For those of you having problems on multiplayer servers, take a look at this experimental patch (I don't have time to do a full QA cycle on it this weekend, but it worked in my test environment):
-Instilled Loyalty AI should work on third-party mobs which don't extend EntityCreature
-Armored nightmare textures use the proper resource path
-Illumine and Echo lenses do not flicker
-Clones of a vanilla tameable mob no longer remember their owners, allowing you to give pets to other players. The Instilled Loyalty infusion still preserves ownership, however.
I am running it on a dedicated server, and when multiple clients attempt to connect, the server kicks any other client off with a generic "Fatal error has occurred: terminating connection" screen. There is no crash and nothing left in the console, it simply says the client disconnected. The following error appears in the log file exactly once, followed by some Netty IO error spam:
[02:03:26] [Server thread/WARN]: Failed to handle packet for [IP ADDRESS REDACTED]
java.lang.NullPointerException
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101) ~[FMLProxyPacket.class:?]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212) ~[ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
[02:03:28] [Server thread/INFO]: [PLAYER NAME REDACTED] lost connection
This functionally means that no more than one player can connect to the server at any time, which rather defeats the point of multiplayer!
Interesting. I've only ever seen this crash when Java 8 was installed or a pre-1.7.10 mod was also installed on the server - what version of Java, Forge, and any third-party mods are you running?
(By the way - great username. I once had the opportunity to hold a tame caracal at a wildlife rehab center. They're majestic creatures.)
Damn it! I'm really happy that the Xray vision has stopped blinking, but I cannot say the same about the other view-altering lenses. They are eye-breaking...
How so? Are you using any other graphics-altering mods? I suspect it could be related to the "blinking" that happens when vanilla night vision's duration is about to expire - the lenses continuously apply it with a duration of 0, so if a third-party mod is accentuating the blink...
Release 1.1 has been uploaded, fixing all known bugs and adding some nifty new mechanics! See the changelog for details, or just check your Thaumonomicon for a few pleasant surprises.
Just checking in on how things are doing, and I've got a good feeling about this next update. Got any more teasers kicking around? Doing good, in general?
Indeed! This update is taking a while because I'm determined to squash every bug currently identified, but there should be news soon.
In the meantime, if you're in the mood for a teaser, ponder how a clever thaumaturge might gift a horse with a new method of movement...
I haven't removed the pedestals since I thought that the matrix itself was causing the issues. I don't think I'm using any mods that would affect the stability of the matrix. Let me test removing all the pedestals and stuff from my infusion altar.
Edit: Nope that didn't help same thing happened.
The infusion process determines symmetry by taking stock of all pedestals and blocks marked as stabilizers in a wide area around it. Each increases instability, but if a corresponding block exists directly opposite the matrix in the X-Z plane, instability is decreased by a greater amount for a net decrease. This is why the proximity of another infusion altar can cause issues, but if you removed it, we're back to square one. Can you send me your world file?
I decided to do some testing and tried the first pig infusion and I've taken down my infusion altar for now, but there is still so much instability that the infusion process won't even finish drawing all the essentia before going wrong.
And you've removed all of its pedestals, stabilizers, and such? Are you using any other mods which add infusion-relevant blocks? The infusion vat uses almost all of the same code as an infusion altar.
I'm very interested to see how TC5's new aura mechanics handle nodes with compound aspects. It was really an underutilized mechanic in TC4 - just breaking them down into primal vis - but now that an entire chunk can have compound aspects "in the air," it opens the door to all sorts of wider-ranging effects that would make a compound node a priceless treasure. Perhaps if the chunk's Motus gets high enough, everything in that chunk receives a movement speed buff, or maybe you stumble upon an overgrown forest where all living things regenerate due to the presence of a Victus node and plants grow more rapidly due to Herba in the aura. Perhaps infusions which involve that aspect are more stable, machines operate more efficiently, and so on.
Actually, this would work well with the mana bean breeding mechanic as well. They have to be getting that magical energy from somewhere, after all. Either the beans can slowly, painstakingly synthesize essentia from primal aspects, or they can grow much faster and be more likely to successfully breed if the desired compound aspect is already present in the aura. This would help balance mana beans somewhat, since presently it's just a matter of grabbing all six primals and a Lamp of Growth.
So any idea why my foci are glitching? It's only happened to foci from TH. Foci from FM, TT and thaumcraft don't glitch.
Odd. From the crash log it appears that the focus is glitching out while looking up its upgrades. Apparently an entry in the Thaumcraft API's list of focus upgrades is invalid. Off the top of my head, did you remove another mod recently? If TH registered its foci after the other mod, it might have recorded upgrade IDs which were no longer valid once it was removed.
How unstable is a minor creature infusion? I've tried several times to infuse a chicken with the Scholar infusion, but it fails every time even with a 4x4 layer of candles and ordo, aqua, and terra centivis been sent to it. I know I have the right amounts of essentia and the pedestals are within range the infusions just constantly fail.
That infusion is doable without any stabilizers or centivis input at all. Is your vat located near a vanilla infusion altar? The matrix checks a fairly decent range of blocks, so yours could be accumulating serious asymmetry from the other altar's components.
If that's true, I've done all that. If you have to actually scan them instead of just complet all the research., then I haven't.
Edit:
Anyone having trouble with the foci? Twice now I've logged in and found the foci from this mod turned into "unnamed" and cause a crash if selected via the radial menu. I can craft them again just fine, but losing all the experience upgrading them sucks.
Here's a pic:
I looked for the config file to see if something was getting changed or screwed up somewhere, but I don't see one for Thaumic Horizons...
Very strange. Which other mods are you using, and can you post a crash log?
You will need to have researched the Primordial Pearl. In addition, you will need to have researched incarnation, all golem subtypes, the advanced golem infusion, and at least the first wand focus.
For some bizzare reason i can't load anything into the Injector Crossbow... I tried empty syrignes, i tried blood syrignes and i tried blast phials... Nothing works... I opened up the interface, shift clicked the items to put them in, dragged them to put them in, i used the crafting table to see if i could load it like that, but it just won't go in... Am i doing something wrong?
You'll need to process the blood in the Seroconverter first - not much point to firing syringes without potion effects.
Runic shielding augmentations scale to arbitrary values - there's actually a special class extending InfusionRecipe which dynamically allocates components based on the item to be infused. If you had the patience you could keep adding shielding until the essentia required hit an integer overflow.
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Thaumic Horizons 1.1.1 Beta
It also includes the following fixes:
-Instilled Loyalty AI should work on third-party mobs which don't extend EntityCreature
-Armored nightmare textures use the proper resource path
-Illumine and Echo lenses do not flicker
-Clones of a vanilla tameable mob no longer remember their owners, allowing you to give pets to other players. The Instilled Loyalty infusion still preserves ownership, however.
2
Interesting. I've only ever seen this crash when Java 8 was installed or a pre-1.7.10 mod was also installed on the server - what version of Java, Forge, and any third-party mods are you running?
(By the way - great username. I once had the opportunity to hold a tame caracal at a wildlife rehab center. They're majestic creatures.)
How so? Are you using any other graphics-altering mods? I suspect it could be related to the "blinking" that happens when vanilla night vision's duration is about to expire - the lenses continuously apply it with a duration of 0, so if a third-party mod is accentuating the blink...
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5
Well, looks like I'm adding a fourth horse infusion tonight.
2
Indeed! This update is taking a while because I'm determined to squash every bug currently identified, but there should be news soon.
In the meantime, if you're in the mood for a teaser, ponder how a clever thaumaturge might gift a horse with a new method of movement...
1
The infusion process determines symmetry by taking stock of all pedestals and blocks marked as stabilizers in a wide area around it. Each increases instability, but if a corresponding block exists directly opposite the matrix in the X-Z plane, instability is decreased by a greater amount for a net decrease. This is why the proximity of another infusion altar can cause issues, but if you removed it, we're back to square one. Can you send me your world file?
1
And you've removed all of its pedestals, stabilizers, and such? Are you using any other mods which add infusion-relevant blocks? The infusion vat uses almost all of the same code as an infusion altar.
1
Actually, this would work well with the mana bean breeding mechanic as well. They have to be getting that magical energy from somewhere, after all. Either the beans can slowly, painstakingly synthesize essentia from primal aspects, or they can grow much faster and be more likely to successfully breed if the desired compound aspect is already present in the aura. This would help balance mana beans somewhat, since presently it's just a matter of grabbing all six primals and a Lamp of Growth.
1
Odd. From the crash log it appears that the focus is glitching out while looking up its upgrades. Apparently an entry in the Thaumcraft API's list of focus upgrades is invalid. Off the top of my head, did you remove another mod recently? If TH registered its foci after the other mod, it might have recorded upgrade IDs which were no longer valid once it was removed.
That infusion is doable without any stabilizers or centivis input at all. Is your vat located near a vanilla infusion altar? The matrix checks a fairly decent range of blocks, so yours could be accumulating serious asymmetry from the other altar's components.
4
While we're on that subject, a sneak preview of Thaumic Horizons 1.1:
1
Very strange. Which other mods are you using, and can you post a crash log?
Yes, you will need to process them in the Seroconverter.
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You'll need to process the blood in the Seroconverter first - not much point to firing syringes without potion effects.
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