• 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Got a strange crash that I can't figure out

    ---- Minecraft Crash Report ----
    // Ouch. That hurt :(

    Time: 6/25/14 12:09 AM
    Description: Ticking block entity

    java.lang.ArrayIndexOutOfBoundsException: -1
    at java.util.ArrayList.elementData(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)
    at net.minecraftforge.oredict.OreDictionary.getOreName(OreDictionary.java:285)
    at thaumcraft.api.ThaumcraftApi.getSmeltingBonus(ThaumcraftApi.java:143)
    at thaumcraft.common.tiles.TileArcaneFurnace.ejectItem(TileArcaneFurnace.java:293)
    at thaumcraft.common.tiles.TileArcaneFurnace.func_145845_h(TileArcaneFurnace.java:166)
    at net.minecraft.world.World.func_72939_s(World.java:1888)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:500)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:326)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at java.util.ArrayList.elementData(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)
    at net.minecraftforge.oredict.OreDictionary.getOreName(OreDictionary.java:285)
    at thaumcraft.api.ThaumcraftApi.getSmeltingBonus(ThaumcraftApi.java:143)
    at thaumcraft.common.tiles.TileArcaneFurnace.ejectItem(TileArcaneFurnace.java:293)
    at thaumcraft.common.tiles.TileArcaneFurnace.func_145845_h(TileArcaneFurnace.java:166)

    -- Block entity being ticked --
    Details:
    Name: TileArcaneFurnace // thaumcraft.common.tiles.TileArcaneFurnace
    Block type: ID #656 (tile.blockArcaneFurnace // thaumcraft.common.blocks.BlockArcaneFurnace)
    Block data value: 0 / 0x0 / 0b0000
    Block location: World: (2079,56,478), Chunk: (at 15,3,14 in 129,29; contains blocks 2064,0,464 to 2079,255,479), Region: (4,0; contains chunks 128,0 to 159,31, blocks 2048,0,0 to 2559,255,511)
    Actual block type: ID #656 (tile.blockArcaneFurnace // thaumcraft.common.blocks.BlockArcaneFurnace)
    Actual block data value: 0 / 0x0 / 0b0000
    Stacktrace:
    at net.minecraft.world.World.func_72939_s(World.java:1888)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:500)

    -- Affected level --
    Details:
    Level name: world
    All players: 1 total; [EntityPlayerMP['Zera98'/986986, l='world', x=2077.80, y=58.00, z=478.20]]
    Chunk stats: ServerChunkCache: 1116 Drop: 0
    Level seed: 1027189793
    Level generator: ID 00 - default, ver 1. Features enabled: true
    Level generator options: BIOMESOP
    Level spawn location: World: (-134,64,320), Chunk: (at 10,4,0 in -9,20; contains blocks -144,0,320 to -129,255,335), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Level time: 9192650 game time, 9347743 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 20139 (now: false), thunder time: 58621 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:326)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)

    -- System Details --
    Details:
    Minecraft Version: 1.7.2
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_55, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 12339680280 bytes (11768 MB) / 12850036736 bytes (12254 MB) up to 12850036736 bytes (12254 MB)
    JVM Flags: 6 total; -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+CMSIncrementalPacing -XX:ParallelGCThreads=4 -Xms12G -Xmx12G
    AABB Pool Size: 6648 (372288 bytes; 0 MB) allocated, 6398 (358288 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 15, tallocated: 95
    FML: MCP v9.03 FML v7.2.211.1121 Minecraft Forge 10.12.2.1121 33 mods loaded, 33 mods active
    mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{7.2.211.1121} [Forge Mod Loader] (forge-1.7.2-10.12.2.1121-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{10.12.2.1121} [Minecraft Forge] (forge-1.7.2-10.12.2.1121-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CodeChickenCore{1.0.0} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    NotEnoughItems{1.0.1} [Not Enough Items] (NotEnoughItems-1.7.2-1.0.1-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    PlayerAPI{1.4} [Player API] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    RenderPlayerAPI{1.2} [Render Player API] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    SmartCore{1.0} [Smart Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArchimedesShips{1.7.2 v1.5.2} [Archimedes' Ships] (ArchimedesShips.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BattleTowers{1.4.6} [Battle Towers] (BattleTowers-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BiblioCraft{1.6.3} [BiblioCraft] (BiblioCraft[1.6.3][MC1.7.2].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Mantle{1.7.2-132.45b0b50} [Mantle] (Mantle-1.7.2-0.2.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Natura{2.2.0} [Natura] (natura-1.7.2-2.2.0a3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    BiomesOPlenty{2.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.0.811-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CustomSpawner{3.2.0.dev.R3} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MoCreatures{6.2.0.dev.R3} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    HardcoreEnderExpansion{1.5a} [Hardcore Ender Expansion] (HardcoreEnderExpansion.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MetallurgyCore{4.0.1} [Metallurgy Core] (MetallurgyCore-1.7.2-4.0.1.16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Metallurgy{4.0.1} [Metallurgy 4] (Metallurgy-1.7.2-4.0.1.52.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    meteors{2.12} [Falling Meteors] (meteors-1.7.2-2.12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Mystcraft{@[email protected]} [Mystcraft] (mystcraft-1.7.2-0.10.14.00.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    PetBat{1.3.2} [Pet Bat] (PetBat-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AS_Ruins{12.7} [Ruins Spawning System] (Ruins-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    SmartMoving{15.0} [Smart Moving] (SmartMoving-1.7.2-15.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    SmartRender{2.0} [Smart Render] (SmartRender-1.7.2-2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Baubles{1.0.0.13} [Baubles] (Baubles-1.7.2-1.0.0.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Thaumcraft{4.1.1.14} [Thaumcraft] (Thaumcraft-1.7.2-4.1.1.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Waila{1.5.2_1.7.2} [Waila] (Waila-1.5.2a_1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ThaumicTinkerer{2.4-147} [Thaumic Tinkerer] (ThaumicTinkerer-2.4-147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TwilightForest{2.0.3} [The Twilight Forest] (twilightforest-1.7.2-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    voxelmap{1.7.2} [VoxelMap] (voxelmap-1.7.2-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MSC2{1.2.1} [Mob Spawn Controls 2] (Forge_MSC2v1.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Mantle Environment: Environment healthy.
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 6203 (347368 bytes; 0 MB) allocated, 5364 (300384 bytes; 0 MB) used
    Player Count: 1 / 20; [EntityPlayerMP['Zera98'/986986, l='world', x=2077.80, y=58.00, z=478.20]]
    Is Modded: Definitely; Server brand changed to 'fml,forge'
    Type: Dedicated Server (map_server.txt)

    Seems to only happen with the Infernal Furnace when attempting to smelt things
    Posted in: Minecraft Mods
  • 0

    posted a message on Mob Spawn Controls 2! Back + Better than ever! Updated
    Would it be possible to add a setting the allows you to set Biome Groups to override individual settings? For example, setup a set of mobs to a biome group and then set their configurations within that group and then have that group override the other settings instead of needing to disable non-group settings. This would make using the gui very efficient and quick. If not something like this, something as simple as a "Disable ALL" and "Enable ALL" buttons would be extremely helpful.
    Posted in: Minecraft Mods
  • 1

    posted a message on The "You Will Die" Mod! (Rogue-like Mod) v0.0.3f
    Protip: If you have an NBT editor you can easily, and randomly, change the current world disadvantage.

    1: Open NBT editor
    2: Navigate to your World folder and open the data folder
    3: Find FyresWorldData.dat and open that
    4: find the data value "currentDisadvantage:" and delete it
    5: Save
    6: Open minecraft and load your world.
    7: Profit!

    This is very effective for multiplayer servers that want to change the world disadvantage after a player completes it or if they want to change it on a set basis. It's a useful alternative for those who want to keep the challenge going until something like changing disadvantages can be implemented, or if you have a disadvantage you REALLY don't like.

    Bonus:

    If you delete "currentTask:", "currentTaskID:", and "currentTaskAmount:" then save you can also randomly change the given world goal.

    Double bonus!:

    You can change the "currentTaskAmount:" to a higher or lower number by double clicking it. I don't know the current maximum if there is one, but I do know that killing 999 Withers would be a ludicrous endeavor. If Fyre would be so kind as to give us a list of tasks and task ID's then you could effectively create the challenge and goal you really want to strive for, be it something small to enter into this mod more easily, or, something ridiculous and insane such as burning 9,999,999 diamonds with explosive traps all over the place :D

    http://puu.sh/94tGe/e93770d2c6.png
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from RiftstalkerSekun



    Are you sure that the version of Ars Magica you're running on the server and the client are the same? Or that you even have Ars Magica installed on the server's side?


    Just did a check with my host, it seems that the mod file somehow didn't get transferred like it should have and ended up in the wrong folder, didn't even think to check that. Feel a bit stupid.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I'm having an extremely strange problem with the mod. I cannot craft or place anything from the mod.

    I setup the mod for a server I was running for me and a few friends, took the time to fix any Block and Item ID conflicts between mods. After getting everything setup and starting the server, the first problem I ran into was that no liquid essence seems to be generating, Next I decided to try to use creative mode in order to place some liquid essence at which point it simply disappears every time I try to place it along with the bucket of liquid essence. I tried crafting some of the items and that refused to work as well and any of the items I try to place automatically disappear and removes itself from my inventory.

    What makes this particularly strange is that EVERYTHING works completely fine in single player, no disappearing items, can craft and place anything from Ars Magica 2. This only seems to be a server issue.

    The mods I'm using alongside Ars Magica 2 are:

    Biomes O Plenty
    Metallurgy 3
    Mutant Creatures
    Thaumcraft 4
    Natura
    Tinkers Construct
    Obsidian Plates
    Artifacts

    Server problem I still cannot figure out
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I'm having an extremely strange problem with the mod. I cannot craft or place anything from the mod.

    I setup the mod for a server I was running for me and a few friends, took the time to fix any Block and Item ID conflicts between mods. After getting everything setup and starting the server, the first problem I ran into was that no liquid essence seems to be generating, Next I decided to try to use creative mode in order to place some liquid essence at which point it simply disappears every time I try to place it along with the bucket of liquid essence. I tried crafting some of the items and that refused to work as well and any of the items I try to place automatically disappear and removes itself from my inventory.

    What makes this particularly strange is that EVERYTHING works completely fine in single player, no disappearing items, can craft and place anything from Ars Magica 2. This only seems to be a server issue.

    The mods I'm using alongside Ars Magica 2 are:

    Biomes O Plenty
    Metallurgy 3
    Mutant Creatures
    Thaumcraft 4
    Natura
    Tinkers Construct
    Obsidian Plates
    Artifacts
    Posted in: Minecraft Mods
  • 0

    posted a message on Spectator mode DM mode
    Spectator mode opens up a new possibility I believe. What about a mode where a player can't be seen, can place and destroy blocks, activate redstone, spawn mobs, etc. Something useful for setting up something like a D&D dungeon crawl except minecraft style. I'm sure more can go into this, but just something this simple could open up so many new kinds of server options.
    Posted in: Suggestions
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Is there any way you could implement support for Biomes O Plenty into Sky Dimension?
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I'm seriously confused about something as it's not directly addressed, I installed Mo Creatures and CustomMobSpawner, if I want to change the frequency for creatures on Mo Creatures then do I need to change all the config files in CustomMobSpawner as well?
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Not sure the cause but everytime I try to run this mod, it errors and crashes with this:


    ---- Minecraft Crash Report ----
    // Quite honestly, I wouldn't worry myself about that.

    Time: 10/23/13 1:30 AM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: vazkii/tinkerer/common/block/tile/TileInterface
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    Caused by: java.lang.NoClassDefFoundError: vazkii/tinkerer/common/block/tile/TileInterface
    at vazkii.tinkerer.common.block.ModBlocks.initBlocks(ModBlocks.java:54)
    at vazkii.tinkerer.common.core.proxy.TTCommonProxy.preInit(TTCommonProxy.java:45)
    at vazkii.tinkerer.common.ThaumicTinkerer.preInit(ThaumicTinkerer.java:47)
    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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
    at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
    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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
    ... 10 more
    Caused by: java.lang.ClassNotFoundException: vazkii.tinkerer.common.block.tile.TileInterface
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 39 more
    Caused by: java.lang.NoClassDefFoundError: buildcraft/api/power/IPowerReceptor
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
    ... 41 more
    Caused by: java.lang.ClassNotFoundException: buildcraft.api.power.IPowerReceptor
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 45 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.6.4
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_25, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 146157728 bytes (139 MB) / 472514560 bytes (450 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916 Optifine OptiFine_1.6.4_HD_U_C5 10 mods loaded, 10 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{6.4.20.916} [Forge Mod Loader] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed->Pre-initialized
    Forge{9.11.1.916} [Minecraft Forge] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed->Pre-initialized
    ImmibisMicroblocks{57.0.1} [Immibis's Microblocks] (immibis-microblocks-57.0.1.jar) Unloaded->Constructed->Pre-initialized
    BWG4{1.1.9} [Better World Generation 4] (BWG4_V119.zip) Unloaded->Constructed->Pre-initialized
    CraftHeraldry{1.0.3} [CraftHeraldry] (CraftHeraldry 1.0.3.zip) Unloaded->Constructed->Pre-initialized
    ImmibisCore{57.0.0} [Immibis Core] (immibis-core-57.0.0.jar) Unloaded->Constructed->Pre-initialized
    RedLogic{57.0.0} [RedLogic] (redlogic-57.0.0.jar) Unloaded->Constructed->Pre-initialized
    Thaumcraft{4.0.2a} [Thaumcraft] (Thaumcraft4.0.2a.zip) Unloaded->Constructed->Pre-initialized
    ThaumicTinkerer{2.0} [Thaumic Tinkerer] (ThaumicTinkerer 2.0-21.jar) Unloaded->Constructed->Errored
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.1? (not 4)
    Aura
    I'm still wracking my brain on the whole matter in regards to the aura and nodes. I'm still leaning heavily towards making them blocks, but there is several problems with the approach. This needs a bit more thought.

    Vis

    The overwhelming opinion seems to be to keep vis as a resource. I'm still in two minds on the matter, though I am leaning slightly towards keeping it however. It is linked to auras so depending on what I do there will determine if it stays or not.


    This is simply my personal opinion after using Thaumcraft for so long. I feel the mod as it is is complex, intuitive enough, unique, and adds mechanics and gameplay to a game that otherwise lacks any adventuring focus. However, this is also a double edged sword, so to speak.

    -The complexity itself is nice, I'd likely keep it because it has that "learn from your mistakes" feeling to it that isn't exactly punishing for making a mistake in the first place. Most of the time when you make a mistake it's just a matter of dealing with wisps for a little while till things settle down while mining out more resources for research and other things.

    -The mod is intuitive, but it's, in its own way, a little too simplified. The aspects allow simple understanding of the elements within the mechanics you are working with, but once you understand what you need it becomes nothing more than a icon you remember and nothing more. There is no real outstanding power behind each aspect and really just feels like you're working with a "color palette" so to speak; this works with that and so on.

    -Lastly this is something I always say about any type of game or mod that works off progressive improvement of the tools it gives you. Once you have something you are likely not about to easily let it go. Once a player has gotten research finished it's simply added to a book that can be viewed forever and whenever, even if they lose it they can make another and get everything back. Personally I feel this is a major problem, but not one that needs to be remedied with removal. I feel like when I research something I have written down what I've found and learned, but I also feel like it should be possible to lose that research if something happens. This certainly doesn't stop me from remembering the research from memory, but in something like this that could be really touch and go if I were to mistake a vital ingredient in a recipe or a crucial aspect because I lost research for some reason or another.
    At least, that is one way to think about it, another is that I don't feel like I should know what an item gives when I first obtain it, that pretty much tells me to try everything one by one until I find the right thing when otherwise, if I'm using an item for research for the first time, I probably wouldn't know that roses give ignis (for example). One last idea could probably involve abolishing "research" altogether in a way. Instead of having full documents gained from simply looking over some items to get exactly what you need, I feel like this should be a collaborative effort made via theories. If I were to come up with some concoction to make thaumium ingots, I feel I should need to test or experiment with it first. Research is never confirmed until results that relate to it are obtained, without some results a theory is only a theory and never really creates anything. As a bonus though, I think it'd be cool if you were to somehow work in false theories that could, in some way, tie into other theories later.

    - Aura -
    Honestly, I think aura should stay as is, but not be so easily manipulated. if the aura can constantly be super boosted with the creation of more nodes or moving nodes then it quickly becomes a background mechanic that really never gets any attention. I think aura should be there, but I feel it should be something that needs to be handled with care and directly affect things when it becomes too saturated, kind of like how the taint in thaumcraft 2 was except much more subtly. Another way to put that, I would love to go to my farm and find a ed off magically altered cow because I decided to experiment a little too much, just sounds like a good surprise :B

    -Vis-
    Remove it, but don't remove it. What I mean is that you should technically keep Vis, but not make it so easy to access. Once you've found a good node (Which is not hard) Vis is just a resource that is under appreciated and unnoticed. I don't think making a magic wand should mean you have constant access to Vis as it simply means waiting a few moments for the thing to recharge when really you should need to work for something like that. I would keep it as a resource, but make obtaining it either difficult or require special materials. A resource isn't really a resource if you never need to gather it, it's just something that's there.
    I think the biggest problem that Thaumcraft has is that it's missing replay-ability, once I've made a levitator it works forever. The goggles of revealing are like a rush item that underminds the usefulness of the thaumometer. Golems are useful, but they work forever and never really have problems outside of unintended glitches. Portable holes don't need to be remade, they don't lose durability, and they work a little too well. The Infernal Furnace never stops working which I understand, but feel is a bit cheap since it means you never need coal again to make anything once you have enough bellows; was honestly expecting to have to feed it alumentum or something the first time around.
    There are a lot of things I'd change under my own opinion obviously, but then again I don't know the exact scope of what you drive to create with this mod. That said I still like it, it's by far one of my favorites due to how well balanced it is, it just needs fine tuning and changes that make it even more unique is all.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from ted80

    another update!

    changelog:
    - Added horse spawning in all worldtypes
    - Fixed biomes not working after changing biome ids
    - More clay in better default worlds
    > - Added underground clay spawning to sky dimension <




    > i'll add this to my todo list :) <


    Holy crap... I've heard of asking and getting results, but you've taken that to a whole new level. Seriously awesome work and I don't think I'll ever remove this mod from my list of favorites with that kind of dedication :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Need a little aid on this one. I am using this mod for the sky dimension generation in conjunction with Thaumcraft 3, but it seems that the availability of clay is rather lax. Does it generate in sky dimension? and if so then I'm assuming the easiest place to get it would be swamps, however, I can't seem to locate a swamp very easily either. Sorry if this has been asked before.

    On another note entirely, I'm wondering if you would be able to implement some manner of resource scaling modification to the setting when generating a new world. Settings that would allow you to set the density of how many ores are generated in one spot as well as maybe add a way to make ores more spread out. I've been playing Minecraft a long time and personally I find that most ores are just too easy to find and there is no consequence for simply digging out a massive quarry just to get what you need. I feel that if ore generator was less "generous" it'd add hidden difficulty to the game that makes exploring a little more required and less optional which it should be in a game like this anyway.
    Posted in: Minecraft Mods
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    posted a message on Ore and resource adjuster
    Looking to see if there is a mod, or mods, that simply allow the adjustment of ore and resource distribution upon world generation. Need something that will make ores and such harder to find thus making the need to explore more required instead of simply mining one area for ages and rarely running out of materials.
    Posted in: Mods Discussion
  • 0

    posted a message on Looking for server host with open jar access
    Quote from minerdave

    Hi Cyan4235,

    If you are willing to pay a little more for quality, we provide full jar access so you can add a custom jar file or anything else you would like mod wise. Feel free to check out our services here: Minecraft Server Hosting. We have been hosting minecraft servers since December 2010.


    As much as I appreciate the offer I'm not looking for hosting for so many players, It would be a waste of my money to pay for up to 40 slots when only 12-20 people may use it at one time. I don't really have the financial capability to throw out $30 a month for something I'm only making half the use of.

    Everyone else besides Provision Host

    As for the other offers a lot of them look really really sketchy, I don't see why I need to make an account to lookup your affiliates and I certainly don't feel safe giving you any payment information if I can't even look at who you are affiliated with. Making an account alone means you have some amount of access to my e-mail and, in turn, some access to personal information I'm not going to give out before I know what I'm working with. That said I'm still looking for a host,

    As for Provision Host

    I'm extremely disappointed in the offers given on a RAM/Player slot ratio, I do not believe 512mb is enough to support a peak of 20 players who will explore the server. This leads me to believe that server instability is highly likely at and even slightly below peak and I'm not going to waste my money on the off chance that might happen only to be asking for a refund later. Secondly I had actually attempted to talk to someone from support about this however after asking I got no response for nearly 10 minutes when the support was live, this isn't reassuring and leads me to believe I'm going to get even worse support after buying.

    In short, still looking for a host and I would prefer one that's more about about the information about themselves and is willing to work with me.
    Posted in: Hosting Requests
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