• 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CaerMaster»

    Anyone playing with Beta 13 have a little time to spare for some field study? Just take a dioptra and wander about the world a bit by various methods of differing speeds, plunking the dioptra down here and there and looking for swathes of chunks with no aura. (Not just low aura, zero aura.) Trying to reproduce/isolate a problem and determine how common it is, and gather data to figure out whether specific combinations of mods trigger it.


    SOLVED!

    It wasn't a mod conflict. It was a Forge configuration issue.

    Forge has the following optional feature, which you'll find in config/forgeChunkLoading.cfg:

    # Unloaded chunks can first be kept in a dormant cache for quicker
    # loading times. Specify the size (in chunks) of that cache here
    I:dormantChunkCacheSize=0

    DO NOT ENABLE THIS CACHE. It sounds like it would be useful, but it totally breaks Thaumcraft aura generation.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Geethebluesky»

    "Hey, I'ma make some metric ton of alumentum here, yeah, why not."


    "Cool, gravel is useless and has what I need. Let's grab two whole stacks to throw in! Oh I'll just add this block of coal, too."


    "Oh nevermind all that excess Terra. I got plenty of q......AAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH"


    *sound funeral march*

    *threw in a stack of 64 blocks of coal*

    *everything's purple now*


    - Adventures in Flux Rifts Chapter -1, to never be continued


    I did something similar in the first iteration of my 1.10.2 world. I accidentally shift-right-clicked an empty phial on a full jar of Perditio. FOOM.

    "...Uh-oh. I'm betting that was Bad."

    The first taint crawler appeared about five minutes later. I tried to fight back the taint, but in 20 minutes I was getting 1-3fps and dying on spawn before I could teleport away. By morning, everything devourable within a seven-chunk radius around my base was just gone. Nothing there but taint.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Geethebluesky»


    Check the Github, another guy has the exact same issue which I've been trying to reproduce unsuccessfully with my own setup. He's running many more mods than I am though so you might want to compare notes...


    (unless that's you? :)


    That is me. :) I figured I'd ask here to see if anyone else was running into the same problem.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Robijnvogel»

    ChickenBones' own mods aren't maintained by him. :P

    Well, not any more, at any rate. I don't know who's actually working on ProjectRed right now, I'm just glad to see it coming back from the dead. I very much like its lamps and its red alloy wire. (I never got around to exploring its VLSI circuits though. Never got time for it.)
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Anyone playing with Beta 13 have a little time to spare for some field study? Just take a dioptra and wander about the world a bit by various methods of differing speeds, plunking the dioptra down here and there and looking for swathes of chunks with no aura. (Not just low aura, zero aura.) Trying to reproduce/isolate a problem and determine how common it is, and gather data to figure out whether specific combinations of mods trigger it.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from praecipitator»

    I just remembered another small mod from the times of Thaumcraft 4: it allowed you to place essentia tubes into forge microblocks.

    Is there something like that for current Thaumcraft?


    Are you thinking of Jezzadabomb's Thaumic Pipes?
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016

    Is there any mod in Minecraft that is not eventually maintained by chickenbones? :)


    (Kidding, kidding)

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Angeltxilon»

    I have been thinking about bring to real life the idea of the triple meat treat.


    Its constitution seems simple: cooked meat of 3 different animals and sugar.
    However, I know from experience that sugar is not a good seasoning for meat.

    Would triple meat treat continue to be triple meat treat if I use a sauce derived from sugar (instead of raw sugar), or more condiments together with sugar?


    I think they call it "Barbecue". :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016
    Quote from Z_Doctor»

    That's ok. I looked at his work, and I think that I have more work done and our process is a bit different. I think he is trying to update the code, while I'm rewriting it. My hope is to make this mod extendable, meaning that although maids were the original intent, people can use it to make different servants (butlers anyone?). We'll just see have to see. :)

    I will be watching with GREAT interest. :)
    Posted in: Minecraft Mods
  • 0

    posted a message on WorldEdit - Do really big things in-game! In-game map editor and more
    Quote from soccerguy3»

    what happens when you do //paste -a

    Well, aside from the part where my client crashed a second or so after pasting, because I just regenerated my world and the schematic I pasted now contains an invalid block entity ... that indeed did the trick. Thanks!
    Posted in: Minecraft Mods
  • 0

    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from AnrDaemon»


    Why? They are not related. Though I turned all OptiFine font enhancements off, just in case. May be it saves my CPU a few cycles, I don't know. But it "just works" as it is.



    Well, one of the things I like about Optifine is that it replaces the horrible pixelated vanilla font. (I think Notch took some of this pixelation stuff a bit too far.) Not only is it often hard to read, it's ugly as heck.

    Now I have another option for decently readable fonts even if I end up removing OptiFine again. (I thought I was going to have to ditch it already, but it turned out it's much more stable as long as I use the latest D2, don't use even the internal shader, and don't touch ANY configuration options whatsoever.)


    That said, I may try it anyway with Optifine so that I can pick my own font.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AnrDaemon»


    Setting ANY weight could lead to ANY results. In fact, I've had extremely varying luck with high weights, down to outright inability to find the desired biome in any reasonable proximity.
    Do keep in mind, that weight is not the only rule, the biome should have compatible height/temp/hum to the nearby biomes to even be considered for spawn in first place.


    Well, I bit the bullet and nuked-and-paved the world to clean up the mess of worldgen issues caused by the most recent BoP release dropping a couple of biomes. Exploring the new world, I've run across a basically continuous tract of magical forest that I followed for over 1500 blocks without any end in sight.

    ...Yeah, 8 might have been a little high.

    I haven't quite decided yet whether I think this is a problem or not. :) Why NOT have a world dominated by magic?
    Posted in: Minecraft Mods
  • 0

    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from AnrDaemon»

    Look into https://minecraft.curseforge.com/projects/smooth-font for better UI control.


    Bookmarked, at least in case I have to abandon OptiFine again. (Though ... I see it works with or without OptiFine?) I had to abandon use of TrueType Font Replacer, too buggy.
    Posted in: Minecraft Mods
  • 0

    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore

    Having used Journeymap in the past on a MCPC+ ... er, Cauldron ... er, kCauldron server, using a Bukkit plugin (Essentials) to provide teleport ability, my experience is that as long as you have granted the right permissions, Journeymap Just Works.

    Posted in: Minecraft Mods
  • 0

    posted a message on WorldEdit - Do really big things in-game! In-game map editor and more

    So I have this tower that I'd like to move. A cylinder selection slices it perfectly out of the landscape and it goes into a schematic with everything but microblocks intact, even ArchitectureCraft blocks. (And the microblocks weren't a big surprise. Copying and pasting Forge microblocks has never worked in WorldEdit. I wouldn't be using them if I could come up with a good way to make evenly spaced crenelations around a circular tower without them, but there's only a few dozen and I can put them on by hand later.)


    The one thing is, when I PASTE the schematic, it pastes into a square hole in the ground. Even if selection is still set to cylinder.


    Is there any way to change this behavior?



    (I mean, it's not a big deal, I can easily fill in around the tower by hand, or with a few worldedit commands. But still...)

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.