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    posted a message on Griffon Chaos Theory Server

    Server Name: Griffon Chaos Theory

    Version: Minecraft 1.12.1 and Forge 14.22.1.2478

    Website: http://griffoncraft.serveminecraft.net

    Technic Modpack: https://www.technicpack.net/modpack/griffon-chaos-theory.1095697

    Server IP: griffoncraft.serveminecraft.net:25567

    Main mods: See Below


    Rules:

    no griefing of any kind (obviously, with FTB Utilities to help).

    no exploiting mod items.

    no harassment of other players in any way.

    no cheats of any kind.

    NO CLAIMING CHUNKS AROUND OTHER PLAYERS TO PREVENT THEM FROM CLAIMING ANYTHING ELSE.


    About:
    No Thaumcraft, which makes me sad, but it's hopefully coming soon. I created this server because I wanted to try out the new Minecraft versions, but I can no longer play without mods being added. I'm too addicted to mods now. To highlight a few of the mods: Botania, Thermal, Ember, Psi, Mystical Agriculture, Biomes O' Plenty, and NEI. I can never ever play Minecraft without Not Enough Items mod anymore.

    Posted in: PC Servers
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    posted a message on Simple Magic Server - !NEW!

    Server Name: Simple Magic
    Version: Minecraft 1.7.10 and Forge 10.13.4.1614
    Website:http://griffonsimplemagic.ddns.net
    Server IP: griffonsimplemagic.ddns.net:25565
    Main mods: Thaumcraft 4, Botania, and Immersive Engineering


    Rules:
    no griefing of any kind (obviously, with FTB Utilities to help).
    no exploiting mod items (but modtweaker should prevent this anyways).
    no harassment of other players in any way. no cheats of any kinds.
    only use approved mods (as shown on the website).


    About:
    Public Forge Server (NO whitelist) that has Botania and Thaumcraft 4 as the base game. Immersive Engineering is also included with other mods in place to prevent griefing.
    There are no pay for ranks or donations (I always hated the pay ranks), but currently limited to 20 players max online at one time. This is designed to be as simple of a mod list as possible for magic mod lovers. Before this post only admins have joined (there are 2, including myself).

    The website has all mods with download links (through official sites) and a comment section.

    Posted in: PC Servers
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    posted a message on Tainted Magic
    Quote from yorkeMC»

    First off you must have a very old graphics card if OpenGL is not very supported. Try updating your graphics drivers because I didn't change things very much with the way they're rendered or how they use OpenGL.

    I don't think old graphcs is the problem, I just got this computer a few months ago and I keep everything up to date, I did notice I can't run mods that use older graphic settings though.

    Directly from Botania changelog: "Changed the Lexica Botania's Category Icon Shader to use GL Texture Unit 7 rather than 15. Also added a config option to change which unit is used, just in case. This should fix GL errors with old and integrated graphics cards."
    That was all it took to mess up my game and that was an old graphic compatability fix.
    Posted in: Minecraft Mods
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    posted a message on Tainted Magic

    When I updated to the 1.1.6.4 version my graphics went crazy when in a game. Basically when the map gets done loading a game it looked like I was standing in the middle of the sky (and never changes). Then I loaded up a previous version before 1.1.6.4 it still did the same thing for some reason (I thought that was extremely odd). So because of the newest update I can no longer use this mod.


    I'm pretty sure it's an OpenGL error since I've experienced this before and that was the problem. What ever you did to make it more compatible made it less compatible for me to the point I can't use it anymore.


    Most other mods include a config option that indicates if you need to use compatibility settings or not. (Botania did the same thing in 1 update and a few other mods I can't remember right now.)

    Posted in: Minecraft Mods
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    posted a message on Can't get CoFH Core to Load

    I disabled the loading screen and then when it loaded up I got this.

    Posted in: Java Edition Support
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    posted a message on Can't get CoFH Core to Load

    I'm currently using the currect recomended version of Forge (10.13.4.1448) and I'm using the most recent version of CoFH Core ([1.7.10] 3.0.3-303).

    I don't have anyother mods at all, that is it. I start the game and it crashes without fail everytime at Mod Intalizing phase 1 (2/7) and preintalizing CoFH Core (5/5) on the loading screen.


    [16:15:02] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
    [16:15:02] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
    [16:15:02] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
    [16:15:02] [main/INFO] [FML]: Forge Mod Loader version 7.99.16.1448 for Minecraft 1.7.10 loading
    [16:15:02] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_25, running on Windows 7:amd64:6.1, installed at C:\Program Files (x86)\Minecraft\runtime\jre-x64\1.8.0_25
    [16:15:02] [main/WARN] [FML]: The coremod cofh.asm.LoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
    [16:15:02] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
    [16:15:02] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
    [16:15:02] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
    [16:15:02] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
    [16:15:03] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
    [16:15:06] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
    [16:15:06] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
    [16:15:07] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
    [16:15:07] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker
    [16:15:08] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
    [16:15:08] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.TerminalTweaker
    [16:15:08] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.TerminalTweaker
    [16:15:08] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.client.main.Main}
    [16:15:11] [main/INFO]: Setting user: Griffon0129
    [16:15:14] [Client thread/INFO]: LWJGL Version: 2.9.1
    [16:15:21] [Client thread/INFO] [STDOUT]: [cpw.mods.fml.client.SplashProgress:start:188]: ---- Minecraft Crash Report ----
    // Would you like a cupcake?

    Time: 7/22/15 4:15 PM
    Description: Loading screen debug info

    This is just a prompt for computer specs to be printed. THIS IS NOT A ERROR

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

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 67379656 bytes (64 MB) / 186740736 bytes (178 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML:
    GL info: ' Vendor: 'Intel' Version: '2.1.0 - Build 8.15.10.1892' Renderer: 'Mobile Intel(R) 4 Series Express Chipset Family'
    [16:15:21] [Client thread/INFO] [MinecraftForge]: Attempting early MinecraftForge initialization
    [16:15:21] [Client thread/INFO] [FML]: MinecraftForge v10.13.4.1448 Initialized
    [16:15:21] [Client thread/INFO] [FML]: Replaced 183 ore recipies
    [16:15:21] [Client thread/INFO] [MinecraftForge]: Completed early MinecraftForge initialization
    [16:15:24] [Client thread/INFO] [FML]: Found 0 mods from the command line. Injecting into mod discoverer
    [16:15:24] [Client thread/INFO] [FML]: Searching C:\Users\*****\AppData\Roaming\.minecraft\mods for mods
    [16:15:36] [Client thread/INFO] [FML]: Forge Mod Loader has identified 5 mods to load
    [16:15:37] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, <CoFH ASM>, CoFHCore] at CLIENT
    [16:15:37] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, <CoFH ASM>, CoFHCore] at SERVER
    [16:15:39] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:CoFH Core
    [16:15:39] [Client thread/INFO] [FML]: Processing ObjectHolder annotations
    [16:15:39] [Client thread/INFO] [FML]: Found 337 ObjectHolder annotations
    [16:15:39] [Client thread/INFO] [FML]: Identifying ItemStackHolder annotations
    [16:15:39] [Client thread/INFO] [FML]: Found 0 ItemStackHolder annotations
    [16:15:39] [Client thread/INFO] [FML]: Configured a dormant chunk cache size of 0


    I tried using an older version of MC Forge but then it says: "CoFHCore-[1.7.10]3.0.3-303.jar (required-after:[email protected][10.13.3.1448,10.14);)." I looked up those forge number but they don't exist anywhere that I know of. I google searched the 10.14 version and came up with 1.8 forge beta. The only difference in the version I'm runing is the number 3 when mine is a 4.


    How do I fix this?


    Also I tried to directly report it on the teamcofh.com website but I couldn't find where to submit it at and I did follow their check list at https://github.com/CoFH/Feedback and still didn't see where to submit anything.

    Posted in: Java Edition Support
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    posted a message on Thaumcraft 4.2.3.5 Server + New Add-ons!

    I'd recommendusing the modpack if having problems since it has all the correct config files and NEI and Waila have the latest version already added to it and they work correctly. So if you're having any problems download the modpack version because it should be all set up and ready to play. JourneyMap is not part of the base modpack but if you use it, the mob heads from Thaumcraft will show up on it.

    Posted in: PC Servers
  • 1

    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from SpitefulFox»

    Do you have the crash report? The mod should be compatible with Witching Gadgets just fine. I use both of them in my SP series.


    I just figured out why the game crashed with both yesterday (been having problems with my computer is why I didn't relpy sooner). It crashed because witching gadgets was using the same enchantment IDs as Forbidden Magic. The solution is to delete the witching gadgets config file so the IDs for witching gadgets gets reset after adding Forbidden Magic.

    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    I can't get the Dimentional Lure to work on a server I play on.I built all the runed obsidian, 4 mob runes and placed it at the correct height (blaze, slime, and 2 ghast). I then activated the lure and the runed obsidian got set on fire then when I went to activate the nether mind part it said not high enough and that there is no active lure. I even had a node with 5 centivis of everything connected with relays. I then tested the same exact setup in sp creative and it worked. I've even lowered and raised it several times and used just 1 block hanging down from nether mind like the in lure picture of it and used 3 blocks hanging down like in the nether mind picture, I've basically tried it all and ran out of ideas. When I replaced the ghast runes it just said dimentional lure is not active instead of that and not high enough.


    Is it some how bugged on a server but not in sp? or any advice on how to get it to work? There is nothing in google search about it.

    Posted in: WIP Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Quote from SpitefulFox jump

    Just install the mod and don't install Blood Magic.

    Quote from TaintedWolf jump

    You don't need Blood Magic or any other mod other than Thaumcraft to run FM. Blood Magic is not in anyway required for FM
    The game crashes when ever I added it to the game for the server I play on. After reading what you said I went back and tried it with blood magic just to see and it still crashed. Then after looking at the crash reports I found out it is conflicting with Witching Gadgets mod (another Thaumcraft addon). Wouldn't happen to know why the conflict?

    I was told that it required blood magic when I was on the server cause they said it kept crashing without blood magic installed and I assumed they were right, sorry, but thanks for responding to my post so fast.

    Either way Forbidden Magic is my favorite Thaumcraft addon and I don't really like witching gadgets that much, but they probably won't remove it from the server.

    (note to admin: the multi-quotes don't seem to be working correctly.)
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575

    Is there a way to use this mod and not include Blood Magic?


    I really like Forbidden Magic, mostly for the Botania wand cores and caps. I've never used Blood Magic (although heard it's fun to use) and I pretty much just used this mod for extra Thaumcraft and Botania items (also like the botania flowers it adds).


    Not to mention I'd really really like it to be added to the server I play on now but can't because blood magic isn't installed, just Thaumcraft, Botania and Thaumcraft addons and doubt Blood Magic will ever be installed.

    Posted in: Minecraft Mods
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    posted a message on Any Client Side Chunk Loaders?

    Playing on a Thaumcraft server and made an auto xp farm from zombie spawner but I have to stand in that chunk for it to work. I want to have it loaded all the time (or at least when I'm online) so that it's always working so I can get xp when ever I want and not just standing there doing nothing waiting for brain in jar to fill up with xp.


    We're allowed to add (about) any other mod as long as their client side only (doesn't add any items to game basically).

    Posted in: Mods Discussion
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    posted a message on What is your favorite server you play on?

    I've never really liked the minecraft mini game servers so I played litchcraft for a while cause I liked building and mining but quit cause I like the mods so much better. Now I play on a small but growing thaumcraft server and really like it. Thaimic Horizons is about to be added to it.

    (http://www.minecraftforum.net/forums/servers/pc-servers/survival-servers/2407502-thaumcraft-server-new-hold-up-to-50-no-whitelist)

    Posted in: Discussion
  • 0

    posted a message on Easy/Quick way to find Jungle Biome?

    I've been playing on a modded server with thaumcraft, so v1.7.10

    (http://www.minecraftforum.net/forums/servers/pc-servers/survival-servers/2407502-thaumcraft-server-new-hold-up-to-50-no-whitelist)

    and several of us want to find a jungle for different reasons. When Thaimic Horizons is added I want a cat to infuse and another person wants cocoa beans, ect.

    I've pretty much searched all the map in a 4000 block radius around (0,0).


    I'm basically asking are there any tricks to finding one or client side mods I can use?

    I don't even care if it has a temple either.

    Posted in: Discussion
  • 1

    posted a message on Why does Slimes spawn in Superflat worlds?

    Slime also spawns at very low levels. Most superflat worlds if you don't change any settings are typically at y: 3 or close to the bottom of the map so you get tons of slime everywhere.


    I never done this but heard you can make a slime farm anywhere if you dig out a large enough area for them to spawn in at the bottom of the map in any biome.

    Posted in: Discussion
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