apparently show the origin coordinates of the original node, which doesn't exist.
Thats probably how TC knows if you've scanned the node or not.
Hello, I'm having some trouble running Thaumcraft and I was wondering if anyone could help. I am trying to run a few mods, and whenever I add Thaumcraft, Minecraft crashes. All the other mods work find without it and it works fine without the mods. I am just not sure where the conflict arises.
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 13/07/15 3:46 AM
Description: Initializing game
java.lang.NullPointerException: Initializing game
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:217)
at thaumcraft.common.Thaumcraft.postInit(Thaumcraft.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:217)
at thaumcraft.common.Thaumcraft.postInit(Thaumcraft.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [Serinity HD [1.8.1].zip] Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
It's a mod load-order conflict with Harvest the Nether. According to Pam, there's nothing they can really do on their end, so a quick-fix is to add a few "Z"s to the beginning of the Harvest the Nether jar name.
So I was just wondering if there could be some kind of device that moves leftover vis from one wand to another. What i'm wondering here is if that'll even be necessary with the next update?
It's a mod load-order conflict with Harvest the Nether. According to Pam, there's nothing they can really do on their end, so a quick-fix is to add a few "Z"s to the beginning of the Harvest the Nether jar name.
Thank you. That fixed it. I am just curious though, what in the error report showed that?
There isn't anything specific to the crash report. I've just learned to recognize part of the stacktrace in the first part and immediately look for Harvest the Nether. There was a big thing about this problem in the Pam's Mods forum when the mod first came out.
strage question ask i, what would be the strangest add-on mod for thumcraft? i had a strange dream of one for pixalmon last night and made me wonder if there was any stranger.
Rollback Post to RevisionRollBack
any animal on a druids shoulder is his family, the land under his feet his home
strage question ask i, what would be the strangest add-on mod for thumcraft? i had a strange dream of one for pixalmon last night and made me wonder if there was any stranger.
Try Thaumic Horizons. It definitely adds a lot of mad scientist feeling content.
I love this mod so much! great animation, very unique and original - sadly, I can't use it because every time I log into a world with it, it crashes because of a weird bug with the taint spore spawner.
I love this mod so much! great animation, very unique and original - sadly, I can't use it because every time I log into a world with it, it crashes because of a weird bug with the taint spore spawner.
Can you show us the crash log (preferably by uploading it to pastebin and giving us the link)?
In terms of the Flux-Disposal problem, maybe you could blacklist flux-type essentia from being put in void jars, or can't be put in jars altogether and so that they can't be crystallised, and thus can't be thrown in bins!
First i'll just have to share how much i like the way i can switch wand focus at the same time i'm manuvering around, thaumcraft is greatly benefiting from this feature.
(i'm impressed every time i change focus and move around at the same time, a good feeling, feels skill based)
I really really like thaumcraft but i have some issues:
1) still clunky/slow wand focus change
2) lack of inventory space
3) unreliable wand use
So i have few suggestions i figure i'll throw out there:
1) Making the "pick a focus" screen a radial menu with much bigger targets, there should just be a small deadzone in the middle. I shouldn't have to micromanage equipping focus, the graphics is nice currently but it is too slow, make it close to instant. This would be so GOOD, it would make it harder to miss my focus selection and my spell casting could get twise as fast, a much more enjoyable experience!
Right now it is so clunky (somewhat unenjoyable) when i have 2 - 3 wands/staves it just takes too long time to change focus on them and if i do it too quickly the cursor disappears and i have to do it blindly, or let go and try again (making it even slower yet again) very annoying (bug).
This is even worse with FPS lag, please make it a simple screen, even just an icon for each and a highlighted selector is good, the importance here is speed and stability, i don't have time to waste when a creeper is in my face! Just too slow and laggy.
It could looks something like the picture i attached its very similar to yours but just a little more focus on speed&stablity, with stability i mean that it would be good if they didn't rotate out because then i have to time my focus selection as well as aiming it, that slows it down and is prone to make me do mistakes, the graphics shouldn't match the code, because graphics is slower than code and i can't wait for graphics.
A way of binding a few keys to certain focuses could be nice as well.. like 1 or 2 binds, like press:
"X" then "1" equip focus on slot 1
"X" then "2" equip the focus designated in slot 2.
This would allow for very quick spellcasting of a few focus that is used constantly or needs quick draw. This could be an upgrade of some sort for this powerful utility of "quick draw"
Seems some focuses can use the G button after upgraded, maybe you could put this as a focus upgrade to allow them to be quick drawn? the "X" button will of course be configurable.
2) Something better than trunks for mobile item storage, void magic comes into mind as a way of storing items in space, or maybe flying wisps that are somewhat silent compared to the trunk which is loud and annoying and gets stuck, sure it can be picked up but i need to carry a golem bell for that, so that is 2 item slots for something that could take 0 slots, right before now i was using 4 bags from project red but i don't like that it reduces my inventory space and its another big mod for something that could be included and balanced in here. So i had 4 bags and 3 primal charms (for the aspects) and some other random stuff, it takes up 9 slots easily, i also carry my scepter around to be charged with the primal charms.
The void magic method could be a void wisp that opens a connection to another place and this wisp can be killed in combat but as the wisp itself is just a gate, not a chest the items remain in that space until you revive it or craft another one.
I did something strange: i put the trunk in the infusion altar and attempted to transform it into "future trunks" using the advanced golem infusion but it didn't work, i was disappointed because i thought the trunk was using golem magic? it would make sense if i could upgrade it to support another golem upgrade, and an advanced version could have a check box to mute sound and a slider for distance before teleporting (the mute option should mute/lower the teleport sound as well, sound is very important if it is going to be around you all the time) a future trunks could also be able of flight perhaps?.
3) Another reason i go around with the scepter is just that i need an item that to interact with stuff and not cast a spell by mistake, like harvesting pam's harvest craft crops by right click, a sword will slow me down on right click, a wand with focus will attempt to cast a spell on the plants etc, i usually went with a pickaxe in slot 2 so i can easily open chest, harvest tracks, break most blocks and harvest plants, but i'm a friggin thaumaturge i shouldn't need mundane tools and i don't like how it looks with the void thaumaturge's robes. Now when i have stop going around with many "unnecessary" items i don't have the pickaxe anymore (of course i stopped going with shovels a long time ago because excavation works great with that) i even gave up my axe, tho now i cannot break TABLES without them becoming arcane workbenches. (IIRC did you fix it so that the equal trade focus works on tables now? i may be on a older build but it would be nice if i could at least exchange tables, it doesn't work for some reason)
It's annoying when i'm trying to fly and stuff (TT arise focus) and i run into essentia tubes and they decide to disappear or stop sending in case of valves, i have to be soooo careful not to screw things up. Other mods usually have dedicated tools for block interraction and the wand is not very dedicated so mistakes will happen a lot, a focus in the wand could allow for wand-to-block interraction perhaps? It is pretty bad that when a creeper is in your face that you close a valve instaid of flying away and stuff... so staff usage should FIRST and foremost be about using focuses SECONDLY to interact with blocks. But if you make it so that only wands and scepters can interact with blocks it could get annoying as well so i keep my crafting manipulate focus suggestion. So a staff/wand with a non-manipulator focus attached should never interact with blocks, its equipped with a focus already it should know my intent.
Why can't the excavation focus break more mundane stuff? like tracks, a pickaxe easily breaks tracks but the excavation focus is slow on them.
This is why i had to keep on me several "pickaxes" because i never know if the excavation focus will work.
Question: Is it possible to attach void metal caps on a primal staff with only: thaumcraft, automagy and thaumic tinkerer?
If not: i would love if we could grind away on mobs for the rare loot that could give the necessary vis discount baubles to allow to craft void metal bossed primal staff. Another requirement could be a weather effect, did you know that a mod gives the weather: Blood moon? it could be nice if there was a 5% vis discount bonus during certain thaumcraft weathers.. also: A warp effect could give you vis discount? Thaumcraft weathers... or environmental effects could be so good~~ there was flux before but i never experienced it. The warp effects are pretty cool tho.
It would be sooooo cool if we could reach the top tier items under difficult circumstances like these, heck maybe potions could give temporary higher vis discount, could be dungeon potions, if there is already these potions in the thaumcraft dimensions then i'm sorry because i haven't been there yet =_=
I just want some hope of attaining this almost no matter how hard, it being made "impossible" is a waste imo, there should always be something on the next level to strive for until it is just too damn hard but i'm not sure if thaumcraft has those "too damn hard" things to strive for.. i know one thing: custom ruinic upgrades, like making the hover belt have high ruinic shielding or maybe using the focus pouch with ruinic upgrades, i'm assuming i can put ruinic upgrades on the focus pouch, if not i suggest another tier of focus pouches that allow this, also the belt bauble slot is fighting for 3 different items:
Ruinic Belt
Focus Pouch
Thaumostatic Girdle
It would be nice if i could have both the thaumostatic girdle and a focus pouch on me at the same time for maximum inventory space efficiency (albeit at a high cost to put ruinic upgrades on them, it is still something end-game to strive for)
Kinda silly having that pouch lying in the inventory when i can wear it, focus pouch is very early game though so i suggest that the thaumostatic girdle becomes some other kind of bauble perhaps? probably a ring is best. You could go for two for crazy speeds maybe? but that is not what i'm looking for, i'm happy with just 1 ring, make it unique if you have to.
Daydream: Imagine having to wait sometimes several minecraft months, forcing you to keep check of the time and maybe put the time up in your calendar: this day, its time to do the ritual to craft the elusive void metal bossed primal staff, everything has to be in order and the stars to be aligned xD
I wish thaumcraft used moon cycles for stuff like this, magic is traditionally close to the moon and doing a moon altar with villager/perch sacrifices could be fun end-game-likish thing. Tho i have yet to experience the TC dimensions.
The blood moon is from random things which has no affiliation with thaumcraft.
I don't like that there is things that appears to be reachable but then made impossible by design.
Like: i wondered why there is no primal wand, but that isn't as large of an issue because it was designed to only be a primal staff. if it was a wand i would be able to craft a scepter of it and that would allow the construction of void metal bossed primal staff... which is just too good!? so it must be made impossible..
Is it THAT game breaking? i guess i'll just have to learn to live with it, at least now we got thaumium bossed primal staff.. i think gold bossed primal staff was the max before (did void metal caps exist back then?)
I don't know the command, but I would think it would be possible (theoretically) to spawn in a void capped primal staff with /give if you really wanted to play around with it and see just how game breaking it is. Ask someone familiar with commands (or just Azanor) for such a command, if it exists.
I don't know the command, but I would think it would be possible (theoretically) to spawn in a void capped primal staff with /give if you really wanted to play around with it and see just how game breaking it is. Ask someone familiar with commands (or just Azanor) for such a command, if it exists.
Well, the caps and core are stored as NBT data, so I imagine there is some command that can spawn it. However, what I just do is use an NBT editor and edit an existing wand, it is usually much easier. However, I do think that there is a reason it is inaccessible usually.
I don't like that there is things that appears to be reachable but then made impossible by design.
Like: i wondered why there is no primal wand, but that isn't as large of an issue because it was designed to only be a primal staff. if it was a wand i would be able to craft a scepter of it and that would allow the construction of void aspected primal staff... which is just too good!? so it must be made impossible..
More to the point, a primal scepter would presumably be able to regenerate up to 15 points in each aspect, which is a whole lot of free crafting. Regarding wand cores being "living", you forget the elemental cores, several of which are blatantly mineral. As far as glass phials, they don't hold much and its not like jars and pipes cost a lot of vis.... I'd like to see something grown from void seeds too.
Rollback Post to RevisionRollBack
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.
I don't know the command, but I would think it would be possible (theoretically) to spawn in a void capped primal staff with /give if you really wanted to play around with it and see just how game breaking it is. Ask someone familiar with commands (or just Azanor) for such a command, if it exists.
that should work, but be warned, if it doesn't, i have accidently destroyed worlds with it, so have an NBT editor ready if you try it out first on a valuble world
Tested it out and... Well it came out as a scepter-staff. As in a staff body (can't put into crafting table) with scepter mechanics (can't equip foci).
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Thats probably how TC knows if you've scanned the node or not.
It's a mod load-order conflict with Harvest the Nether. According to Pam, there's nothing they can really do on their end, so a quick-fix is to add a few "Z"s to the beginning of the Harvest the Nether jar name.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
So I was just wondering if there could be some kind of device that moves leftover vis from one wand to another. What i'm wondering here is if that'll even be necessary with the next update?
Thank you. That fixed it. I am just curious though, what in the error report showed that?
There isn't anything specific to the crash report. I've just learned to recognize part of the stacktrace in the first part and immediately look for Harvest the Nether. There was a big thing about this problem in the Pam's Mods forum when the mod first came out.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
strage question ask i, what would be the strangest add-on mod for thumcraft? i had a strange dream of one for pixalmon last night and made me wonder if there was any stranger.
try having him downgrade to forge 10.13.2.1230, at some point the textures start to break
Try Thaumic Horizons. It definitely adds a lot of mad scientist feeling content.
I love this mod so much! great animation, very unique and original - sadly, I can't use it because every time I log into a world with it, it crashes because of a weird bug with the taint spore spawner.
Can you show us the crash log (preferably by uploading it to pastebin and giving us the link)?
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
In terms of the Flux-Disposal problem, maybe you could blacklist flux-type essentia from being put in void jars, or can't be put in jars altogether and so that they can't be crystallised, and thus can't be thrown in bins!
The blood moon is from random things which has no affiliation with thaumcraft.
lol. Brilliant.
Click us or we die!
My grown dragons!
Do not meddle in the affairs of dragons, for you are crunchy and good with ketchup
My Dragon Scroll :If you wish to see my scroll, click here.
Generate a superflat world. They are not uncommon in it.
Or grab http://project.rootdir.org/minecraft/Flatland1.7z (There will be mods missing, but I think you'll manage.)
I don't know the command, but I would think it would be possible (theoretically) to spawn in a void capped primal staff with /give if you really wanted to play around with it and see just how game breaking it is. Ask someone familiar with commands (or just Azanor) for such a command, if it exists.
Well, the caps and core are stored as NBT data, so I imagine there is some command that can spawn it. However, what I just do is use an NBT editor and edit an existing wand, it is usually much easier. However, I do think that there is a reason it is inaccessible usually.
Sooo... does anyone want to help me figure out how to summon/apply Champion effects through command blocks?
EX Effect: champion.mod.bold
/summon Thaumcraft.EldritchGuardian X Y Z
Need to figure out the brackets for the TC modifiers.
More to the point, a primal scepter would presumably be able to regenerate up to 15 points in each aspect, which is a whole lot of free crafting. Regarding wand cores being "living", you forget the elemental cores, several of which are blatantly mineral. As far as glass phials, they don't hold much and its not like jars and pipes cost a lot of vis.... I'd like to see something grown from void seeds too.
/give playername thaumcraft:wandcasting 1 0 {sceptre:1, cap:void, rod: primal_staff}
that should work, but be warned, if it doesn't, i have accidently destroyed worlds with it, so have an NBT editor ready if you try it out first on a valuble world
Tested it out and... Well it came out as a scepter-staff. As in a staff body (can't put into crafting table) with scepter mechanics (can't equip foci).
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)