• 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    So, has anyone had the issue of not being able to progress past Discovering Alchemy? Like, how can I describe this:


    Basically I can't get any "Epiphanies" to progress. I'm stuck on "Discovering Auromancy," "Discovering Infusion" and "Discovering Artifice" because all three of those require an epiphany to complete, something I have no idea how to get those. I even tried restarting progress thinking it's a bug, but alas it was not.


    So, the big question I have here now is on the Beta 7 version, how do you get an epiphany at this point in progression? I've already google-searched the question and I can find nothing in the way of a guide or walk-through. What can I do to progress here, since I've already spent about an hour doing research and am now currently tossing the contents of my workshop on the ground to scan them with a thaumometer in the hopes of kick-starting something?

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    So, I've since run into a nasty crash regarding Thaumcraft somehow: I'm getting constant block tesselation crashes.


    Apparently as far as I can tell, something regarding one of the Vis crystals isn't playing nice:



    Put your spoiler here.

    Time: 2/14/18 8:44 AM
    Description: Tesselating block model

    java.lang.NullPointerException: Tesselating block model
    at thaumcraft.client.renderers.block.CrystalModel.func_188616_a(CrystalModel.java:60)
    at ConnectedTextures.getNeighbourIcon(ConnectedTextures.java:1377)
    at ConnectedTextures.isNeighbour(ConnectedTextures.java:1323)
    at ConnectedTextures.isNeighbour(ConnectedTextures.java:1303)
    at ConnectedTextures.getConnectedTextureTop(ConnectedTextures.java:1695)
    at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:545)
    at ConnectedTextures.getConnectedTextureSingle(ConnectedTextures.java:370)
    at ConnectedTextures.getConnectedTextureMultiPass(ConnectedTextures.java:299)
    at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:113)
    at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:89)
    at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:60)
    at net.minecraft.client.renderer.BlockModelRenderer.func_187498_b(BlockModelRenderer.java:105)
    at net.minecraftforge.client.model.pipeline.ForgeBlockModelRenderer.func_187498_b(ForgeBlockModelRenderer.java:107)
    at net.minecraft.client.renderer.BlockModelRenderer.func_187493_a(BlockModelRenderer.java:72)
    at net.minecraft.client.renderer.BlockModelRenderer.func_178267_a(BlockModelRenderer.java:52)
    at net.minecraft.client.renderer.BlockRendererDispatcher.func_175018_a(BlockRendererDispatcher.java:81)
    at codechicken.lib.render.block.CCExtendedBlockRendererDispatcher.func_175018_a(CCExtendedBlockRendererDispatcher.java:54)
    at mods.betterfoliage.client.Hooks.renderWorldBlock(Hooks.kt:95)
    at net.minecraft.client.renderer.chunk.RenderChunk.func_178581_b(RenderChunk.java:290)
    at net.minecraft.client.renderer.chunk.ChunkRenderWorker.func_178474_a(ChunkRenderWorker.java:119)
    at net.minecraft.client.renderer.chunk.ChunkRenderWorker.run(ChunkRenderWorker.java:47)
    at java.lang.Thread.run(Thread.java:745)


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

    -- Head --
    Thread: Client thread
    Stacktrace:
    at thaumcraft.client.renderers.block.CrystalModel.func_188616_a(CrystalModel.java:60)
    at ConnectedTextures.getNeighbourIcon(ConnectedTextures.java:1377)
    at ConnectedTextures.isNeighbour(ConnectedTextures.java:1323)
    at ConnectedTextures.isNeighbour(ConnectedTextures.java:1303)
    at ConnectedTextures.getConnectedTextureTop(ConnectedTextures.java:1695)
    at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:545)
    at ConnectedTextures.getConnectedTextureSingle(ConnectedTextures.java:370)
    at ConnectedTextures.getConnectedTextureMultiPass(ConnectedTextures.java:299)
    at ConnectedTextures.getConnectedTexture(ConnectedTextures.java:113)
    at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:89)
    at BlockModelCustomizer.getRenderQuads(BlockModelCustomizer.java:60)
    at net.minecraft.client.renderer.BlockModelRenderer.func_187498_b(BlockModelRenderer.java:105)
    at net.minecraftforge.client.model.pipeline.ForgeBlockModelRenderer.func_187498_b(ForgeBlockModelRenderer.java:107)

    -- Block model being tesselated --
    Details:
    Block: minecraft:sandstone[type=sandstone]
    Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Using AO: true
    Stacktrace:
    at net.minecraft.client.renderer.BlockModelRenderer.func_187493_a(BlockModelRenderer.java:72)
    at net.minecraft.client.renderer.BlockModelRenderer.func_178267_a(BlockModelRenderer.java:52)

    -- Block being tesselated --
    Details:
    Block type: ID #24 (tile.sandStone // net.minecraft.block.BlockSandStone)
    Block data value: 0 / 0x0 / 0b0000
    Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Stacktrace:
    at net.minecraft.client.renderer.BlockRendererDispatcher.func_175018_a(BlockRendererDispatcher.java:81)

    -- Block being tesselated --
    Details:
    Block type: ID #24 (tile.sandStone // net.minecraft.block.BlockSandStone)
    Block data value: 0 / 0x0 / 0b0000
    Block location: World: (-200,61,427), Chunk: (at 8,3,11 in -13,26; contains blocks -208,0,416 to -193,255,431), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Stacktrace:
    at codechicken.lib.render.block.CCExtendedBlockRendererDispatcher.func_175018_a(CCExtendedBlockRendererDispatcher.java:54)
    at mods.betterfoliage.client.Hooks.renderWorldBlock(Hooks.kt:95)

    Posted in: Minecraft Mods
  • 0

    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Is it at all possible to incorporate theOverworld biomes from AbyssalCraft into the terrain generation for GeographiCraft? Not sure if this has been asked before but a search of the thread turned up nil. Asking, since you kinda need the components of that mod's biomes to even begin to properly make use of AbyssalCraft's offerings.

    Posted in: Minecraft Mods
  • 0

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Oh, ok. Well that answers that question.


    Nevertheless, keep up the good work. It's a great mod. :D

    Posted in: Minecraft Mods
  • 0

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Ah, that made it work, thanks. Really changes the way the world looks. :D


    I don't suppose there's a way to make it endless snow and wastes all the way north and south is there? Once you reach the first arctic climate band I mean. Just curious.

    Posted in: Minecraft Mods
  • 0

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Question to the Mod Author or someone more familiar with the configs: Exactly how do I go about getting the planet to look like so:

    I kinda would like a map where the polar regions look like the above - solid frozen wastes basically hostile to life. Would also compliment the Better Dungeons mod and the North Wall it has. The problem is that I can't figure out how to get it to generate properly for the life of me:

    "climate zone parameters" {
        B:"Frozen Icecaps"=true
        B:"Half Zone Size"=true
        B:"Ice Mountains in Mountain Chains"=true
        B:"Mesas in Mountain Chains"=true
        B:"Mountains in Mountain Chains"=false
        B:"Quarter Zone Size"=false
        B:"Random Biomes"=false
        I:bandedClimateOffset=0
        I:bandedClimateWidth=-1
        I:xSpawnOffset=0
        I:zSpawnOffset=0
    }

    I am assuming that "Frozen Icecaps"=true is the relevant part of the config, but enabling that does absolutely nothing according to ForgeAmidst. I've also changed bandedClimateOffset=0 to other values, to no effect.

    Any advice would be appreciated.

    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Are there any plans for better compatibility with Better Storage? It looks like there's an ID conflict with the Enchantment ID.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] xRay & Fullbright
    Looks like OP is dead.

    Well, good night sweet prince.
    Posted in: Minecraft Mods
  • 0

    posted a message on Door on a Minecart Track
    What the title says. If its been done before I can't find it on the forums.

    I've run into a significant issue regarding doors and minecart tracks not being compatible. I've experimented with Pistons moving the tracks about but I'm no wire wizard and it's been exceedingly frustrating trying to make something workable. I've even tried boosters to boost through the open door, with no luck.

    Essentially, What I have in mind would be an average door or iron door with a mine cart track running along the bottom so mine carts can pass through when it's open and not when closed. It could also be activated by a detector rail or other redstone input.

    Chances are it's already been made but if not, I'd be surprised.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Nuclear TNT [REQ]
    There's a Nuke In industrial Mod that's basically what the OP wants.

    Not sure what the hell the recipe is, Word of God is that it's a secret and the only way I've been able to use it is by hacking it into MC.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on A simple, fast way to get 2 or more mods to work together?
    Exactly what it says on the tin.

    This question has probably been asked a few hundred thousand times so far. I'm kind of expecting this thread to get deleted due to the likely redundancy of this question(despite a search turning up zilch). But I'd like to know if there is a tool/utility/program/JAR File/application/.exe/whatever out there that'll allow me to see which mods that I'd like to maybe install would conflict with which other mods I'd maybe like to install, as well as which specific files inside those mods that would specifically conflict. Also, is there maybe a utility/editor/ect. out there that would allow me to edit or modify said files so that I wouldn't have to go out and get a degree in Javascript to do it the hard way?

    Simple question. I'm asking, because there's dozens of brilliant addons and mods out there, but I can't run more than two or maybe three(if I'm lucky) without conflicts and black screens of death. It would be nice to be able to run both Mo Creatures and Humans+ instead of having to choose between the two. :Notch:

    Any help would be nice.
    Posted in: Mods Discussion
  • 0

    posted a message on FancyPack 3.0 [thread outmoded]
    This doesn't seem to want to work with the Minecraft Community Pack. I'm just dropping the core files into the .jar and as a result of just this I get the Black Screen of Death on Start up. I assume it has to do with the Core files conflicting with the Better Light+Grass Mod?
    Posted in: Mods Discussion
  • 0

    posted a message on [MOD] McMod :: UPDATED TO 1.2_02 :: Scriptable mod framework
    This is literally what Minecraft needs: A streamlined and simplified mod system.
    Posted in: Mods Discussion
  • 0

    posted a message on [MOD] Koda's Custom Creepers BETA 1.1_02
    Creepers are Red,
    Creepers are Blue,
    If you screw with their .png files
    and mess with the hue. :SSSS:
    Posted in: Mods Discussion
  • 0

    posted a message on Portal Corruption [Now With Image]
    I like the OP's idea. Very Lovecraftian.
    Posted in: Suggestions
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