First off, I like the new research system, in essence. But, it's currently far from perfect. To save space here, I will simply quote a section from Shaadaris's rather thorough review from the previous page
Can I just briefly thank you for mentioning my post? I was beginning to worry a bit that both my overall review and my rather meticulously-crafted wisp/golem integration post had been completely glossed over. It's nice to see that someone read it through! I still really hope Azanor sees all that. Not that I expect him to seriously consider 80% of my random suggestions and ideas and balance thoughts or use my wisp integration ideas, but it's nice to be acknowledged.
And there's a major point I agree with in your post: That gauntlets are not great as they are currently.
I mentioned them a few times in my aforementioned review post, and yeah, I agree they need work.
Even when first discovering them, it states that iron is used because it's all you have at the moment.. Yet currently, there exists no progression for gauntlets, unlike wands. I sincerely hope this isn't overlooked and forgotten about, as it feels it is at the moment. And the possibilites are there. The Vis Resonator used in constructing it could make a wonderful method of upgrading, as with the types of metal used. Perhaps even the quality of leather could affect it, allowing you to make your first gauntlet with Leather, or perhaps even dried and cured rotten flesh if you're particularily unlucky with your spawn.
HOWEVER. I would like to add that, instead of how wands worked, due to not storing vis and therefore not having the vis-loss issue wands had- it would be nice to be able to dismantle and reassemble a gauntlet, rather than needing to make many, especially with the far steeper crafting requirements compared to wands/scepters/staffs. It would also fit the mechanical tinkering aspect of the glove better, tinkering with this magitech gauntlet over and over. I also suggest staff-like versions of Gauntlets designed for combat, like, for example, with claws or brass knuckles added, at a cost to effectiveness of foci or something, and maybe requiring strong materials such as iron to make (reducing effectiveness compared to higher tier metals)
I'm thinking of tiers, and it would likely go as such:
Tier 1 (old Wood/Iron) - Vis Resonator, Rotten Flesh (maybe cured or dried using alchemy, ordo and ignis crystals or something), Iron
Tier 2 (old Greatwood/Gold) - Advanced Resonator, Leather/Rabbit Leather (interchangeable), Alchemical Brass
Tier 3 (old Silverwood/Thaumium) - Thaumic Resonator, Enchanted Cloth (or whatever it was called, the stuff you make robes out of), Thaumium
Tier 4 (old Primal/Void Metal) - Primordial Resonator, Ancient Silk or something?, Void Metal
with perhaps Gold being a sidegrade to Alchemical Brass/Thaumium, maybe a resonator that uses emeralds and diamonds to make or something (because crystal resonance is a thing) that could be a sidegrade too. More options, basically.
But without gating it, so you don't need each tier to make the next tier like with most wands, so if you find leather and enough gold at the start, sure, you can make a tier 1/2/1.5 gauntlet.
Edit!!: Oh, and I nearly forgot a random thought I had while writing that up. How cool would it be to have ancient wands/staffs show up as dungeon loot occasionally? Just as a nod to the old times, and to everyone who misses them. Even if they don't function with your gauntlet-designed foci, and aren't as effective as gauntlets. It'd still be fun to see.
Apologies for two very large posts in one page, but I've been holding out on posting this for quite a while. These are thoughts, suggestions, and ideas I had while playing through Beta3 to Beta6.
(also I would like to bring your attention once again to my wisp integration idea a few posts above)
SPOILERED FOR EXCESSIVE LENGTH. BE WARNED YE WHO ENTER.
Thaumcraft 6 Thoughts (as of BETA 3 4 5 6):
-Theorycrafting needs a bit of a rework. As it stands, earlygame theorycrafting is difficult due to the large number of varied areas, but also the types of items that are requested. At one point, an Artiface card asked for an entire Anvil. That's 31 iron. Another (Alchemy?) asked from a Chorous Fruit, a Post-Enderdragon material, claiming it was a basic material. Golemancy has far too few cards, or at least it seems so. Suggestions: Rework resources that can be requested, perhaps based on how many researches are unlocked in the given category. Early Alchemy theorywork will ask for primal crystals, for example, or common secondary crystals, or semi-simple materials, etc. Also add in a button to, perhaps at the cost of 1 inspiration (or just restarting entirely), redraw cards instead of needing to break the table if you hit a dead end. Okay that’s been added now. Nice! Now we just need a trashcan block that fills up with crumpled papers as you throw out theories, which you can kick over in frustration.
-Vanilla aspect distribution could still use some work. Permutatio, Praecantatio, Instrumentatum, Mortuus (or was it Eximus?) all seem a bit too rare.
-Needing glowstone to begin is crummy, since it requires visiting the Nether or getting very lucky with Witches like I did. Needing Redstone and a pretty large number of all 6 types of primal crystal is a bit nuts. I understand you only need 3 to start, technically, but you need enough for 4 thaumometers (4 of each, plus 9 more for 3 salis mundus for the table, crucible, and thaumonomicon) for your basic tools: Thaumometer, Caster Gauntlet, and Goggles of Revealing. It took me probably a good 4-5 hours of searching just to find all 6 crystal types, and not in a very good quantity. Getting started with the mod is now extremely slow, and even once started, it can take hours until you can even begin to craft anything more useful than Nitor, depending on your luck with the RNG theorycrafting and resources, whereas before all you needed was a couple iron, a couple gold, and some sticks.
-The Diotropa or whatever it's called is kind of confusing. It says it uses a 13 chunk radius (so a 26 chunk by 26 chunk area), yet has a 12x12 grid... which would make each grid segment cound as like... 2.17 chunks. Unless the grid points are actually the chunks, which is unintuitive since Chunks are typically represented as a grid, but that's still strange.
-I assume there will be Caster Gauntlet Upgrades? It says in the entry that Iron is all there is to work with yet, but yet after discovering Brass and Thaumium, or having Gold, there's no addendums about making it stronger (preferably without needing to re-craft it completely)
-Suggestions: Perhaps it already exists, but if it does, I missed it. The ability to give a created Focus a unqiue name upon construction would be cool. As would Golem construction. I understand an Anvil and Name Tags could likely be used respectively, but still.
-I understand this will probably be dealt with in a later Beta, since finishing touches and all, but there are a lot of grammatical and spelling errors in the Thaumonomicon. Also, every message in the mod seems to switch between first (I) and second (You) person constantly, which is annoying. Sometimes in the same sentence. Also, some pages (Basic Golemancy) have no description or name, some blocks (Everfull Urn) have no name, and some pages have duplicate descriptions from completely different items (Warded Jars, pre-research, has the same description as the Essentia Smelter, I think?)
-Things I am hoping make a return soon (unless they're already there and i just haven't found them yet):
Thaumostatic Harness (perhaps as a bauble rather than as a chestpiece), Some equivalent to Void Seals (say, a Mirror that has been stabilized somehow, possibily utilizing Eldritch Tech, since how cool would it be to have a starry-void in your mirror that you could use to teleport long distances? It's been a long time since we had a Thaumic method of proper teleporation.)
-The amount of warp gained from the very few (current) forbidden researches seems negligable. I didn't even get the warp-gain message when I researched the Brain in a Jar. It is also said that Warp affects the body. I hope we get to see some more of those effects in the future, perhaps even weird phsyical mutations that come and go as your mind and body become more attuned to the void.
-Suggestion: A page to track what items have what aspects would be useful. (I am using the Thaumic JEI addon currently, thank goodness for that or else I would have gone insane, and not in the fun Eldritch knowledge way) Also maybe a way to auto-scan unscanned items that you pick up/look at, as a mid-late game alternative to pulling out your Thaumometer all the time.
-Foci may still need a bit of balancing. Not sure as of the latest Betas.
-If the Rift Focus cannot create a rift that attaches to somewhere, it should just not create, period. As it stands, a misclick can have you at the bottom of a pit which seals and suffocates you... Granted, this DOES make it the single best offensive focus currently in the game (as you can trap any non-flying, non-stationary enemy and have them suffocate, and their drops convieniently bump up to the surface) but I do not believe that is the intention.
-Suggestion: Perhaps make Taint “clean up” poorly after enough flux has drained? Similar how it turned to dust in TC5, becoming useless and barren. Like how there's porous stone, tainted soil, tainted wood, etc. would become like...barren soil that cannot be planted on or get grass, and petrified wood which is just useless. The swollen growths would turn to decayed husks, formerly tainted crystals would become dead, vis-free crystals, and absolutely no mobs would spawn on any of this. Keep it a scar on the world after it's dealt with. Also if it's not too difficult, introduce stair and slab versions of tainted/porous rock so that structures made with those convert properly.
-Suggestion: Remove Helmet of Revealing, perhaps. Goggles are Baubles now, and don't conflict with the helmet slot so it's kind of pointless. Instead perhaps make a helmet that scans unscanned objects automatically and shows the aura meter like the Thaumometer does.
-Suggestion: Make the Gauntlet function correctly in offhand. It seems this functionality is partially there, in that you can use it and bring up the focus menu in offhand, however the vis meter and focus display do not show up, and you cannot actually select foci from the menu as your cursor does not become free.
-Suggestion: Also, make the UI element positions configurable. As it stands, the Gauntlet UI conflicts with the default (and for me, preferred) placement of enemy healthbar mods and damage indicators. Being able to at least choose the side/top/bottom it shows in would be helpful.
-Suggestion: Combat gauntlets. I was going to make this a mod one day, however my Java skills are not well developed so I didn't. This is the perfect opportunity, however. They could be an alternative to staffs: Melee-combat capable casting devices. Perhaps even implement a way so that on one right click, offhand (shield) is used, and on a fast double-rightclick, the focus is used. Just affix claws to the gauntlet! Or knuckles. This goes well hand-in-hand with my thought above about upgradeable gauntlet materials. (And come on, admit it, you want to be able to punch things to death with your magic fist of doom.)
-Another Gauntlet Suggestion: Touch up the model to be a bit more... gauntlet-ey. Just make the metal knuckle parts protrude a bit, even, to give it some more definition other than strange brownish-grey rectangle. I mean, I knoooowwwww our hands are just strange, various-colored rectangles but... This is Thaumcraft! Thaumcraft has non-rectangeles and fancy models and... um... Gauntlet!!
-Another suggestion to do with cosmetics: Do a pass over the spritework to try to make everything a bit more consistent. For example, the sanity checker sprite looks almost like the pre-3d placeholder Thaumometer sprite, in that it has a thick outline and looks kind of undetailed. The hand mirror, for another example, has a thick, very black outline on the bottom, and no outline on the top, making it look like two sprites cobbled together. The cloudstepper ring has a fancy high-quality particle effect when vanilla smoke would be just as effective, although I understand high-res fancy particles are part of the Thaumcraft experience.
-Larger Golems. Again, come on, everyone(*) wants huge guardian statues at the front door of their lab. Or a big one walking behind with a pech-sized backpack to carry your loot as you go dungeoning. Go a step further! Put YOUR brain in a golem! BECOME THE GOLEM. Ehehehehe- e-er... I think I may need to make some more sanity soap.
-GRAPPLE FOCUS. Come on. This was a brilliant idea. Please bring it back! Spiderthaumaturge, Spiderthaumaturge, does whatever a Spider... actually Minecraft spiders don't swing from webs so... ANALOGY! REFERENCE! RELEVANCE!
-I'm not saying you should bring back wands and staffs... but it would be a cool option! Even if they're less effective than the gauntlet(s). Just as an option mid-game or something, to reconnect with your roots. (Also I just like hitting things on the head with a staff. Hehehe.)
-More forbidden research! Not that I particularily... Okay yes I want more. More. More knowledge. More. More. More. I must know ALL. SURPASS EVEN THE ELDRITCH OF ANCIENT LORE!
cough-cough- er...
BETA4:
-Making taint seeds take damage when there's no flux is cool and all... But ineffective. Giant Taint Seeds regen health just as fast as they lose it, and since the seeds constantly produce flux, the only way to actually keep them taking damage is to spam a Creative Mode Flux Sponge constantly since the moment there's even 1 flux, they stop dying and just recover their health.
-Bug: The rendering of bolt foci seems to be broken, as they now make a large colored blob of a bolt that stays in place for a few seconds before just popping out of existence.
May be fixed in BETA5?
-Bug: Shifting over items now displays aspects above the tooltip, and where aspects should be displayed, instead displays glitched out text.
May be fixed in BETA5?
-Bug: Infusion Enchantment Research cannot be started, as it does not detect a Sharpness I enchanted book, even if you have one in your inventory.
Fixed in BETA5.
BETA5:
i didn’t even get to try this one before it was replaced. These notes are getting more and more outdated as time goes on. Aaaaaa. I need to actually post them eventually.
BETA6:
TBD
Sits up, a 3 inch layer of dust falling off and bones creaking.
WHAT YEAR IS IT? What's going on? What has awakened me from my slumb- By the gods. Thaumcraft 6?!
Cough cough- but, ah, yes. Hello. Been a while. I finally took the plunge with all that Twitch merge nonsense specifically to say:
PLEASE for the love of all that is eldritch and unknowable, Azanor, PLEASE don't throw out all the work you've done on Golems!
I love the wisp idea, I really do, but I wholeheartedly believe they would be better suited for seperate tasks.
Take the third option and have them both!! Each with different strengths. Golems, you can customize deeply with the in-place systems, you can take with you on journeys as guards, etc, and can be repurposed and perform multiple tasks, while maybe wisps have to be specialized, and are always bound to a specific area.
And, well, let's face it. Most of us love the little guys, as derpy as they can be.
However, this also gave me a thought... Currently, it's not really explained why the Infusion Altar and the like can just pull essentia through the air, before even the Thaumaturge that built it has learned how to do so. This could potentially be remedied with wisps. What I mean is, require a wisp to o the transportation of essentia through the air. It would help balance infusion, making it take a bit more to get set up than the low costs of the arcane stone, and would help keep the other remote essentia transport options, such as the essentia mirror and the remote essentia... thingies... erh... i forget what they're called... but- ah, it would keep those more balanced too. And I believe it makes lore sense too, since the Wisps seem to contain raw vis and essentia. Using Wisps like this, as basic essentia transport, could even be what later brings up the idea of using them for more complex tasks. Something like:
Wisp Studies
Step 1: "As the Infusion Matrix is rather animated, piping essentia into it would take a feat of engineering that I simply can't afford the time and resources to achieve, and even then, the liquid would simply flow over it and evaporate back into the aura. I need something that can take the liquid Essentia and convert it into a form that the Matrix can absorb more readily. I have seen Wisps: Semi-corporeal, seemingly intelligent masses of vis, and I believe I could potentially capture and tame them into transporting essentia to the Matrix."
Complete: "Eureka! I have managed to create a Wisp Lantern, a device that contains and stabilizes a Wisp into a more incorporeal realm. This renders it invisible without a Thaumometer or Goggles of Revealing, and unable to be harmed, but also unable to harm. The wisp seems to naturally gravitate to disturbances in balance like a moth to the light. I can use this, as the Infusion Matrix attempts to draw in essentia, the wisp will naturally look for high sources of the missing, pure essentia, such as my warded jars, and bring it to fill the gap in the Matrix. The wisp seems content to do this, and otherwise simply lounges around the lantern. They are fascinating creatures... Assuming they can be classified as creatures."
Wisp Expansion
Step 1: "Since my delve into Golemancy, I have found the ancient art to be complex, and sometimes unreliable. The more I increase the intellect of the Golems, the more they think for themselves, which is counterproductive to the mundane tasks I assign them to complete. In addition, their sense of direction needs work. That said, in a moment of brilliance (just one of many I seem to be experiencing lately), I have figured out a solution! I have already tamed wisps in an incorporeal plane, and they have already shown some form of intellect. I believe I may be able to modify a Control Seal so that it may be placed on a Wisp Lantern, and instruct the Wisp's rudimentary intellect to do my bidding far more efficiently and reliably than Golems, with the additional benefit of not tripping over the little things every time I walk through a door, and not needing to worry at the weird way the more intelligent ones stare at me when they think I'm not looking."
Complete: "I have done it! With this upgrade to a control seal, I can now instruct Wisps rather than Golems. How the Thaumaturges of the past never thought of this, I will never understand. I mean, honestly... Wands, Golems, I am beyond such things! In addition to being able to perform many, but not all of the same tasks as Golems, I have found that using these seals, I can also manipulate the Wisp's insinctual attraction to essentia inbalance to make them into a effective transport system for essentia without the need for pipes!
I have dubbed this new area of study "Wispomancy", however the name is subject to change and open to suggestion. It certainly doesn't roll off the tongue as well as Golemancy... Perhaps I should look into constructing a better tongue for myself..."
(also I would like to bring your attention to my less-specific, more general thoughs and ideas a few posts below this)
Just a heads up: I'm still hammering away at the 1.9 update. I really got hit hard with this one - almost every single hack or workaround I had put in to get stuff working in 1.8 before forge was fully updated has been plugged. I am now forced to redo some of the 1.8 update from scratch as well.
So sad.
From what I've heard about updating mods to 1.9, I kind of wish the modding community would finally just say "that's it" and stick with 1.8.9 forever. Yes, we'd be missing out on vanilla content, but honestly vanilla updates seem to often have very little substance and a lot of unnessessary reworks both on the surface and in the code.
Alas, that is unlikely to happen. But it would be nice... So much could be done if modders didn't have to spend half their time rewriting for code changes...
That is pretty simple. They are pro- Windows 10, so they sabotage all versions that run on anything else than Windows 10, while making the pocket version more attractive.
I last coded in C++ oh, 20 years ago? I will definitely not bother trying to relearn it if they decide to switch over. That would be my signal to move on the other things.
Edit: And yes, it does feel like Mojang is just messing with us modders these days. Some of the internal changes made in 1.9 is just baffling.
I know whatcher sayin' (like the built in sounds) .... :|
Don't even get me started.
Alternatively, if Microsoft did jump the shark by all but discontinuing the Java version, it could be a blessing in disguise - hold the pitchforks and wands, hear me out.
For a long time, many people have been wanting MC to stop throwing out (to be perfectly honest, often underwhelming on the surface and overwhelming at the roots) updates for a while now. So what then if they keep adding greater and greater roadblocks for modders... And the modding community at large has enough of it?
Imagine if the majority of high-profile modders stuck with whichever version was the last one with the most modding capabilities. Imagine the possibilities, when modders don't spend half or more of their time modding updating to the newest version with tons of unnessessary code changes. Instead, Forge could just keep adding new features for modders to make use of. Modders could just keep updating and changing their mods instead of reworking them constantly and trying to salvage as much as they can. It would be the golden age of Minecraft mods.
Perhaps even new tools could be made like what exists in the Bethesda game communities - ones to generate compatability patches between mods, change the load-order, and stuff like that. The amount of mods that could work well together could increase drastically. The amount of high-quality mods would keep growing, and even if an author stopped updating their mod, people could keep using them with their other updated favorites because it would all still be on he same version of the base game.
Of course, it would be a lot simpler if Minecraft just stopped updating. I mean, the base game has only added a fraction of the content of any mod in the last 5 major updates, and much of it has already been done better, while constantly reworking the inner workings of the game for little apparent reason.
Of course, this is coming from someone who hasn't been interested in the base game since 1.1 when they first played it, so take it as you will.
like if there was some kind of outputter then the essentia traveled through the air in a cool awesome looking genie type smoke/gas/fog kind of stuff to a reciever. that would be pretty tight.
That already exists almost exactly as you said. I forget the names of them, but they are tubeless essentia transport and the animation is indeed very cool.
i did look above and below the dungeon i even carved out the area around it. there was no ender portal. and the eyes of ender were replaced with golem cores.
it wasnt a cavern.... it was a dungeon. a big one, with iron and wooden doors. hallways, staircases, a chest, a library, and an open like area that had thaumic crystals growin in it.
both ender pearl and eye of ender were their own type of of golem cores. making for 2 different golem cores.
You just described a stronghold in explicit detail, and Thaumcraft doesn't even generate dungeons anymore. There haven't been any overworld "dungeons" since Thaumcraft 3, I'm pretty sure, and those only generated above-ground.
That dungeon is a stronghold. Some generate without portals due to glitches. The "thaumic crystal room" is likely just a coincidental high-aura area which caused crystals to grow in the dungeon.
Unless you've messed around significantly with item IDs, and even then it shouldn't happen, it should be impossible for ender eyes to be replaced by golem cores, so there's likely something wrong with your install or you're mistaken.
Many people have shown that strongholds can generate fine in Thaumcraft worlds. My guess is you've been unfortunately hit by a very vanilla bug, and your stronghold has no portal as a result.
Edit: Also, on another note about your previous post, no Minecraft mod auto-updates to my knowledge, and if any do, Thaumcraft is not one of them.
Edit 2: Wait, Golems aren't even IN this version yet! Are you using a WIP beta version or something somehow?
You know what would be great? If the Optifine authors finally put on the top of their mod page "This mod is likely incompatible with any mod that does anything with graphics" because it pretty much has been since 1.6 or so. It would free up so much forum space from people saying "this mod doesn't work with optifineee!" or "i'm getting a really bad graphics bug with optifineee!" with like half the mods that exist.
Simply put, being rude about things will get neither you nor the person you're talking to anywhere. Even if what the other person is doing seems an egregious error, they may not understand what they're doing wrong, or why it's the wrong thing to do. And if you can help them with it without making them feel like an idiot, you'll not only make their day, but gain a lot of respect from them and others. It's really a win-win.
Also, I can say that there's a very good reason to play outdated versions of Minecraft: mods. A lot of amazing mods never made it past 1.5.2, for one reason or another. The two biggest examples in my personal gameplay have been Asgard Shield (by Jade Knightblazer) and Legend Gear (by NMcCoy). Two spectacular mods that just never got updated, which you'd have to play 1.5.2 to experience. I go back to playing Hexxit every so often just because of how well those two mods mesh with it.
I was kind of stressed out at the time I posted that so I did probably go overboard yes... I know that's not an excuse, nor do I intend it to be. But still, expecting help with far outdated mod versions is usually... frowned upon... at best. And yes, I know, many good mods never updated. I've had my fair share of heartbreak over that.
Also, unrelated, but I've noticed the Asgard Shield mod seems to have a notification in the forum title saying it's getting a 1.8 update, and, while I haven't tested to see if it's the same as good ol' LegendGear, NMcCoy did release LegendGear 2 some time ago.
they could have been less dismissive at least, that's the only reason I got miffed.
It's very rare that mods even get support for one or two versions ago, and never versions that old.
Don't expect support or any helpful attitiude from people if you're using an outdated version of the mod that doesn't even exist on the offical site. Dismissive is about all you'll get, if you're lucky. If not, then no response.
Besides, I told you what will likely fix your problem: Update Minecraft and the mod version. If you refuse to do that, either don't complain when you get bugs, or uninstall the mod and live without it.
I released the long overdue r43, which should fix some major issues introduced by the previous release. I also added a few more translations from helpful supporters.
r43:
Fixed wrong server proxy class path, which caused a crash on dedicated servers.
Fixed dragon age not loaded correctly from NBT.
Fixed issues with Polish and Korean translations.
Added French translation (thanks to Kenairod!)
Added Chinese translation (thanks to zqh!)
Dragons no longer try to catch their owner while on a leash. (thanks to TerrorBite!)
Slightly reduced dragon collision box size.
Oooo, these all sound like great fixes! (And I admit I'm especially glad for the collision box fix, though the "slightly" worries me slightly.)
...Now I just need to actually play 1.8...
um hi, I'm not sure if you are still doing anything with this mod @BarracudaATA but I have a strange error going on for my minecraft 1.5.2 version
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 10/28/15 2:15 AM
Description: Exception in world tick
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at net.minecraft.client.audio.SoundPool.func_77458_a(SourceFile:44)
at net.minecraft.client.audio.SoundManager.func_77364_b(SourceFile:254)
at net.minecraft.client.multiplayer.WorldClient.func_72980_b(SourceFile:312)
at net.minecraft.client.multiplayer.NetClientHandler.func_72457_a(NetClientHandler.java:1452)
at net.minecraft.network.packet.Packet62LevelSound.func_73279_a(SourceFile:78)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:75)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:237)
at net.minecraft.client.multiplayer.WorldClient.func_72835_b(SourceFile:58)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1699)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:706)
at net.minecraft.client.Minecraft.run(Minecraft.java:634)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.Random.nextInt(Unknown Source)
at net.minecraft.client.audio.SoundPool.func_77458_a(SourceFile:44)
at net.minecraft.client.audio.SoundManager.func_77364_b(SourceFile:254)
at net.minecraft.client.multiplayer.WorldClient.func_72980_b(SourceFile:312)
at net.minecraft.client.multiplayer.NetClientHandler.func_72457_a(NetClientHandler.java:1452)
at net.minecraft.network.packet.Packet62LevelSound.func_73279_a(SourceFile:78)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:75)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:237)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 346670936 bytes (330 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 1955 (109480 bytes; 0 MB) allocated, 199 (11144 bytes; 0 MB) used
Suspicious classes: FML is installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 71
FML: MCP v7.51 FML v5.2.28.662 3 mods loaded, 3 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.28.662} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DragonMounts{0.99.2} [Dragon Mounts Forge (WIP)] (DragonMountsMod1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: Intel(R) HD Graphics Family GL version 3.1.0 - Build 8.15.10.2476, Intel
Is Modded: Definitely; Client brand changed to 'fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1684 (94304 bytes; 0 MB) allocated, 32 (1792 bytes; 0 MB) used
I'm not totally sure why it does this but no matter where I am in the game world I get this crash report. The only time it changed slightly was it called the ender dragon I spawned a tameable entity in the End realm when I tried spawning it there.
I'm not even going to try to help because 1.5.2 is so ridiculously outdated it isn't even funny.
Update Minecraft. Seriously. Where did you even get a 1.5.2 version of the mod? Even in the old versions list I only see 1.5.1, no 1.5.2.
In Thaumcraft 2 there were really rare wobbly trees that looked like normal structure trees until you got close at which point they started attacking you... The taint made even some trees aggressive.
I tried installing this a while back, and asides from a slight FPS drop (basically negligable) it looked great! I'm amazed that this is possible with just resource packs! However, there is one significant problem I'd like some help with. Everything becomes... bright. Like, really bright. In the deepest caverns, it looks like I have lighting set to the brightest possible and then some when on Moody.
Can someone please tell me what values to change to get at least dark areas to be at least the same darkness as default Minecraft without impacting the bloom too much? (if this is even possible. If not then it's a deal breaker because it makes any dark area essentially pointless and the day becomes figuratively literally blinding.) I would just use it with some kind of lighting pack that makes things darker, but for those you need to use Optifine, which is compatible with practically nothing anymore, or MCPatcher, which doesn't work with 90% of the new forge versions due to .jar inheritance, so both of those options are out.
Ah! This looks exactly like what I was looking for! No extra content, just simple graves! And for 1.7.10!
I have to test and see if this works with the Baubles and TiCon inventories... If it does, I think I've found my new go-to grave mod!
Edit: Might I suggest making it breakable by an empty hand at a decent speed? After you die and lose your stuff, you probably won't have a pickaxe and I don't want to need to chop a tree down every time I die just to make one.
6
Can I just briefly thank you for mentioning my post? I was beginning to worry a bit that both my overall review and my rather meticulously-crafted wisp/golem integration post had been completely glossed over. It's nice to see that someone read it through!
I still really hope Azanor sees all that.
Not that I expect him to seriously consider 80% of my random suggestions and ideas and balance thoughts or use my wisp integration ideas, but it's nice to be acknowledged.And there's a major point I agree with in your post: That gauntlets are not great as they are currently.
I mentioned them a few times in my aforementioned review post, and yeah, I agree they need work.
Even when first discovering them, it states that iron is used because it's all you have at the moment.. Yet currently, there exists no progression for gauntlets, unlike wands. I sincerely hope this isn't overlooked and forgotten about, as it feels it is at the moment. And the possibilites are there. The Vis Resonator used in constructing it could make a wonderful method of upgrading, as with the types of metal used. Perhaps even the quality of leather could affect it, allowing you to make your first gauntlet with Leather, or perhaps even dried and cured rotten flesh if you're particularily unlucky with your spawn.
HOWEVER. I would like to add that, instead of how wands worked, due to not storing vis and therefore not having the vis-loss issue wands had- it would be nice to be able to dismantle and reassemble a gauntlet, rather than needing to make many, especially with the far steeper crafting requirements compared to wands/scepters/staffs. It would also fit the mechanical tinkering aspect of the glove better, tinkering with this magitech gauntlet over and over. I also suggest staff-like versions of Gauntlets designed for combat, like, for example, with claws or brass knuckles added, at a cost to effectiveness of foci or something, and maybe requiring strong materials such as iron to make (reducing effectiveness compared to higher tier metals)
I'm thinking of tiers, and it would likely go as such:
Tier 1 (old Wood/Iron) - Vis Resonator, Rotten Flesh (maybe cured or dried using alchemy, ordo and ignis crystals or something), Iron
Tier 2 (old Greatwood/Gold) - Advanced Resonator, Leather/Rabbit Leather (interchangeable), Alchemical Brass
Tier 3 (old Silverwood/Thaumium) - Thaumic Resonator, Enchanted Cloth (or whatever it was called, the stuff you make robes out of), Thaumium
Tier 4 (old Primal/Void Metal) - Primordial Resonator, Ancient Silk or something?, Void Metal
with perhaps Gold being a sidegrade to Alchemical Brass/Thaumium, maybe a resonator that uses emeralds and diamonds to make or something (because crystal resonance is a thing) that could be a sidegrade too. More options, basically.
But without gating it, so you don't need each tier to make the next tier like with most wands, so if you find leather and enough gold at the start, sure, you can make a tier 1/2/1.5 gauntlet.
Edit!!: Oh, and I nearly forgot a random thought I had while writing that up. How cool would it be to have ancient wands/staffs show up as dungeon loot occasionally? Just as a nod to the old times, and to everyone who misses them. Even if they don't function with your gauntlet-designed foci, and aren't as effective as gauntlets. It'd still be fun to see.
3
Apologies for two very large posts in one page, but I've been holding out on posting this for quite a while. These are thoughts, suggestions, and ideas I had while playing through Beta3 to Beta6.
(also I would like to bring your attention once again to my wisp integration idea a few posts above)
SPOILERED FOR EXCESSIVE LENGTH. BE WARNED YE WHO ENTER.
3 4 56):-Theorycrafting needs a bit of a rework. As it stands, earlygame theorycrafting is difficult due to the large number of varied areas, but also the types of items that are requested. At one point, an Artiface card asked for an entire Anvil. That's 31 iron. Another (Alchemy?) asked from a Chorous Fruit, a Post-Enderdragon material, claiming it was a basic material. Golemancy has far too few cards, or at least it seems so. Suggestions: Rework resources that can be requested, perhaps based on how many researches are unlocked in the given category. Early Alchemy theorywork will ask for primal crystals, for example, or common secondary crystals, or semi-simple materials, etc.
Also add in a button to, perhaps at the cost of 1 inspiration (or just restarting entirely), redraw cards instead of needing to break the table if you hit a dead end.Okay that’s been added now. Nice!Now we just need a trashcan block that fills up with crumpled papers as you throw out theories, which you can kick over in frustration.-Vanilla aspect distribution could still use some work. Permutatio, Praecantatio, Instrumentatum, Mortuus (or was it Eximus?) all seem a bit too rare.
-Needing glowstone to begin is crummy, since it requires visiting the Nether or getting very lucky with Witches like I did. Needing Redstone and a pretty large number of all 6 types of primal crystal is a bit nuts. I understand you only need 3 to start, technically, but you need enough for 4 thaumometers (4 of each, plus 9 more for 3 salis mundus for the table, crucible, and thaumonomicon) for your basic tools: Thaumometer, Caster Gauntlet, and Goggles of Revealing. It took me probably a good 4-5 hours of searching just to find all 6 crystal types, and not in a very good quantity. Getting started with the mod is now extremely slow, and even once started, it can take hours until you can even begin to craft anything more useful than Nitor, depending on your luck with the RNG theorycrafting and resources, whereas before all you needed was a couple iron, a couple gold, and some sticks.
-The Diotropa or whatever it's called is kind of confusing. It says it uses a 13 chunk radius (so a 26 chunk by 26 chunk area), yet has a 12x12 grid... which would make each grid segment cound as like... 2.17 chunks. Unless the grid points are actually the chunks, which is unintuitive since Chunks are typically represented as a grid, but that's still strange.
-I assume there will be Caster Gauntlet Upgrades? It says in the entry that Iron is all there is to work with yet, but yet after discovering Brass and Thaumium, or having Gold, there's no addendums about making it stronger (preferably without needing to re-craft it completely)
-Suggestions: Perhaps it already exists, but if it does, I missed it. The ability to give a created Focus a unqiue name upon construction would be cool. As would Golem construction. I understand an Anvil and Name Tags could likely be used respectively, but still.
-I understand this will probably be dealt with in a later Beta, since finishing touches and all, but there are a lot of grammatical and spelling errors in the Thaumonomicon. Also, every message in the mod seems to switch between first (I) and second (You) person constantly, which is annoying. Sometimes in the same sentence. Also, some pages (Basic Golemancy) have no description or name, some blocks (Everfull Urn) have no name, and some pages have duplicate descriptions from completely different items (Warded Jars, pre-research, has the same description as the Essentia Smelter, I think?)
-Things I am hoping make a return soon (unless they're already there and i just haven't found them yet):
Thaumostatic Harness (perhaps as a bauble rather than as a chestpiece), Some equivalent to Void Seals (say, a Mirror that has been stabilized somehow, possibily utilizing Eldritch Tech, since how cool would it be to have a starry-void in your mirror that you could use to teleport long distances? It's been a long time since we had a Thaumic method of proper teleporation.)
-The amount of warp gained from the very few (current) forbidden researches seems negligable. I didn't even get the warp-gain message when I researched the Brain in a Jar. It is also said that Warp affects the body. I hope we get to see some more of those effects in the future, perhaps even weird phsyical mutations that come and go as your mind and body become more attuned to the void.
-Suggestion: A page to track what items have what aspects would be useful. (I am using the Thaumic JEI addon currently, thank goodness for that or else I would have gone insane, and not in the fun Eldritch knowledge way) Also maybe a way to auto-scan unscanned items that you pick up/look at, as a mid-late game alternative to pulling out your Thaumometer all the time.
-Foci may still need a bit of balancing. Not sure as of the latest Betas.
-If the Rift Focus cannot create a rift that attaches to somewhere, it should just not create, period. As it stands, a misclick can have you at the bottom of a pit which seals and suffocates you... Granted, this DOES make it the single best offensive focus currently in the game (as you can trap any non-flying, non-stationary enemy and have them suffocate, and their drops convieniently bump up to the surface) but I do not believe that is the intention.
-Suggestion: Perhaps make Taint “clean up” poorly after enough flux has drained? Similar how it turned to dust in TC5, becoming useless and barren. Like how there's porous stone, tainted soil, tainted wood, etc. would become like...barren soil that cannot be planted on or get grass, and petrified wood which is just useless. The swollen growths would turn to decayed husks, formerly tainted crystals would become dead, vis-free crystals, and absolutely no mobs would spawn on any of this. Keep it a scar on the world after it's dealt with. Also if it's not too difficult, introduce stair and slab versions of tainted/porous rock so that structures made with those convert properly.
-Suggestion: Remove Helmet of Revealing, perhaps. Goggles are Baubles now, and don't conflict with the helmet slot so it's kind of pointless. Instead perhaps make a helmet that scans unscanned objects automatically and shows the aura meter like the Thaumometer does.
-Suggestion: Make the Gauntlet function correctly in offhand. It seems this functionality is partially there, in that you can use it and bring up the focus menu in offhand, however the vis meter and focus display do not show up, and you cannot actually select foci from the menu as your cursor does not become free.
-Suggestion: Also, make the UI element positions configurable. As it stands, the Gauntlet UI conflicts with the default (and for me, preferred) placement of enemy healthbar mods and damage indicators. Being able to at least choose the side/top/bottom it shows in would be helpful.
-Suggestion: Combat gauntlets. I was going to make this a mod one day, however my Java skills are not well developed so I didn't. This is the perfect opportunity, however. They could be an alternative to staffs: Melee-combat capable casting devices. Perhaps even implement a way so that on one right click, offhand (shield) is used, and on a fast double-rightclick, the focus is used. Just affix claws to the gauntlet! Or knuckles. This goes well hand-in-hand with my thought above about upgradeable gauntlet materials. (And come on, admit it, you want to be able to punch things to death with your magic fist of doom.)
-Another Gauntlet Suggestion: Touch up the model to be a bit more... gauntlet-ey. Just make the metal knuckle parts protrude a bit, even, to give it some more definition other than strange brownish-grey rectangle. I mean, I knoooowwwww our hands are just strange, various-colored rectangles but... This is Thaumcraft! Thaumcraft has non-rectangeles and fancy models and... um... Gauntlet!!
-Another suggestion to do with cosmetics: Do a pass over the spritework to try to make everything a bit more consistent. For example, the sanity checker sprite looks almost like the pre-3d placeholder Thaumometer sprite, in that it has a thick outline and looks kind of undetailed. The hand mirror, for another example, has a thick, very black outline on the bottom, and no outline on the top, making it look like two sprites cobbled together. The cloudstepper ring has a fancy high-quality particle effect when vanilla smoke would be just as effective, although I understand high-res fancy particles are part of the Thaumcraft experience.
-Larger Golems. Again, come on, everyone(*) wants huge guardian statues at the front door of their lab. Or a big one walking behind with a pech-sized backpack to carry your loot as you go dungeoning.
Go a step further! Put YOUR brain in a golem! BECOME THE GOLEM. Ehehehehe- e-er... I think I may need to make some more sanity soap.-GRAPPLE FOCUS. Come on. This was a brilliant idea. Please bring it back!
Spiderthaumaturge, Spiderthaumaturge, does whatever a Spider... actually Minecraft spiders don't swing from webs so... ANALOGY! REFERENCE! RELEVANCE!-I'm not saying you should bring back wands and staffs... but it would be a cool option! Even if they're less effective than the gauntlet(s). Just as an option mid-game or something, to reconnect with your roots. (Also I just like hitting things on the head with a staff. Hehehe.)
-More forbidden research! Not that I particularily... Okay yes I want more. More. More knowledge. More. More. More. I must know ALL. SURPASS EVEN THE ELDRITCH OF ANCIENT LORE!cough-cough- er...
BETA4:
-Making taint seeds take damage when there's no flux is cool and all... But ineffective. Giant Taint Seeds regen health just as fast as they lose it, and since the seeds constantly produce flux, the only way to actually keep them taking damage is to spam a Creative Mode Flux Sponge constantly since the moment there's even 1 flux, they stop dying and just recover their health.
-Bug: The rendering of bolt foci seems to be broken, as they now make a large colored blob of a bolt that stays in place for a few seconds before just popping out of existence.May be fixed in BETA5?
-Bug: Shifting over items now displays aspects above the tooltip, and where aspects should be displayed, instead displays glitched out text.May be fixed in BETA5?
-Bug: Infusion Enchantment Research cannot be started, as it does not detect a Sharpness I enchanted book, even if you have one in your inventory.Fixed in BETA5.
BETA5:
i didn’t even get to try this one before it was replaced. These notes are getting more and more outdated as time goes on. Aaaaaa. I need to actually post them eventually.
BETA6:
TBD
8
Sits up, a 3 inch layer of dust falling off and bones creaking.
WHAT YEAR IS IT? What's going on? What has awakened me from my slumb- By the gods. Thaumcraft 6?!
Cough cough- but, ah, yes. Hello. Been a while. I finally took the plunge with all that Twitch merge nonsense specifically to say:
PLEASE for the love of all that is eldritch and unknowable, Azanor, PLEASE don't throw out all the work you've done on Golems!
I love the wisp idea, I really do, but I wholeheartedly believe they would be better suited for seperate tasks.
Take the third option and have them both!! Each with different strengths. Golems, you can customize deeply with the in-place systems, you can take with you on journeys as guards, etc, and can be repurposed and perform multiple tasks, while maybe wisps have to be specialized, and are always bound to a specific area.
And, well, let's face it. Most of us love the little guys, as derpy as they can be.
However, this also gave me a thought... Currently, it's not really explained why the Infusion Altar and the like can just pull essentia through the air, before even the Thaumaturge that built it has learned how to do so. This could potentially be remedied with wisps. What I mean is, require a wisp to o the transportation of essentia through the air. It would help balance infusion, making it take a bit more to get set up than the low costs of the arcane stone, and would help keep the other remote essentia transport options, such as the essentia mirror and the remote essentia... thingies... erh... i forget what they're called... but- ah, it would keep those more balanced too. And I believe it makes lore sense too, since the Wisps seem to contain raw vis and essentia. Using Wisps like this, as basic essentia transport, could even be what later brings up the idea of using them for more complex tasks. Something like:
Wisp Studies
Step 1: "As the Infusion Matrix is rather animated, piping essentia into it would take a feat of engineering that I simply can't afford the time and resources to achieve, and even then, the liquid would simply flow over it and evaporate back into the aura. I need something that can take the liquid Essentia and convert it into a form that the Matrix can absorb more readily. I have seen Wisps: Semi-corporeal, seemingly intelligent masses of vis, and I believe I could potentially capture and tame them into transporting essentia to the Matrix."
Complete: "Eureka! I have managed to create a Wisp Lantern, a device that contains and stabilizes a Wisp into a more incorporeal realm. This renders it invisible without a Thaumometer or Goggles of Revealing, and unable to be harmed, but also unable to harm. The wisp seems to naturally gravitate to disturbances in balance like a moth to the light. I can use this, as the Infusion Matrix attempts to draw in essentia, the wisp will naturally look for high sources of the missing, pure essentia, such as my warded jars, and bring it to fill the gap in the Matrix. The wisp seems content to do this, and otherwise simply lounges around the lantern. They are fascinating creatures... Assuming they can be classified as creatures."
Wisp Expansion
Step 1: "Since my delve into Golemancy, I have found the ancient art to be complex, and sometimes unreliable. The more I increase the intellect of the Golems, the more they think for themselves, which is counterproductive to the mundane tasks I assign them to complete. In addition, their sense of direction needs work. That said, in a moment of brilliance (just one of many I seem to be experiencing lately), I have figured out a solution! I have already tamed wisps in an incorporeal plane, and they have already shown some form of intellect. I believe I may be able to modify a Control Seal so that it may be placed on a Wisp Lantern, and instruct the Wisp's rudimentary intellect to do my bidding far more efficiently and reliably than Golems, with the additional benefit of not tripping over the little things every time I walk through a door, and not needing to worry at the weird way the more intelligent ones stare at me when they think I'm not looking."
Complete: "I have done it! With this upgrade to a control seal, I can now instruct Wisps rather than Golems. How the Thaumaturges of the past never thought of this, I will never understand. I mean, honestly... Wands, Golems, I am beyond such things! In addition to being able to perform many, but not all of the same tasks as Golems, I have found that using these seals, I can also manipulate the Wisp's insinctual attraction to essentia inbalance to make them into a effective transport system for essentia without the need for pipes!
I have dubbed this new area of study "Wispomancy", however the name is subject to change and open to suggestion. It certainly doesn't roll off the tongue as well as Golemancy... Perhaps I should look into constructing a better tongue for myself..."
(also I would like to bring your attention to my less-specific, more general thoughs and ideas a few posts below this)
2
From what I've heard about updating mods to 1.9, I kind of wish the modding community would finally just say "that's it" and stick with 1.8.9 forever. Yes, we'd be missing out on vanilla content, but honestly vanilla updates seem to often have very little substance and a lot of unnessessary reworks both on the surface and in the code.
Alas, that is unlikely to happen. But it would be nice... So much could be done if modders didn't have to spend half their time rewriting for code changes...
6
Alternatively, if Microsoft did jump the shark by all but discontinuing the Java version, it could be a blessing in disguise - hold the pitchforks and wands, hear me out.
For a long time, many people have been wanting MC to stop throwing out (to be perfectly honest, often underwhelming on the surface and overwhelming at the roots) updates for a while now. So what then if they keep adding greater and greater roadblocks for modders... And the modding community at large has enough of it?
Imagine if the majority of high-profile modders stuck with whichever version was the last one with the most modding capabilities. Imagine the possibilities, when modders don't spend half or more of their time modding updating to the newest version with tons of unnessessary code changes. Instead, Forge could just keep adding new features for modders to make use of. Modders could just keep updating and changing their mods instead of reworking them constantly and trying to salvage as much as they can. It would be the golden age of Minecraft mods.
Perhaps even new tools could be made like what exists in the Bethesda game communities - ones to generate compatability patches between mods, change the load-order, and stuff like that. The amount of mods that could work well together could increase drastically. The amount of high-quality mods would keep growing, and even if an author stopped updating their mod, people could keep using them with their other updated favorites because it would all still be on he same version of the base game.
Of course, it would be a lot simpler if Minecraft just stopped updating. I mean, the base game has only added a fraction of the content of any mod in the last 5 major updates, and much of it has already been done better, while constantly reworking the inner workings of the game for little apparent reason.
Of course, this is coming from someone who hasn't been interested in the base game since 1.1 when they first played it, so take it as you will.
0
That already exists almost exactly as you said. I forget the names of them, but they are tubeless essentia transport and the animation is indeed very cool.
1
Wow,he even links to this mod in the description.
Yeah, someone please get that taken down.
0
You just described a stronghold in explicit detail, and Thaumcraft doesn't even generate dungeons anymore. There haven't been any overworld "dungeons" since Thaumcraft 3, I'm pretty sure, and those only generated above-ground.
That dungeon is a stronghold. Some generate without portals due to glitches. The "thaumic crystal room" is likely just a coincidental high-aura area which caused crystals to grow in the dungeon.
Unless you've messed around significantly with item IDs, and even then it shouldn't happen, it should be impossible for ender eyes to be replaced by golem cores, so there's likely something wrong with your install or you're mistaken.
Many people have shown that strongholds can generate fine in Thaumcraft worlds. My guess is you've been unfortunately hit by a very vanilla bug, and your stronghold has no portal as a result.
Edit: Also, on another note about your previous post, no Minecraft mod auto-updates to my knowledge, and if any do, Thaumcraft is not one of them.
Edit 2: Wait, Golems aren't even IN this version yet! Are you using a WIP beta version or something somehow?
3
You know what would be great? If the Optifine authors finally put on the top of their mod page "This mod is likely incompatible with any mod that does anything with graphics" because it pretty much has been since 1.6 or so. It would free up so much forum space from people saying "this mod doesn't work with optifineee!" or "i'm getting a really bad graphics bug with optifineee!" with like half the mods that exist.
0
I was kind of stressed out at the time I posted that so I did probably go overboard yes... I know that's not an excuse, nor do I intend it to be. But still, expecting help with far outdated mod versions is usually... frowned upon... at best. And yes, I know, many good mods never updated. I've had my fair share of heartbreak over that.
Also, unrelated, but I've noticed the Asgard Shield mod seems to have a notification in the forum title saying it's getting a 1.8 update, and, while I haven't tested to see if it's the same as good ol' LegendGear, NMcCoy did release LegendGear 2 some time ago.
0
It's very rare that mods even get support for one or two versions ago, and never versions that old.
Don't expect support or any helpful attitiude from people if you're using an outdated version of the mod that doesn't even exist on the offical site. Dismissive is about all you'll get, if you're lucky. If not, then no response.
Besides, I told you what will likely fix your problem: Update Minecraft and the mod version. If you refuse to do that, either don't complain when you get bugs, or uninstall the mod and live without it.
0
Oooo, these all sound like great fixes! (And I admit I'm especially glad for the collision box fix, though the "slightly" worries me slightly.)
...Now I just need to actually play 1.8...
I'm not even going to try to help because 1.5.2 is so ridiculously outdated it isn't even funny.
Update Minecraft. Seriously. Where did you even get a 1.5.2 version of the mod? Even in the old versions list I only see 1.5.1, no 1.5.2.
1
In Thaumcraft 2 there were really rare wobbly trees that looked like normal structure trees until you got close at which point they started attacking you... The taint made even some trees aggressive.
0
I tried installing this a while back, and asides from a slight FPS drop (basically negligable) it looked great! I'm amazed that this is possible with just resource packs! However, there is one significant problem I'd like some help with. Everything becomes... bright. Like, really bright. In the deepest caverns, it looks like I have lighting set to the brightest possible and then some when on Moody.
Can someone please tell me what values to change to get at least dark areas to be at least the same darkness as default Minecraft without impacting the bloom too much? (if this is even possible. If not then it's a deal breaker because it makes any dark area essentially pointless and the day becomes figuratively literally blinding.) I would just use it with some kind of lighting pack that makes things darker, but for those you need to use Optifine, which is compatible with practically nothing anymore, or MCPatcher, which doesn't work with 90% of the new forge versions due to .jar inheritance, so both of those options are out.
0
Ah! This looks exactly like what I was looking for! No extra content, just simple graves! And for 1.7.10!
I have to test and see if this works with the Baubles and TiCon inventories... If it does, I think I've found my new go-to grave mod!
Edit: Might I suggest making it breakable by an empty hand at a decent speed? After you die and lose your stuff, you probably won't have a pickaxe and I don't want to need to chop a tree down every time I die just to make one.