I've been having the same problem, in my case furnaces and chests have only one "nebulous" aspect; Vacuous with chests and Ignis for furnaces. Hoppers are affected too, but with them they have three of these "nebulous" aspects: Metallum, the equal trade one and the Machine one. I've found that these items with nebulous aspects give absolute squat when you toss them in a crucible, but distilling them in an alchemical furnace gives 1 of that essentia. I also have a similar issue as far as oak logs are concerned, in my case though I get "nothing can be learned from this" when I scan oak logs, even though birch and other logs have 4 Arbor.
I think the cause of this is manually updating Thaumcraft in a mod pack (which I did, the modpack in question being HatPack), but I dunno how to fix it or if there's a way to reset your scan-list.
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Dec 30, 2014First off, Azanor, I wanna say I enjoy the mod, and the new stuff with 4.2 is neat to play with. I do have though a MAJOR gripe with golems running the Gather core, and that is the Order upgrade is pretty much useless with them. It's aggravating 'cause I wanna have a single wooden golem (fitted with the Gather core and Order upgrade) handle gathering two different items and put them into designated chests. In practice though, the Order upgrade doesn't matter, as the golem just disregards the markers set with the bell and returns everything to their home inventory. This means that I'd need to make another golem to handle the second chest, which isn't too big a deal but is still a bit wasteful.Posted in: Minecraft Mods
Another issue I'm having (which I'm sure is related in some way to the modpack I'm using) is that several items have a weird sort of non-aspect state. For example, scanning bowls results in the Vacuous aspect symbol appearing, but there's no aspect count. They basically have none of that aspect so they're useless for alchemical purposes. Chests and Furnaces also are like this (giving nil vacuous and ignis, respectively), and bizarrely oak logs result in "nothing can be learned from this", even though birch logs for example give 4 arbor. I'm not quite sure what caused this to happen, probably manually updating to 4.2, but I do wish I could fix it somehow.
Jun 30, 2014There is indeed a way to turn off MCPatcher's handling of swamp grass and foliage, it's under MCPatcher's Options tab in the Custom Colors section. All you need to do is untick "swamp grass and foliage" in that section.Posted in: Resource Packs
Apr 5, 2014Posted in: Resource PacksQuote from Beansprout
I've found something odd today, the sides of grass blocks are a strange green colour. It's on all of my packs and cant be a Minecraft bug (I'm playing in 1.7.5) so I've deduced its a mcpatcher problem. But i cant seem to find what. I was gunna add a pic but i cant work it out.
If I may also ask, did you turn on Better Grass when you patched the game?
Mar 26, 2014Hurricane is aiming to update for 1.7.2 since a lot of stuff changed in how the game handles things, so he's trying to at least update for that before he can worry about 1.7.4 or 1.6.4. Folk want 1.6.4 though since a fair few mods, to my knowledge, haven't updated to the more recent versions due to MCP gubbins and all.Posted in: Minecraft Mods
Mar 12, 2014Not to mention, not everyone wants to use Optifine. It has it's place to be sure, but there's no obligation for everyone to use Optifine UND ONLY OPTIFINE, people can use what they want. Maybe Optifine is unnecessary for one, or uncooperative for another, whatever their reasons are they're not "silly" or "doing it wrong" if they use MCPatcher instead. Regardless of what you might think, MCPatcher has its place and ain't going anywhere anytime soon, not with how important it is to many resource pack creators, and maybe even adventure map creators due to the Custom Item Textures feature allowing them to add unique-looking items for the purposes of their map.Posted in: Resource Packs
Mar 4, 2014Posted in: Resource Packs
Yeah, client version here. Bummer! Custom Colors and Better Glass don't work for the same reason but I wasn't too concerned with those. Everything else seems to be okay. I'll just have to wait and see if in the future my friends will change up the version they're on. Thanks for the help!
Yeah, that definitely sounds like an incompatibility with the snapshot if Custom Colors and Better Glass are greyed out too, so your friends'll have to change the version they use or Kahr'll have to address the incompatibility. But, either way, glad to have been of aid. :3
Mar 4, 2014Posted in: Resource Packs
Ahh, thank you. Mousing over Connected Textures it says:
"requires __BlockAPI, which cannot be applied
RenderBlockCustom: no classes matched (best match: bsz.class, 2 signatures)"
My friend's server uses the snapshot 14w06b so perhaps it's that version that's making things funky? I know Optifine sure didn't want to work on that server when I tried it.
Any ideas on where to go from here?
Well, maybe. If you're actively trying to patch 14w06b and CTM is grayed out, then it might not quite be compatible, especially since it seems the class file CTM modifies doesn't exist anymore, according to the notification. But, to be clear, are you trying to patch the client version of Minecraft, or the server.jar? If the latter, then that might be your problem right there, MCpatcher isn't exactly designed to patch the server. But, if that's not the case then it may just simply be it doesn't agree very well with 14w06b.
Mar 4, 2014Posted in: Resource Packs
I feel like I just missed this answer in searching but here goes. I'm trying to install Connected Textures as the option is greyed out for me in MCPatcher. Followed the link in the first post, downloaded the zip, but nowhere can I find "Risugami's ModLoader" so I'm kinda stuck. If it isn't obvious enough I'm completely new to this, sorry.
You don't need Modloader to install Connected Textures. If the option is greyed out, that usually means you're trying to patch a modded .jar and it has a mod that's conflicting with CTM. Clicking on a greyed-out option usually tells you what class file in the option isn't jiving with the version of the game you're trying to patch, assuming you're using the most recent version of MCPatcher.
Jan 19, 2014Glad to have been of assistance, zekey. :3Posted in: Resource Packs
Jan 18, 2014To my knowledge they're still working on MCP 1.7.2, and 1.7.4 will follow once they complete that hurdle. From what I've heard it hasn't been easy due to how much changed under the hood with the 1.7 update.Posted in: Resource Packs
Jan 18, 2014Better grass seems to have stopped working since the 4.2.2 version of MCPatcher.Posted in: Resource Packs
Jan 18, 2014Sure thing, mate. :3Posted in: Resource Packs
I redownloaded your reworked pack and took a look under the hood, and I believe I've found the core of the sky problem. It has to do with how the source path is set up. You have it set up like this:
With that I don't think it's even recognizing the properties at all, instead they should be set up like this:
That, I believe, is the only real change that'll need to be done to the skybox properties, just replace /environment/sky0 with ./
Jan 18, 2014Posted in: Resource PacksQuote from zekeyspaceylizard
Okay so I've spent the last 24 hours updating my texture pack from last march. Back when we didnt even HAVE resource packs. Quite a daunting task as alot has happened.
I noticed some things have changed with certain mods and this pack.
I'm sure at least one person here knows why half of these are working and half aren't. Cause the wiki certainly doesn't.
Fortunately, I happen to be one of those who knows what the haps is with your texture pack. The format has changed a LOT and it can be seriously confusing, especially since the wiki likely hasn't been updated to reflect the changes, but the main reason why your texture pack isn't working quite right is because some textures aren't in the right place. For starters, the chicken. Not all mobs have their own folder and the chicken is one of them, its texture would go into mcpatcher/mob rather than mcpatcher/mob/chicken. Other mobs without their own folders are squid, snowmen, silverfish, blazes, bats, witches, and zombie pigmen. All of those would just go into mcpatcher/mob rather than their own folders.
As for the sky, it's not working 'cause you put all the sky stuff under Environment. It doesn't go there anymore, instead it should go into the mcpatcher folder. Other than that it's fine.
EDIT: Looking at the CTM stuff, part of why some aren't working is due to naming. The properties file has to EXACTLY match the name of the block texture it's affecting. That hasn't changed with dirt, but with the flowers, ore and other plants it has. For the rose/poppy, you have the properties file named "rose", but for it to affect the rose it needs to be "flower_rose". The same goes for the dandelion, it'd need to be "flower_dandelion" rather than just "flower". What would probably help more is adding a matchTiles line to the properties to make sure they look at the proper texture. For example:
tiles=12-14 biomes=Plains River matchTiles=flower_dandelion method=random
That would circumvent the need to name the properties file to exactly the texture's name, but keeping the names identical can certainly help.
Jan 14, 2014Kwerti was asking insomniac_lemon about custom color functionality he wasn't familiar with, he wasn't referring to the obscure ASKI character matter.Posted in: Resource Packs
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