• 0

    posted a message on Multiple errors trying to load in to Foolcraft MP server.

    I'm really at the end of my rope here so I thought I'd give the forums a shot. I'm able to connect to the world and establish a connection with my server, but as soon as I attempt to load in I get DC'd with various error messages. I have absolutely no issues in SP worlds.


    incorrect header check

    index out of bounds - reader exceeds writer

    dataformat exception - distance too far


    I'm using a mobile hotspot on my phone for an internet connection with a 54Mb/s bandwidth. I live in a remote area and do not have access to a landline connection.

    I'm using the twitch/curse client and acquired the modpack through the client.

    My video card is an AMD Radeon 7700 series with 16gb of ram on the machine.


    I've tried to research the issue with my googlefu on my own but I'm unable to locate a conclusive answer. I've tried a few things with the server support from the server I intend on playing on, and we've sorta narrowed it down to my own networking issues, as when I attempt to direct connect to localhost I'm unable to do so. But given the fact that I'm on my phone's connection most typical troubleshooting routes kind of fall apart because I don't really have a router or anything to interact with.


    Does anyone know what can be done? it's really starting to look like I won't be able to play MP minecraft : <

    Posted in: Server Support and Administration
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Is it just me or do magical biomes tend to spawn nodes with more complex aspects in them more often than other biomes? Not including the tree nodes of course.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I've not had a mana bean farm, since for whatever reason I can't seem to plant in my artificial magic forest (I'm just throwing more saplings at it for the time being). But I thought the beans you got once they were harvested were random regardless of the beans nearby?
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    Tsundorei is likely referring to Chickenbones' ender chest's mod. Golems cannot interact with the vanilla ender chest.

    Aye, apologies, I should've specified. I usually only play single player, because my computer is kinda old and has issues keeping up with minecraft at times. That said, I'm not particularly worried about people taking off with my things.

    Definitely recommend the ender chest mod though. It makes sorting things, farm collection and item transport insanely easy.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    Heh. I tend to dig my bases underground, but that does make them a little cramped. 2.5 block ceilings because early on getting an Enderman in the house is a serious hazard. (Of course, now Eldritch Guardians offer the same issue -- my top floor is 3-blocks high, and I had an EG show up behind me while I was sorting my Mystcraft pages!) Then by the time I could build a bigger base, I've got so much stuff in there that I'm too lazy to move everything (not to mention stuff like Nether and Twilight portals, where moving them has other issues).


    LOL, know the feeling. But I just build golems and a few ender chests to move shop if I need to. Set up a few sorting golems with primed chests to filter things from an ender chest, have a few fill golems from the old digs to move stuff from the old storage room to the ender chest that the sorting golems are filtering from. It all gets there eventually and you barely have to lift a finger.

    The last time I had a guardian show up on me like that I just decided to build a few combat golems homed to various alcoves around the house. When they're not fighting invaders, they make themselves scarce and tuck themselves away in their home locations. I hate getting messed with while I'm busy tending to things that require my complete attention like research or building and the effect is quite nice, seeing them standing around sort of reminds me of walking down a hall of armor and makes the house feel inhabited. I tried making piston-based 1x1 golem doors for them to be completely hidden with, but the initial design I had doesn't work with their pathing AI.

    It involved homing them on a pressure plate and my thought was that they would move to engage as soon as an enemy was near, step off the plate in the process and trigger the piston to fall to open the door. Unfortunately....doesn't quite work that way. They just stand there because they don't anticipate that the piston will fall -.-

    Anywho, made a little album on imgur if anyone was interested to see my WIP elevator thingy. http://imgur.com/a/Wkw37/all
    Apologies if the pics are crummy, it's kind of hard to concisely photograph redstone stuff so that peeps can see everything. Still a WIP, mind you, it doesn't have all the functionality I want yet.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    Ooh, that's an interesting idea. The question is whether vanilla redstone can react fast enough -- I found levitators to be "just too *$(%#) fast" for 3- block floor spacing.

    I get twitchy with small spaces, I use 5-block spacing in most of my houses so I can put a two block spacing between floors (separate floor and ceiling patterns) and still have a 4 block space between the walking surface and the ceiling.

    But as for the circuit, I've been fussing with it for the past few hours. I'm not very good with redstone, heh. I've got a working, sort of compact circuit. But I'm trying to design a master reset on a delay or something so that regardless of the power states in the input it will take you to the correct floor. Hook up the separate circuits to note blocks and arcane ears and you literally have a wireless floor select.

    I have to say, Azanor really put some weird quirks in the way arcane levitators respond to redstone. Some wierd mix of a transparent and solid block, maybe it's just me. I'll toss up some pics here shortly. :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Has anyone had any success setting up floor select circuit for arcane levitators using only redstone? All the tutorials and stuff I'm coming across are for FTB packs and computercraft nonsense. Redstone already makes my head hurt, I don't need to have an aneurysm trying to code.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from monkeybeeee1»
    any 1 know if theres a video or sometihng showing how the essentia tubes and vaulvs are ment to be set up?

    I really haven't found any that are very in-depth, but I found this one when I was first starting out that kind of helped me.



    He rambles a little bit, but he does touch on the advanced tubing and suction behavior.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from pavha»

    How do i fix it?



    I'm not great with tubing or essentia processing but I have a few suggestions:

    If the lamp is taking over the suction of the victus line then I'd try to fiddle with methods of controlling suction such as directional pipes or valves. A valve just below the lamp would be a quick fix if you don't mind a little manual intervention. Close the valve when you want the jar to fill and open it when you want to let it roll and burn through the victus.

    If your usage < production, you have three options, in my view.

    1. Create a storage buffer (i.e. more jars) that would buy your lamp time to go through the excess victus. This only really works if it's not fully automated, as a steady supply at your current usage will eventually overwhelm the storage buffer too. Figure out your work load and how much essentia it will create per load (I usually figure it per stack of whatever I'm using in my furnace) to determine the jars you need.
    2. Increase usage. Use another lamp or divert off to a crystallizer if you think you'll need victus at a later point.
    3. Void it. The catch all solution. A labeled void will still accept victus, but will get rid of the excesses while still giving the lamp all it needs to function. When victus production stops, it will empty as a normal jar would.
    Just my two cents.

    EDIT: Derp, didn't realize the jars pictured were already voids. Pic's awfully dark to me, scratch option 3, lol.
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Random decoration thoughts as I sit here trying to build my new thaum-y themed digs, but what if crystallized essentia could be smooshed into mineral blocks or full-on crystals like the primal shards can? There are a TON of colors to choose from and it might be useful as a method of dry storage. Maybe they could even be used as currency for thaum villagers.

    Or what if you could capture wisps in jars? They too come in all kinds of colors, and I think the process of figuring out how to stuff one in a jar could be fun. Like catching fireflies. With an attitude problem. Thaumcraft style.

    Or if you could dye arcane lamps to produce a certain color of light? Maybe like fireworks in vanilla MC, where the dyes used determine the color the glimmers of light give off? They cover such a large area individually I don't think it would be overwhelming if you did your color schemes right.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Paceboy77»

    I suppose so. I haven't thought of that yet so I haven't tested it... Good idea though :D
    The only thing is that you will have to have it around a corner from the opening to the hungry node as the hungry node has a... tendency to um.. eat everything..

    Definitely going to have to try the item grate idea. In my own testing I ended up placing a magic mirror to dump my excesses remotely as little as five blocks above a contained hungry node and it still hasn't broken so far. The magic mirror, as far as I've been able to tell, will accept stacks of items, but rapid fire them one at a time on the other end. Perfect for hungry nodes.

    The problem I've been finding with hoppers and hungry nodes is that the suction from the hungry nodes, even at reasonable distances of around 10-ish blocks, seems to override the suction hoppers have to pick up items. The result is a huge wad of items all crammed in a corner of a hopper floor meant to transport items to ender storage for safe/ remote sorting by my golems beneath my liquid death pool (heheh, dead pool) and item grates. I ended up having to use a hungry chest hook up via hopper to an ender storage chest to make my current setup work.

    You'd prolly have to put it farther away since they're fragile, but I imagine you could also use buildcraft pipes to eject items as well. Potentially completely unpowered if you use something like an automatic crafting table to take supplies and make whatever it is you want to toss in. It'd be crazy easy for something like a crafting table requiring only a little wood.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Megaprr»

    There's a good idea for something Azanor could implement. Some sort of ethereal barrier that prevents any sort of teleporting. Given that it's kinda OP, maybe have it be fueled by the binding essentia (Is it vinculum? I forget... :P ), or some vis.

    We already have several warding tools to prevent unwanted passage like warded arcana and the paving stones. Maybe infusing warded pavers with vinculum, tutamen (since it's protecting an area) and zombie brains (as other warded intelligent blocks use) could protect a small area from teleportation? Maybe a 3x3 per paver stone? Or maybe if the pavers were stacked, a lot like levitators, it could increase the area of effect further and create a really cool totem looking structure, it'd keep in theme with the other totems we see in world gen.

    EDIT:

    Maybe alienis somewhere too? A lot of items and creatures associated with teleportation or dimensional movement have it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc»

    If you think about it for a moment, you'd realize that Magic Bees, for MC 1.7.10, must, by definition, support TC 4.

    I looked in the change logs on the mod prior to posting in the OT and here. I saw that there were notes about preparing for TC4's launch, but beyond that I didn't see anything saying that the transition was complete/stable enough to warrant a download.

    Thanks for the confirmation, anyways.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Hey quick question, does anyone know if the magic bees addon for forestry works with thaumcraft 4? I tried posting in the thread almost a week ago and haven't gotten a response, apparently someone's got a fork updated to 1.7.10, but the OP of the thread refers to a lot of TC3 mechanics.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Anyone else notice that you can charge your wand by killing mobs? It only seems to work with greatwood gold cap+ wands, but I'm finding it very useful in my current play through, breeding ridiculous amounts of livestock and harvesting them to trade for emeralds and enchant my stuff. By the time I'm finished crafting and depleting my wands they're usually up for breeding again.

    The only mob that I've seen drop ignis vis is a creeper and the only mob that I've seen drop perditio so far is a squid I think, though I don't doubt that an enderman would.

    Currently developing an overly complex mob trap involving liquid death and a hungry node to try to take advantage of this, since in testing I've seen hungry nodes suck up aspects tossed by unstable ones to gain vis in addition to items. I've also noticed that buckets of death do increasing amounts of damage up to a cap of 4 per tick depending on how deep the liquid is, very useful when dealing with witches, who heal themselves near infinitely in shallow death. Endermen, unfortunately, treat liquid death like water and will teleport out of the trap, I'm still working on how to contain them effectively. I don't know if surrounding the trap in water will prevent them from teleporting or perhaps if it was underground and there were no available teleport areas in their range they could be kept in check.
    Posted in: Minecraft Mods
  • To post a comment, please .