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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from majestyc2k1»

    Can you post the full crash report?

    Well, I actually fixed it. I had to remove chickenbones' version of forge multiblocks.
    That may turn out to break something in the future, but I checked dependencies, and only two mods were shown, both of which I could live without.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    @majestyc2k1 this is the error I cut out from the crash log:

    net.minecraft.world.storage.SaveHandlerMP cannot be cast to net.minecraft.world.storage.SaveHandler


    codechicken multipart is also mentioned in the main part of the report.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from majestyc2k1»

    Do you mean your having trouble making a world? The most common reason for this is not enough memory allocated. Modded MC 1.12.2 requires a larger amount than normal. Try allocating at least 4G.

    What I'm getting right now is "Exception in server tick loop".
    I've googled it, but haven't found a solution (yet)
    Also, yeah, I noticed the increase in RAM needed. Hopefully by 1.15 (if that becomes a thing) we'll still be able to play without buying lots of RAM...
    I have 6 allocated out of 12, but 2 is used by the system, so I *could* allocate like 8.5, but that would be ridiculous, and I don't think it would even make a difference.
    I just read something about chickenchunks causing problems.
    I'll fill you in soon.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Man... you guys are all having fun with 1.12, but I'm still stuck on trying to load a level with mods and 1.12. I know how to install mods and forge and set it up, but I just can't load a level in 1.12. I can't create one.

    Side note:

    what if there was a mechanism that opened a "gate" between the Overworld (or Nether, End, etc. Any dimension) and where aura comes from?

    I don't remember the lore very well, but iirc, the aura is seeping out from another place, or plane, but that may have been lore from 1.7.

    The gate's purpose would be to let aura flow in for a short amount of time and permanently increase the aura limit. Or, on the flip side, you can leave the gate open as long as you'd like, but the longer you keep the gate open, the higher the chance there will be of taint/flux forming.

    Any thoughts?


    I could just post this in the thaumcraft/suggestions git, but I feel like there would be more discussion if I posted here.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Swordself22»

    Did you just say GET HIT? I guess it may be really painful. But since there is no other option, i’ll try it.

    Thanks ^^


    Shoot an arrow, freeze time, scan arrow, unfreeze time.

    Should work. Worked for me.

    Nah, just kidding.

    Maybe scan a skeleton?

    Bow?

    Idk.

    Do you have any other mods?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MinerGuyLex»

    Crashes your game and permanently corrupts the world, but in the coolest way possible.

    Seems like a pretty good trade-off.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MinerGuyLex»

    OKAY SO don't use /summon thaumcraft:fluxrift unless you want a bad time.

    *cough cough* :P


    ...how bad? >:)

    I actually want to try it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AnrDaemon»


    Eh…


    I'd kind of like to keep what I can of my world intact... (as in, don't encourage anybody)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    WARNING


    With the new focus system (which I find to be pretty cool) be VERY careful if you combine plan + dig.


    Unless, of course, you love instant, mass destruction. (Oh wait...)


    But really. Don't even put the focus in the gauntlet until you're in an area where you don't mind destroying everything.

    Plus, has anybody discovered how to make multiple, scattered Arcane Mines? Arcane Mine + Scatter (or Scatter + Arcane Mine) only makes several mines, in a clump. I imagine spraying Arcane Mines all over a field of oncoming foes, and watching them all run over them. (Arcane Mine is especially helpful with Projectile.)


    Does anybody think that the focus cooldown is a bit long? Unfortunately, it looks like it will stay that way until 1.12, unless I messed up the hotfix download.


    Although 1.10 was the beta stage for TC6, I'm a bit bummed... I started a 1.10 world just for TC6, and I suppose it is now obsolete.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Santtinen11»

    Love this mod. Downloaded the Beta 7 instantly when I found out about it. Got a question though. I've researched everything I can from Alchemy, Artifacte and Auramancy but I still haven't gotten an epiphany to unlock infusion with. I feel like I've reached a dead end or is there a way for me to still get an epiphany?


    I think epiphanies are either going to be removed or changed a lot in beta 8. I don't know, otherwise, sorry.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from WhiteRose»

    Turns out Pechs don't like hats.

    What?? Who doesn't like hats??? :rolleyes:
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I know I mentioned it on the git, but... the focus system is a bit bothersome, to me... I think the new system is amazing, but, I can make a focus that costs 15 per cast, that only does 1.8 damage. Opinions?


    **I know Azanor has been messing with the values, and perhaps I'm missing the balanced-ness implied for foci, and I just don't like it too much.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    With golems, I think it's ok to have them do what you want. I mean... the player made them. Basically just robots. ignoring the robot uprising



    Let's just not call them "slaves" or say "do our bidding." Then a few of us we can feel better about it. :)

    Slaughtering animals isn't particularly great either, but I don't think a lot of animal-slaughtering is required for Thaumcraft recipes (as far as I know).


    Going crazy because of Eldritch stuff, I don't think that leads to what I've mentioned so far.


    Hey, but here's a thing:

    In some religions, spiritual beings of power (aka, God, etc.) don't like Golemancy. So, if you find disobeying 'higher powers' to be dark... that counts, I guess.


    Slavery just isn't good. Doesn't sound good.

    I'd ask Azanor, though.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    So... you have to kill or catch a wisp in order to "tame" it? Sounds... brutal.

    I think it'd fit more if you have to create wisps through alchemy, somehow.

    Killing wisps and making them your slaves... that doesn't sound Thaumcraft-ish to me, anyways.


    KILLING WISPS AND USING THEIR GUTS TO RESURRECT THEM AS SLAVES


    C'mon. That's kinda brutal.


    On the wands... I kinda like the gauntlets more. They passively recharge, which is nice. You don't need to worry about depleting and merging nodes and going back to your base to recharge them.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Fcelon»

    Hi guys, I found some unused infusion enchantments. They have no recipe, no locallized name and I have no idea what they do.

    They are:

    enchantment.infusion.VISBATTERY (id:7, multiple levels)

    enchantment.infusion.VISCHARGE (id:7, single levels)

    enchantment.infusion.SWIFT(id:9, multiple levels)

    enchantment.infusion.AGILE(id:10, single levels)

    enchantment.infusion.INFESTED(id:11, single levels)

    You can give yourself an item with infusion enchantmnt by giving it this tag:{infench:[0:{lvl:Xs,id:Ys}]}

    I hope Azanor will implement them soon.


    What would be the full command to apply one of these?
    Posted in: Minecraft Mods
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