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  • Hidinginthelight
  • Retired Staff
  • Member for 12 years, 1 month, and 9 days
    Last active Mon, Apr, 14 2014 22:31:38
  • 1 Follower
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  • View Hidinginthelight's Profile

    1

    Feb 17, 2014
    Hidinginthelight posted a message on Everything (Almost is invisible) and deleting doesn't fix it!
    There are tons of other threads about this.

    It's the AMD BETA 14.1 video drivers.
    Remove them and go back to the 13.12 drivers
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Feb 20, 2013
    Hidinginthelight posted a message on Graphical Issue
    Check the Anisotropic Filtering (AF) settings in your graphics card control panel.
    It should be set to off or use application settings.

    Also make sure your graphics drivers are up to date, from the manufacturers site. (intel, nvidia or amd)
    Using windows update/device manager doesn't get the proper drivers for graphics cards.
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Feb 1, 2013
    Hidinginthelight posted a message on jlms's son still can't play Minecraft, jlms is lame
    I know very very very little about mac (I think I can turn the one on we have in the house...)

    I know the one we have minecraft works with java 7. But like you many people get that error, normally for those people using java 6 works. Maybe it has something to do with the OSX version and java 7 not being compatible or OSX+JAVA 7+LWJGL not working together. idk.

    But my best advice is to try java 6.
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Feb 1, 2013
    Hidinginthelight posted a message on Furnace not activating for netherrack?
    That isn't in the 1.4.7 release, it's only been added in the snapshots for 1.5

    http://www.minecraftwiki.net/wiki/Nether_Brick_(Item)
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Jan 29, 2013
    Hidinginthelight posted a message on Minecraft Forge
    Delete C:/Users/Mom/AppData/Roaming/.minecraft/config/forge.cfg
    Looks like MC might have crashed at some point and left some invalid data.
    It'll be replaced the next time you launch MC, and should fix the issue.
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Jan 29, 2013
    Hidinginthelight posted a message on MyCraft wont work
    Doesn't look like mycraft has been updated since 1.2.5, could cause problems.

    Try MultiMC instead. http://www.minecraftforum.net/topic/1000645-multimc-43-windows-linux-mac/
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Jan 29, 2013
    Hidinginthelight posted a message on Minecraft crashes after login
    Well if you updated java something went wrong, because you are 7 versions behind.
    JRE version: 6.0_31-b05

    Meaning you are using java 6.31
    Java 6.38 is the latest Java 6.

    But that's not really your problem.
    You need to update your video drivers from the AMD website. You are using the microsoft provided drivers.
    Microsoft strips OpenGL support before distributing graphics drivers.

    http://support.amd.com/us/Pages/AMDSupportHub.aspx
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Jan 24, 2013
    Hidinginthelight posted a message on installed minecraft forge and optifine and at start minecraft crashed
    Quote from Mr_Dice

    Forge and optifine never used to be compatible, and I don't recall it ever getting resolved. But I could be wrong.

    I'm guessing you are a magic launcher user. Just because magic launcher reports a problem doesn't mean there actually is one.

    Forge and Optifine have worked together as long as I have used both, 1.2 update of minecraft.
    Install Forge first, Optifine second.

    Optifine does overwrite some forge files, but they include the changes forge needs as well.
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Jan 23, 2013
    Hidinginthelight posted a message on Can not install forge

    2013-01-23 18:35:43 [SEVERE] [ForgeModLoader] There were errors during initial FML setup. Some files failed to download or were otherwise corrupted. You will need to manually obtain the following files from these download links and ensure your lib directory is clean.
    2013-01-23 18:35:43 [SEVERE] [ForgeModLoader] *** Download http://files.minecra...s/argo-2.25.jar
    2013-01-23 18:35:43 [SEVERE] [ForgeModLoader] *** Download http://files.minecra...uava-12.0.1.jar
    2013-01-23 18:35:43 [SEVERE] [ForgeModLoader] *** Download http://files.minecra...asm-all-4.0.jar
    2013-01-23 18:35:43 [SEVERE] [ForgeModLoader] *** Download http://files.minecra...jdk15on-147.jar


    You need to download those 4 files manually and place them in the .minecraft/lib/ folder.
    Something on your system is blocking them from downloading.
    So if you do it manually it should fix thins up.
    Posted in: Java Edition Support
  • View Hidinginthelight's Profile

    1

    Jan 21, 2013
    Hidinginthelight posted a message on Reversing Ladders
    No way to break them down.
    They are ladders.
    Posted in: Java Edition Support
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  • View Azanor's Profile

    512

    Dec 1, 2012
    Azanor posted a message on Thaumcraft 3.0.5i (Outdated)
    Go check out http://www.minecraft...pdated-6102013/ instead



    "Thaumaturgy... which giveth certain order to make strange works, of the sense to be perceived and of men greatly to be wondered at." - Mathematicall Praeface to Euclid's Elements (1570), John Dee

    Thaumaturgy is the capability of a magician to work miracles. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle worker.

    This is what this mod is all about - drawing magic from physical objects in the form of Essentia and reshaping it to perform miracles.


    The first thing you will need to craft is a wand. The first one available to you is the Wand of the Apprentice crafted as shown here:


    Any type of shard can be used in the recipe.

    You then place a bookshelf in the world and right click on it with the wand. This gives you the Thaumonomicon which explains almost everything else you will need to know about Thaumcraft.




    Latest version
    3.0.5i for Minecraft 1.5.2

    Older versions
    3.0.4c for Minecraft 1.5.1
    3.0.3 for Minecraft 1.4.7
    3.0.1c for Minecraft 1.4.6
    3.0.1b for Minecraft 1.4.5
    2.1.6d for Minecraft 1.2.5

    For modders
    Thaumcraft API 0.0.5 for 3.0.4b and later

    I have decided to release a VERY alpha version of my TC4 api. Everything in here is subject to change (and probably WILL change), but at least it will allow addon modders to start working on integration.
    TC4_API_ALPHA_8.zip

    Thanks to the following folks for their help with translations: Vexatos (German), Mexahoid (Russian)

    shadydeath created an IRC channel at irc.esper.net:#thaumcraft
    I check it regularly so pop in if you want to chat.

    WARNING
    There is a very tiny chance that updates may break your save. Backup just in case.

    Change Log

    3.0.5i (current)
    - by popular demand: added possible fix for disappearing nodes due to map shenanigans.
    WARNING: this has a small chance of breaking saves by messing with your nodes.
    Be prepared to run a node wipe and regen after installing this patch.

    3.0.5h
    - mods that modify the recipe list should no longer break the thaumonomicon.
    *3.0.5h1 hotfix* - fixed golem xp dropping mechanics for the cases where visors weren't working as intended.

    3.0.5g
    - fix for some harness rendering bugs
    - more golem fixes

    3.0.5f
    - trying to tackle the golem jar crashes... again... and again

    3.0.5e
    - trying to tackle the golem jar crashes... again
    - some localization and gui fixes

    3.0.5d
    - more fixes for golem related crashes
    - added russian to localization
    - wand of equal trade now displays the number of blocks of the targeted type you have available.

    3.0.5c
    - fix for a few more golem related crashes
    - fix for certain mod crops/plants not being correctly harvested by straw golems

    3.0.5b
    - arcane bore won't ignore unbreakable blocks and allow you to dig blocks beyond them anymore
    - fixed harness dupe exploit
    - some general bug and crash fixes
    - fixed monster spawning in non-vanilla biomes
    - fixed language support
    - cinnibar should once again spawn... oops. You might want to run regen for cinnibar if the world was created using MC 1.5 or later.

    3.0.5a
    - prevent moving of harness while it's gui is open
    - fix for possible harness gui crash
    - harness recipe fixed to require the correct crystals
    - fix for thaumometer and discoveries displaying incorrectly in survival mode... for reals this time
    - frost shards should no longer collide with the player clientside (was a purely visual bug)
    - other minor bug fixes

    3.0.5
    - update to 1.5.2
    - golem visor should no longer cause a crash
    - items like the thaumometer should render properly again (blame Forge for that one)
    - New stuff? New stuff!

    3.0.4c
    - research table, mirror and jar rendering should not cause crashes anymore
    - harvesting and shearing my plants and leaves should not cause crashes anymore
    - arcane pressure plate + door should no longer cause your game to lock up.
    - the "java.lang.NullPointerException at thaumcraft.api.ObjectTags.<init>(ObjectTags.java:21)" is technically caused by addon mods not implementing the new version of the API, but I'm adding something to prevent this crash. This might cause those addon mods to do strange things however so be prepared. Also, depending on how those addon mods calls this function the error might not go away at all.

    3.0.4b
    - recipes with 'wildcard' and/or damageable ingredients should work now
    - fixed blocks that were rendering a bit goofy
    - fixed Rod of Nine Hells crash
    - fixed possible crash when looking at a filled jar
    - fixed a possible crash related to markers and golem AI
    - tweaked infused ore spawn rates a bit - something seems to have made it a lot rarer than usual
    - API: Added a way to define "clickable" crops that the golem will harvest without breaking the block, (For example: Natura berry bushes). This needs to be set up using FMLInterModComms.
    - API: The existing method to add crops also uses FMLInterModComms now, though a deprecated version of the old system will remain in place till the next major API revision.

    3.0.4a
    - It should run on a server now - derpdy derp
    - Fixed display of recipes in thaumonomicon with cycling items.
    - arcane door icons fixed and they should no longer cause the client to freeze when opened.

    3.0.4
    - added localization support so players and server admins may add support for other languages. Just add your own .lang file in /thaumcraft_localization/ directory located in the minecraft config directory. It uses the same naming convention as the minecraft localizations files.
    - filled jars can now stack to 8 as long as the jars contain the same amount and type of essentia
    - crucible now tries to place the most numerous aspects into alembics first
    - Added a thaumcrafty way to heat your crucible with an existing item.
    - Repair enchantment does nothing in creative mode
    - step height increase from boots of the traveller should now properly remove itself along with the boots
    - brain in jars can now hold 2000 xp instead of 1000 xp
    - wooden logs now only give 4 wood aspect, which obviously has a huge knock-on effect in the aspects of most items
    - changed the aspect values of several other items.
    - fixed arcane workbench dupe bug
    - elemental shovel cannot 'build' with blocks that have tile entities
    - new golem
    - greatly improved the efficiency of the arcane bore digging algorithm (by up to 180 times!) so having more than one running at a time in close proximity should no longer kill the CPU. The beam may occasionally seem to stop digging and reset to the center position, but that is normal.
    - API: The api has had a bit of a minor facelift and has been reorganized. It will change again once the 3.1 changes go into effect so consider yourself warned.
    - API: additional method in ObjectTags
    - API: Biome functions have been deprecated in favor of the new forge Biome dictionary.
    - API: there are some mysterious methods in the api. Ignore them for now :P





    FAQ

    I lose all my research when I play in offline mode. What happened? (This should no longer happen as of 3.0.2)
    When I store a players research I link it to their username. Most people, however, log in with their email address and their username is retrieved from the Minecraft authentication servers. So you log in with [email protected] and the game retrieves your username of Player12345.
    In offline mode however your username is whatever you logged in with: [email protected] in the above example.
    The result is that Thaumcraft won't find your research because it won't know your correct username in offline mode.

    To get around this you need to login with your ingame username when you want to play in offline mode: Player12345 in the example above.

    My Aura nodes have all dissapeared. What now?
    It seems certain setups are prone to corrupting their aura save files for some reason. I'm taking steps to prevent this, but for now the only solution is the use the world regeneration option (see below) and run it for aura nodes only.


    Installation

    (1) Install Forge (Modloader is NOT required - my mod uses the Forge modloader)
    (2) Download this mod and place the zip into your Mods Directory.

    Config File Settings
    For the most parts it should be self explanatory with one exception: Adding TC3 worldgen to existing worlds. See below for that.

    Install video for Mac


    Adding Thaumcaft world generation to existing worlds

    Yes, you heard that right. You can add all the ores, trees and other worldgen features to existing worlds by changing a few things in your config files. Remember: this could be risky so always backup your saves beforehand.
    1. If this is the first time loading Thaumcraft with that save, you can leave the regen_key setting as 'DEFAULT' otherwise set it to anything else.
    2. You need to choose what to regenerate. I strongly recommend you set aura_nodes to 'true' if this is the first time you are doing this. Without the aura you won't be able to do 99.9% of the things you could in Thaumcraft.
    3. Run the game. It will lag for a while and you should see some console spam about chunks being regenerated. This is fine - just wait it out. It shouldn't take too long. If the world had been explored a lot you might see the message reappear every now and again. This is also normal.
    4. If, for some reason, you wish to do this again or somehow your savefile got corrupted and your aura nodes have gone missing, all you need to do is set the regen_key value to something else. Any word would do.
    IMPORTANT: If you chose to generate TC ores and such in an existing world It is best to keep the config as-is. Do not switch everything off again after running the game or server once. As you explore chunks that have been explored in the past, but you haven't visited yet the new TC will regen in them as well. If you turn it off before you get a chance to revisit them nothing will be genererated and you will have to do the regeneration from scratch to add it to those chunks which could cause doubling of ores and nodes.




    Compatible / Add-on Mods

    These are mods that use the API or other means to intergrate with or add content to Thaumcraft. More importantly they do so without breaking the balance of my mod (such as it is).
    - Thaumic Bees (Adds bees for Forestry)
    - Essentia (Allows you to add custom aspects to items)
    - Biomes O' Plenty Integeration addon
    - Thaumic Tinkerer




    Mod Packs

    The code of “Thaumcraft for Minecraft” in source or binary form is the intellectual property of Azanor. You may not reproduce, redistribute or modify it.

    As a habit I ignore every PM in regards to mod-packs - both private and public. Everything you need to know about them is listed below. I don't ignore them to be an ass, but I get at least 10 mod-pack requests per day and I honeslty can't be bothered to reply to them all.

    Public Mod Packs:
    All mod packs I want to include Thaumcraft already have my permission. Only people I am personally acquainted with have any chance of me giving permission for their mod pack.
    Currently these include:
    - Feed the Beast
    - AMCO
    - SolitaryCraft
    - Technologica


    Server Packs:
    Private server packs are granted permission to include past and the current client versions of Thaumcraft in a mod pack tailored exclusively for that Minecraft server. The pack must be distributed in a way that ensures that only players currently active on that server can download it. Private server packs are only mod packs intended for use by a closed membership Minecraft server and distributed only to those members.




    Videos
    Installation


    Other

    by me


    by Direwolf20


    by haighyorkie


    by Flamytygwa

    Some non-english videos

    German:


    Videos of older versions


    by Direwolf20


    Banner


    [center][url="http://www.minecraftforum.net/topic/1585216-145-thaumcraft-3/"][IMG]http://i.imgur.com/DAGCu.png[/IMG][/url][/center]


    [center][url="http://www.minecraftforum.net/topic/1585216-145-thaumcraft-3/"][IMG]http://i.imgur.com/VoUNu.png[/IMG][/url][/center]






    Special thanks to...
    My Beta Testers, you know who you are :)
    All the folks on the Forgcraft server for your help and support.

    Dan Scott (http://www.danscottart.com) for all the help he gave me with some of the sprites.
    Lorc, creator of the icons I use for enchanting and other things
    bonemouse, creator of the Isabella Texture Pack for letting me use his chest textures and skin as well as ScottKillen for making the Thaumium armor graphics based on the Isabella pack.
    chicken_bones for letting me base my lightning effect code on his L-Systems code from WRCBE
    Eloraam for allowing me to add Redpower and Blutricity integration




    © Azanor 2012
    This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://minecraft.net/terms are sole property of the Mod author (Azanor, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net. They may only be mirrored or reposted with advance written permission of the Owner. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission.
    This mod isn't open source.
    Posted in: Minecraft Mods
  • View g_BonE's Profile

    1

    Jan 20, 2013
    g_BonE posted a message on Nei Plugins Can't find NEI
    just as a heads up: download nei and codechickencore from its thread --- even tho it does not show the latest release the download will be 0.7.1.0 of CCC and 1.4.5.1 of NEI which will work with the new neiplugins
    Posted in: Java Edition Support
  • View silents429's Profile

    1

    Nov 27, 2012
    silents429 posted a message on Mom Loader needs help again
    WONDERFUL NEWS!
    I have spent the last few hours working on this AND I got it working.
    FIRST. The shapeshifter.zip you download, You have to extract.
    Keep going through the folders and stop once your inside the folder that says "files to put into minecraft.jar"
    All those files (You need to select them all) And right click with all the class files selected including those other ones and send to .zip
    This will make a new zip folder and use THAT one instead and it will work, Press U when your in game.
    Posted in: Java Edition Support
  • View rivvest's Profile

    1

    Oct 25, 2012
    rivvest posted a message on Upgraded to minecraft 1.4.2 and now can't reinstall forge or mods
    I know this is a completely different question than my original one, but do you think that it's not working because its not compatible with 1.4.2? And that my texture pack won't be fully working until mcpatcher is updated?

    I'm not really a texture pack guy, but I do know that Forge and MCPatcher have issues. My understanding is that Forge and Optifine support texture packs the same way MCPatcher does. Go grab the Optifine 1.4.2 pre-release and see if that makes it work.. I'm guessing some textures will still be messed up if the pack isn't upgraded.
    Posted in: Java Edition Support
  • View rivvest's Profile

    1

    Oct 24, 2012
    rivvest posted a message on Upgraded to minecraft 1.4.2 and now can't reinstall forge or mods
    Quote from armyofwuh

    Is it the same as when I installed the newest version of minecraft? Where I just copy the contents of the zip file directly into my minecraft.jar folder (the one in the bin in applications support, i'm on a mac..)?


    Yes, installation is exactly the same. Unpack Forge into your minecraft.jar, delete meta-inf. It sounds like you might appreciate MultiMC (http://forkk.net/MultiMC4/). Makes it easy to create multiple copies of Minecraft. You will have to fiddle it with a bit to get it work with a pre-release.. create an instance, then overwrite the minecraft.jar in that new location with the 1.4.2 minecraft.jar. It even has a Forge button.
    Posted in: Java Edition Support
  • View rivvest's Profile

    1

    Oct 24, 2012
    rivvest posted a message on Upgraded to minecraft 1.4.2 and now can't reinstall forge or mods
    Forge 6.0.1 (build 330 and up - http://files.minecraftforge.net/) is for Minecraft 1.4.2.. Very few mods are updated for 1.4.2 yet. Mods for 1.3.2 do not work with 1.4.2.
    Posted in: Java Edition Support
  • View rivvest's Profile

    1

    Oct 21, 2012
    rivvest posted a message on Crashing when starting a world. Related to Spiderman mod?
    Quote from Jimmaaa13

    Caused by: java.lang.ClassNotFoundException: aux


    This looks like a case of extracting and recompressing minecraft.jar on Windows, which causes you lose aux.class in the process (Windows can't create a file named aux..)
    Posted in: Java Edition Support
  • View Owl_Exterminator's Profile

    23

    Aug 14, 2012
    Owl_Exterminator posted a message on Has Mojang been taking the game in the wrong direction & adding "fluff" content?
    I personally like every addition to the game. If you don't like the new content, don't use it, but a very large portion of the community absolutely loves it.
    Posted in: Recent Updates and Snapshots
  • View Prettypinkdork's Profile

    3

    Jul 5, 2012
    Prettypinkdork posted a message on When will the 1.2.6 update be released?
    How the hell is this thread still alive?
    Posted in: Recent Updates and Snapshots
  • View Divinius's Profile

    15

    Jun 27, 2012
    Divinius posted a message on Updates are getting horrible...
    Quote from jmanfffreak

    I understand that snapshots are not official updates. Snapshots that are optional, testing, beta stuff, I get all that. As a manager for a piece of software in development, we do this too.

    Typically, though, even with updates that are meant to "fix bugs", the update isn't half way done when it is released. Whether it's a development release or an actual release. I'm mainly referring to the fact that different types of stairs are released for Birch trees and such. Great! Too bad they weren't craftable. This is something that should NOT be easily missed like that. If you "add" something to the code you at least compile it to ensure that you can at least make it in the game. It seems like it was one of those things that was exactly like 1.0. They threw something in at the last minute to make the release and then realized "oops! I forgot to add the crafting code for that!". It is NOT professional, whether its a development release or not. They're making these things public to hundreds of thousands of people AFTER a games' release. It's just very unprofessional to me to do something like this.

    See, no offence, but it's people like you that are the reason I've said that the whole idea of the snapshots was a bad one. You say you get it, but you (and LOT of others) still don't get it. The snapshots aren't meant to be what you are thinking they are meant to be.

    They are called, specifically, "snapshots". Do you know why they are called that? Because they are exactly that, and nothing more. They are simply a compilable version of the code as it stands at that point in time. That's why they come out on a specific day (today was an exception) as opposed to "when they are ready". There is no "when they are ready" because if they were "ready" they would be an actual "release" or update. You can't think of them as "releases" because that's not what they are, or what they were meant to be. They are not "releasing" anything. They are just letting you see the version of the code that happens to be sitting on the devs' PCs at the time.

    Basically, you are still thinking that they are actively trying to get code together nicely for testing, and giving us that prettied-up code to test. That's not what they are doing. At all. They are working on the next update, continuously developing it, and every Thursday they just grab whatever the heck they have at that point in time, for better or for worse, and say, "here you go, screw around with it if you want."

    That's a huge difference from actively getting together specific versions of code to give to people to test. Trying to make presentable versions for each and every snapshot would accomplish nothing other than waste the devs' time that they could be spending actually trying to write new code.

    Now, that all said, I'll admit that Mojang doesn't exactly have a stellar track record for releasing official updates that are completely bug free. But I'd say they are no worse than many of the major game developers in that regard. Hell, have you ever played a Bethesda game within 2 weeks of its release? Good god, Morrowind is over a decade old, the devs have long since stopped updating it, and the vanilla version still has bugs, some of which are virtually game-breaking.
    Posted in: Recent Updates and Snapshots
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