Didn't realize it wasn't for 4.1 yet. Good thing I've only been messing around with the Cheatinomicon.
Anyway, the first post said to feel free to suggest some stuff, so here's some stuff I'm suggesting. Written in a semi-Thaumonomicon style.
Gem-set Tools - You have discovered a way to set precious gems, such as diamond and emerald, into your thaumium tools. While they still function as well as normal thaumium equipment - and are even a bit more capable of mining harder materials and receiving better enchantments - they now have an empty socket near where the handle connects to the metal that can receive a wand focus. Pressing the F key (by default) opens up a small GUI into which you may set any focus from any mod that can fit on a Thaumcraft wand. On right clicking with the tool in hand, you may then use the abilities of that focus as if it were attached to a wand with no discounts and 100 of each vis stored. However, do note that the tool does not actually store or use vis in the same manner a wand might. The use of foci instead draws upon the vis reserves instilled in the tool upon its creation, reducing the amount of times you may use it for other things, like breaking blocks or killing mobs. One durability point is lost for each total vis point lost, no matter what aspect or combination of aspects are used. (as an example, the Brightening Focus below uses .25 of Aer + Ignis each on a normal wand. On a Gem tool, it takes 1 point of durability damage every time you use its ability twice). Unbreaking does not affect this durability loss, but the tool's more mundane functions are still affected by Unbreaking. You may not swap foci out in the middle of battle*, nor can you use these tools for other wand-related tasks, like rotating Arcane Bores or creating Infernal Furnaces, but you may retrieve the foci without fear of it being damaged (so long as you remember to do so before the tool completely disintegrates). As the focus is activated on right-click, the hoe cannot be used for tilling earth when it has a focus, and the sword cannot be used in vanilla blocking mechanics. Top scientists say there no way to regain the durability of these tools, but you suspect that they are lying. [Thaumic Tool(axe, shovel, ect) w diamond, emerald, lapis, redstone, 2 Greatwood wand rods, Charged Thaumium wand cap, 40 Instrumentum, 30 Praecantatio, 30 Lucrum, + 40 tool-specific aspect. Sword is Tellum, Pick is Mining, Axe is Arbo, Hoe is Meto, Shovel is ?]
*Not that you can't swap foci while fighting, but you have to open your focus pouch (which probably isn't on your hotbar), get the right focus, close it, switch to your wand, open its inventory, take out the old focus, and put in the new one.
Recharging Gem-set Tools - Proving that stubborn resolve always overcomes the rigors of the scientific method, you have found a way to restore the vitality of your Gem-set swords, shovels, picks, axes, and hoes (hehe). To do this, simply hold your tool (absent its wand focus) up to a node and allow the natural vis to infuse it. For each primal aspect you draw from the node, you get one additional use out of your tool. Compound aspects are even more useful for this since they yield 50% more durability per vis; for every 2 compound aspects you draw, you get 3 more uses. There are drawbacks to this process, though. First, you cannot automate it using a Wand Recharge Pedestal. Second, the tool is not selective about what aspects in the node it draws from. Third, as the tool heals itself, it costs more vis to repair itself further; the cost doubles from the base cost of 1:1/1:1.5 when the tool is above 33% health and triples when the tool is above 66% health. Finally, unlike higher-tier wand recharge mechanics, the tool will not stop pulling aspects from a node when there is only one of that aspect left in the node. If you care about the health of the node you are pulling from, you must watch carefully to make sure you do not empty it.
Wand Focus: Brightening {req Gem Tools} - you have discovered a new wand focus to assist you in mining and exploration. While designed for use on a Gem-set Pick or Shovel, it can just as easily be installed on any wand or staff. When right-clicked in the air, the Brightening focus creates a projectile that slowly flies through the air. Upon hitting a solid block, this projectile spawns a magical light, very similar to Nitor save that it cannot be retrieved. Higher levels of Potency increase both the range and the speed of this projectile. Right-clicking on a block places the light instantly. [.25 Air, .25 Fire per cast]
Wand Focus: Suction {req Gem Tools} - you have discovered a new wand focus to assist you in collecting drops from mobs and trees. While designed for use on a Gem-set Axe or Sword, it can just as easily be installed on any wand or staff. On right-click, this focus creates a vortex around you that sucks in loose items and experience orbs. Higher levels of Potency increase the range of this focus. [.15 Aqua, .15 Ordo per tick]
Enchant: Felling {req. Gem Tools} - you have discovered an enchant that lets normal axes access the abilities of the Axe of the Stream - at least in part. Instead of breaking the farthest connected wood block from the one you are hitting, the level 1 version of this enchant breaks four compatible blocks above the one you are breaking and four blocks below the one you are breaking. If there is a block the axe cannot break, such as a dirt block, between the path of the tool and a block it wants to break, it will not be able to bypass the non-wood block, nor will it attempt to break more blocks in the opposite direction to compensate. Level 2 breaks eight blocks above and below the block you are hitting, and again, it cannot compensate for obstructions in its path. Level 3, however, can, such that if you break the bottom block of an extremely tall tree, it will break eight wood blocks above it, attempt to break wood blocks below it, and will break eight more blocks above that on discovering there aren't any wood blocks below the one it originally broke (this works in both directions, though it is not recommended to be standing in the tree you are attempting to cut down). There is no right-click functionality added with this enchant, nor does it cause leaves to decay any faster than normal. In fact, its breaking function does not even act on leaf blocks; while you can break a leaf block with the enchant, you cannot break more than one at the same time. It also only detects wood in a straight line above and below the block acted upon - it does not cut diagonal or even horizontal branches, and if there is a block of air between one part of the trunk and the next, the part above the break will not be broken. The enchant cannot be turned off, and there is an extra 2 durability cost per level of Felling each time you use the tool, such that it costs 3 durability to use a Felling I axe, 5 durability to use Felling II, and 7 to use Felling III. [Arbor, Ordo, Instrumentum, & 19/29/39 lvs w Gold Axe, empty bucket, Salis Mundis, and water bucket]
[Unbreaking can be combined with this. When Unbreaking activates, the full cost of using the tool is averted, and it costs 0 durability instead of 3/5/7 uses. Yes, it's powerful, but it costs a lot of levels to get to level III, and the enchant kinda sucks at lower levels since you have to climb halfway up to actually do anything with it.]
Enchant: ___ Harmony {req. Gem-set tool, max level IV. Make each one a separate hex. research?} - you have discovered a way to increase the efficiency of your Gem-set tools. These six enchants - Aer Harmony, Aqua Harmony, Ignis Harmony, Ordo Harmony, Perdito Harmony, and Terra Harmony - enhance the efficiency of your tools when they are using a Wand Focus. Each level of these enchants gives the tool an additional 5% off in the aspect you have selected - so using a Wand Focus: Fire in a Gem-set tool with Ignis Harmony II lets the tool behave like a wand with 100 vis of each type and a 10% discount on the Ignis aspect when you use right-click. All of these stack with each other, but keep in mind that the more enchants you put on a tool, the less room you have for other useful enchants like Fortune or Sharpness. [2 crystal clusters, 1 Silverwood Wand rod, 1 Primal Charm w. Experience + variable amounts of Instrumentum, Vacuous, & appropriate Primal essence]
Wand Focus: Protection {req Warding} - You have discovered another way to keep people from messing with your stuff. Warding a block prevents it from being broken. Protecting a block, however, actually causes it to break faster (destroying the block in the process), but it comes with some other handy functions. First, a Protected block cannot be accidentally broken by a tool it can be broken by. If you wish to keep a part of your basement intact while mining, Protecting that wall will stop any of your pickaxes from accidentally breaking it. [By default, the Vajra cannot break any Protected blocks]. Second, Protecting can be put on Tile Entities. While Protected, you cannot interact with the Tile Entity in any way, be it right-clicking, pumping in or out with pipes or ducts, golems, or redstone. The block's state will essentially "freeze" until you remove the Protection. Any Protected Tile Entities will not drop their contents when broken, so you can Protect your valuables chest while offline to prevent people from stealing from it. Third, all blocks that are Protected are immune to redstone current, and while you can place a redstone signal on a Protected Block, the block will not transmit a redstone signal to any blocks around it. If you put the Protection focus on a Gem-set tool, that tool's left-click will not be able to break any blocks you have Protected, no matter what they normally break with, until you remove the focus. Note that even though you can Protect more blocks than you can Ward, not everything can be Protected. In particular, try to avoid Protecting multi-block structures.
Wand Focus: Illusion {req Gem Tools} - You have discovered a way to create illusions using a new focus. Right-clicking with this focus creates a ghostly apparition of yourself. This illusion, while slightly more see-through than you yourself, is capable of fooling damage bar mods by spoofing your name, health, armor, and positive and negative buffs at the time you created it, and should hold up under a quick inspection in the heat of battle. It wears your armor at the time of casting and holds the last tool you wielded before selecting the wand with this focus on it. If installed in a Gem-set tool, it will instead display the Gem-set tool it is installed in. The behavior of the Illusion is not intelligent, but it can be determined based on how you were moving when you cast it;
1. If you were standing still when you cast it, the illusion will also stand still and not move.
2. If you were running along the ground, the illusion will continue running along the ground in the same direction. The illusion will move at the same speed you are, taking into account buffs from Speed or Weakness potions, Spider Webs and Soulsand (even if the illusion is no longer in/on that block), Boots of the Traveler, the Haste enchantment, and any other speed-increasing or decreasing effects.
3. If you were on the downward arc of a jump, the illusion will bunny-hop along the ground in the same direction. The jump height matches your own - buffs from Boosts of the Traveler, Jump Boost potions, and Morph all factor in.
4. If you were on the upward arc of a jump, flying upwards or hovering with a non-Thaumcraft mechanic, or flying or hovering with the Thaumostatic Harness, the illusion will fly towards whatever you were looking at. While it renders the Thaumostatic Harness correctly, it does not attempt to replicate the mechanics of the chosen mechanic too closely - for example, IC2 Jetpack flight will not look quite the same.
The illusion is capable of clipping through walls or floors as it moves, so be careful about using it on hills or around corners. Bunny-hoppers will not dip below the level they were created at, and will jump off from that point; unless you use the focus just as you are about to hit the ground, the illusion may appear to float above the earth. While the illusion spoofs having the same health as you do, it will dissipate after taking a single hit, so be careful. The illusion's health will decline from negative potion effects, like Poison, Taint, or Wither, but won't dispel from it. [1.5 Aer+Perdito per cast]
Advanced Illusory {appended to Illusion Focus, as with some of the Golem Upgrades} - By shift right-clicking with the Focus of Illusion, you can modify the focus so that the illusions created with it are a bit more powerful. They now target whatever entity you are looking at when you use the focus. Their behavior is similar to before:
1. They will turn to face the target if created when the caster is stationary.
2. They will pursue the target on foot if created when the caster is walking or running. If they do not have a target, they will walk aimlessly and in random directions.
3. They will bunny hop after the target if created when the caster is moving downwards through the air. If they do not have a target, they will bunny-hop in the chosen direction.
4. They will fly after the target if created while the caster is moving up through the air, or the caster is wearing an active Thaumostatic Harness. If they do not have a target, they will fly in the direction the caster is looking.
These illusions are more intelligent, and will not phase through walls or floors. Illusions will drop down if they run down a hill, but they will get stuck on a one-block-high jump-up unless they are set to Bunny-hop. Illusions will attempt to path around walls or aerial obstacles, but will not avoid projectiles. It can also take an extra hit, but the magic in it starts to fade and it becomes transparent and not nearly as convincing. While more expensive to cast, the added realism and extra durability is well worth the cost. [3 Aer+Perdito per cast]
Wand Draining {req. Staff of Primal} - As you have progressed in your thaumaturgical career, you have made several wands, each progressively better than the last. Now you have found a way to recover the last dredges of useful vis from all those wands. Dropping a wand on the ground and using an unfocused wand on it drains the aspects out of the old wand and into the new as surely as draining a node of vis. This comes with a 10% loss between wands, as well as an additional loss equal to the vis discount on the wand in your hand minus the vis discount on the wand you are draining from. Draining vis from an iron-capped wood wand, with a 105% discount, into a Thaumium-capped Silverwood wand, with a 90% discount, gives a -15% vis loss. However, you can never achieve more than 100% efficiency. This extra cost is calculated for each type of vis, so if you are draining Ignis out of a wand that is more efficient with Ignis than with other aspects, you will drain less Ignis out of it than normal.
Deactivator - Golems are fairly intelligent, but there are still circumstances where you wish you could more strictly dictate their behavior. Enter the Deactivator. When a golem walks over a Deactivator that is receiving a redstone signal, it...deactivates. It will still have its core and all of its upgrades, but it will not move, attempt to access inventories, or shoot at mobs. Removing the redstone signal causes the golem to move normally. For best results, place your golems and Deactivators such that the golems rest on top of the Deactivator when they are idling.
Essentia Mister - Building a wand recharge station capable of filling some of the higher-level wands (such as the Staves or TT Kami's wands) can be extremely difficult. You have discovered the blueprints for a machine that lets you recharge nodes around it faster than their normal sluggish pace. Pump any essence into the Mister with Essentia Tubes. The device sprays the essentia into a fine mist that can drift up to eight blocks into a node that already has this aspect in it. However, atmospheric pressure and currents often cause much of the essentia, especial essentia of a primal aspect, to dissipate before reaching the node. However, compound aspects, because they are heavier, have a chance to fall back into the machine before the environment completely destroys them. While the machine does break the essentia down, it will spit a single component aspect of the original essentia back out again. All essentia has a 33% chance to make it to a node the first time. A compound essense will be split into one of its component aspects, and that aspect will also have a 33% chance of making it to a node. Do note, however, that the de-combined aspect must be present in a node in order for the node to be recharged with the machine. If it is not, then the aspect dissipates and the machine tries again with a new essence.
[Basically, you have a 33% chance to get it in on the first shot. If the aspect is primal, that's all you get. However, if you use a compound aspect and both of its components are in a node somewhere around the machine, there is a 66% chance of it finding a node. If only one is there, then the chance of the retry being successful is 16.5%, and the total chance of getting any aspect into a node is 49.5%. If this block still needs balancing, you can make it so that 3, or 5, or x amount of essentia (as defined in the config?) is needed for every try, and every successful try adds 1 vis to the node. Powerful, yes, but to use to its full power, you need to use the Essentia Tubes and have nodes with both the aspect you are pumping in and that aspect's components.]
Liquid Interface {req all crucible, alembic, and jar-related research} - You have known for awhile that essentia is a liquid, but have been unable to transport it using more conventional means. Enter the Liquid Interface. You may attach this to the side of an alembic, the top of a jar, or anything else that can connect to essentia pipes (though the Interface does not connect at all to the pipes). The Interface behaves like it has a suction of 33, and pulls essentia into its buffer, converting it into a Forge Liquid at a ratio of 125 millibuckets per 8 essentia. You may then pump liquid out of this block as you would any other liquid, or insert a bucket to receive a filled bucket of essentia. It is not recommended to place these buckets of essentia in the world, though, especially if the essentia contains the Perdito aspect in either primal or compound form. You can retrieve the liquid from any fluid container that supports it with Essentia Vials or empty jars.
Essentia Vaccum {req Liquid Interface} - You have already discovered how to put Essentia into your fluid transportation networks, but until now there hasn't been an easy way to convert this liquid back into a form you can use for infusion or alchemy. Enter the Essentia Vaccum. It can store up to four buckets of liquid to convert back into essentia. This essentia can be removed by golem or Essentia Pipe. There is no loss associated with this, but the machine can only store a full jar's worth of essentia in its buffer. Interestingly, you have discovered it can also fit on a crucible to supply it with essence as well.
Thaumic Battery {req Thaumostatic Harness} - carrying around bottles of Potentia to fuel your flight capabilities can get a bit annoying, especially since they don't stack, and one on its own won't be able to carry you very far. Enter the Thaumic Battery, a device capable of storing electricity for use in the Harness. Place it down in the world like a bottle and feed power of nearly any sort into it (MJ, EU, RF, or kJ). A full Thaumic Battery can power a Thaumostatic harness five times longer than a bottle of Potentia can. The battery can also be used as an energy storage device. Right-clicking on the top face of the battery switches it from Blue (input) to Orange (output) mode. In Blue mode, it will receive power and output a redstone signal when it is full. In Orange mode, it will output power to any adjacent cables and output a redstone signal when it is empty. When it is in Orange mode in your inventory, it will also fuel any electric tools it can find. [Full Jar of Potentia infused w misc. ingredients & 127 Potentia]
That particular crash doesn't generate a crash report. Dunno how to deal with that. Futuramalover, my advice to you is to download an earlier version - I posted something a page prior about this.
Speaking of, I'm getting a crash with that version of ChickenChunks (the version just before this newest one). I don't know if it's been adressed in the newest version, as it crashed Minecraft before the game has time to spit. Pastebin crash report, just in case => http://pastebin.com/xauDEerM
Looks like other people have been having problems with the latest stuff. I had a weird error with the latest CodeChicken, ChickenChunks, and NEI where, once I clicked play, the launcher would disappear as normal, then almost immediately (well, 2-4 seconds, but since I have a 32-bit Windows computer with 45 mods installed on this instance, 2-4 seconds is immediate) come back up again. No error message, no crash report, it just stopped loading and dumped me right back where I started. The Minecraft client didn't even come up. Took me a long time to figure out since I was messing about with a jar mod when I first did it, plus I was updating four other mods along with these.
If you get this problem and you need a safe version, here's what I'm using:
CodeChickenCore 0.9.0.7
ChickenChunks 1.3.3.3
NEI 1.6.1.8
Block/Item Categories mod
This allows you to use BC gates, diamond pipes, and other things (eventually) to sort items and blocks based on the general category they fit into. Blocks and items may fit into more than one category (for instance, Iron is both an ingot, a resource, and a storage item because it can be made into/from nine Iron Nuggets). The mod itself identifies and creates categories for items from both vanilla MC and from various mods; these categories can be put on labels, which can be inserted into various sorting equiptment as a stand-in for all items that fall into that category. This mod should categorize items from other mods automatically, adding new types of meat to Consumables and Eatables automatically, say. Additionally, you can modify the items in the config, adding items into a category or removing them from one as you wish by typing in or deleting that item's ID. You can even create new categories just by creating a new header in the config.
-Config Generator - A creative-mode only item. When you right-click with this item, it brings up a GUI with a list of all the item IDs in your inventory at that time (minus the Config Generator itself). You can then copy this list and paste it straight into the Block/Item Categories config; it's meant to make the work of creating a custom category a lot easier. At the top corner of the GUI is the item ID of the Config Generator itself, in case you need it.
-Label Paper - made by crafting water, paper, and two white oredic dye together, shapeless. Used in the Label Maker.
-Label Maker - a fairly involved machine to produce, but not top-tier by any means. Insert label paper and lots of ink - any black or blue oredic dye will do - to create Printed Labels (the interface lets you select what label you want). It takes about ten dye to print a single label. You can then insert these labels into any BC gate that accepts ghost items to make the gate look for any item that fits the category indicated on the label, or into a diamond pipe to let only items that fit that category pass through that exit, or into an emerald pipe to let the emerald pipe pump out all the items that fit that category (the emerald pipe cycles through its nine slots, pumping out however many items you put in that slot before moving to the next. If you have one label in it, the pipe just keeps spitting out more and more of the items that fit the category. If you have multiple labels, the emerald pipe spits out one randomly-selected item in that category before moving onto the next. So that you can control how many items the emerald pipe pumps out, labels can stack up to 64). When creating a label, you can either scroll through a list of every single category out there, or insert an item into a limiter slot to remove every category that doesn't apply to the item in the limiter slot, or you can start typing the name of a label the same way you would search for an item in NEI.
--Black ink labels are inclusive, while blue ink labels are exclusive. Say you have an Ingredient: Pulverizer label, which indicates things like iron ore and iron ingots that can be pulverized, and an Ingredient: Furnace label, which indicates things like iron dust and iron ore that can be smelted, both inserted in the same branch of a diamond pipe. If both labels are black, then any item that can be pulverized and any item that can be smelted both go down that pipe - in our example, iron ore, dust, and ingots can all go down. If both labels are blue, then only items that can be both pulverized and smelted may go down that pipe - just iron ore, since it can be smelted into ingots or ground into dust. But if our Ingredient: Pulverizer is black and our Ingredient: Furnace is blue, than any item that can be pulverized can go down that path, but the only smeltable items allowed down that path will be those that can also be pulverized - in our case, iron ingots are allowed down because it can be pulverized but not smelted, and iron ore is allowed because it can be both pulverized and smelted, but iron dust isn't because it can be smelted but not pulverized. If you switch the colors of the two labels, then the behavior is changed as well - iron dust can be smelted (black), iron ore can be both smelted and pulverized (blue), and iron ingots aren't allowed through because they can be pulverized but not smelted. When using multiple labels with a blue label, then for an item to be recognized, if it fits the blue label it must also fit all the other labels the machine is using. Blue labels do not have an affect in an OR gate, nor do they work with red labels in any setting.
--You can also insert red oredic dye into the Label Maker to create Red Labels. Unlike ordinary labels, which let items in that category trigger a BC Gate or pass through a branch of a diamond pipe, labels written in red ink block items in that category from trigger a gate (so if you have an item condition on an autarchic AND gate that results in the gate pushing items out, and you're using a black Ingredient: Macerating label and a red Ingot lable, the gate will pump items out when it has items that can be Macerated, but not when it has any form of ingot), or from passing through a diamond transport pipe, or from being pumped out of an Emerald transport pipe.
--If you insert white dye into the Label Maker and then insert a label that has already been written on, you can convert it back into Label Paper.
-Compatability Index - high-tier item. Feed items or liquid into it, and if that item or liquid has an oredictionary replacement, the Compatability Index will remember it (it can remember up to 16 items and up to 8 liquids) and convert every other instance of that oredic item (ie, ingotCopper) into that item. Note that if you give it items while it's working on converting liquids, or vice versa, it will accept the new material, but it will keep working on what you gave it first until it's done, possibly resulting in a backlog. If it already remembers the maximum amount of oredic entries it can and you give it another one (16 items and it encounters a 17th item with an oredic recipe, or 8 liquids and you feed it a 9th), it forgets the first one it learned to learn the new one. It can also convert power based on the ratio that a single piece of coal can produce in the two power generation systems, but this closes off the item and liquid conversion entirely.
-Diamerald Transport Pipe - made with a diamond on one side and an emerald block on the other. Makes 12 at once. This lets you pump items out of an inventory. Like the emerald pipe, it has an interface which lets you select which items get pumped out. Unlike the emerald pipe, it will not concern itself with round robins or completing all of one category before moving onto the next. Instead, it grabs and pulls any item it is allowed to out of the inventory. Works very well with all colors of labels.
=Categories; all oredictionary prefixes are automatically added as categories (ie, oreCopper, dustCopper, ingotCopper fall under the categories of Ore, Dust, and Ingot, respectively. You can also make labels for Ore: Copper, Dust: Copper, and Ingot: Copper).
=CM: - All Creative Mode tabs also double as categories. ("CM: Decorative" includes signs, crafting tables, and chests)
=NEI: Any tab in NEI (like "NEI: Microblocks" if RP2 was installed) can double as a category. Includes subdivisions for mods, but not the actual mod itself ("NEI: Ender Storage" doesn't work, because there is already a "Mod: Ender Storage" category). Obviously, only works if NEI is installed.
=Vanilla - only allows items that occur in vanilla MC through.
=Mod: You can use the name of a mod as a category ("Mod: Ender Storage" to limit to Ender Chests and Pouches). This is useful when a mod chooses to display its materials in a vanilla CM tab (like Ender Chests), inside the tab of another mod (like the Gravity Suit mod for IC2), or inside multiple tabs (like Tinker's Construction or RP2). Supports multiple names for mods - Buildcraft can als be written as BC, Buildcraft3, Buildcraft 3, Build Craft, Build Craft 3, or BC3. When searching for mods inside the Label Maker, it will ignore capitalization when searching for names, but it will capitalize correctly when displaying them, and underscores are interchangable with spaces. Also, only one name for a mod will show up when searching for that mod, so your screen isn't flooded with "Mod:" entries.
=Mod: (part deux) - Mods can also be broken down into categories. For example, Aestetic, Magic, Technology, Processing, Transport, Hydrodynamics, Combat are all mod categories. You can add additional names for mods, give a mod a new category, modify its current categories, or create a new category to give to a mod in the config.
=Mod: (part tres) - Some mods are broken up into parts (like old BC, Railcraft, RP2, ect). You can use the name of the author (CovertJaguar, Xenophobe, Palimar, IC2 Dev Team, mDiyo) as a subcategory to search for all items added by a mod author.
=Raw Resource - Unprocessed raw resources; anything that cannot be derived by crafting another thing. Includes Ores, Gems, raw meat, wool, logs, cobble, smoothstone, sand, gravel.
==Raw Mining product - Includes only those raw resources that can be derived from the ground.
=Refined Resource - can be derived from a raw resource through a minimum of one step. Includes dusts, ingots, cooked meat, wood planks, glass.
=Consumable - anything which you either eat or drink. Includes raw and cooked meat, potions, bread.
=Eatable - anything which you eat. Includes Mushroom Stew.
=Drinkable - anything which you drink. Potions, water bottles, and milk, really. Oh, IC2 coffee and booze, I guess.
=Status-altering - anything which provides or removes a potion effect; in addition to potions and splash potions, includes milk and triple meat treats.
=Potions - both this and Status-altering can be amended with the potion effect; "Status-altering: Regeneration" will refer to any vanilla regeneration potion, plus Triple Meat Treats. "Potions: Regeneration I" refers only to potions or splash potions with Regeneration I. "Status-altering: Clear" finds items that remove potion effects (milk in vanilla Minecraft). "Potions: Any II" refers to all potions and splash potions.
=Gems - Includes diamonds, emeralds, RP2 gems, Thaumcraft crystals.
=Delicates - any block that drops something else unless Silk Touch is used.
=Dyes - searches for any oredic dyes, no matter the color. You can use Dye: Red or Dye: Magenta to search for dyes of that color. This is a part of the Oredic categories described above.
=Smelts Into: - a class of categories created for each oredic ingot (ingotCopper, ingotIron). Anything with a vanilla smelting recipe that creates the specified ingot ("Smelts Into: Copper", "Smelts Into: Iron") matches the filter, so things like ores, dust, Factorization ore processing items, and Thaumcraft ore chunks can all be filtered into a furnace, powered furnace, or arcane furnace without having to do a bunch of contortions with red and blue labels.
=Factorization: - a class of categories that separates out the different stages of Factorization ore processing (such as dirty copper gravel or crystaline iron. Can't remember them off the top of my head). "Factorization: Ore" selects every ore that can be tripled using Factorization. "Factorization: Ingot" selects all the ingots/oredic equivalent ingots produced by Factorization.
=Armor - category that includes any boot, legging, chestplate, or helmet.
=Armor: Head - category that includes any item or block you can wear in the helmet slot of your inventory. Armor: Torso, Armor: Legs, and Armor: Feet are similar categories that refer to items that fit on your chestplate, leggings, or boots slots, respectively.
=Armor: Dented - any armor piece that is not 100% whole
=Armor: Damaged - any armor piece that has less than or equal to 60% durability left
=Armor: Disintigrating - any armor piece that has less than or equal to 10% durability left. Armor pieces that fit Disintigrating also fit Damaged (since they have less than 60% durability left) and Dented (since they have less than 100% durability left).
=Armor: Enchanted - finds any armor piece that is enchanted with any enchant of any rank. You can replace Enchanted with the name of a specific enchant to search for that enchant, add a roman numeral after Enchanted to find enchants of that rank, or combine both. "Armor: Enchanted I" finds any armor piece with at least one rank 1 enchant, "Armor: Blast Protection" finds any armor piece that has any rank of Blast Protection, and "Armor: Respiration II" finds any piece enchanted with Respiration II.
=Armor: <Material> - finds any armor piece that the anvil can repair using the material after the colon. For "Armor: Bronze", this means any item with the exact name "Bronze", or any item which fits the same oredic entry as the item named "Bronze". So if you have an armor that can be repaired with Selenium Ingots, and you have a mod that adds Selenium (but the ingot form of it doesn't have ingot in its name) and this second mod doesn't use the oredictionary, then "Armor: Selenium" won't return the armor from the first mod that can be repaired with Selenium Ingots. Item IDs can also be used instead of the name of the item without affecting the oredic functionality (so if one Bronze ingot has an ID of 3000, then "Armor: 3000" is the same as "Armor: Bronze")
=Armor: Charged - refers to any armor piece that accepts electricity of some form and is not 100% fully charged.
=Armor: Discharging - refers to any armor piece that accepts electricity of some form and has less than or equal to 60% of its full charge remaining
=Armor: Fading - refers to any armor piece that accpets electricity of some form and has less than or equal to 10% of its full charge remaining.
=Armor: Dead - refers to any armor piece that accepts electricity of some form and has 0% of its full charge remaining.
=Impliment - refers to any device that can be used as a pick, shovel, axe, hoe, bow, sword, wrench, or/and for another use. Usually, it takes damage as it's being used and breaks when it's done. The Treetap and IC2 Wrench and their electric counterparts are in here, as is the Dartcraft Force Wand. The Impliment: Dented, Damaged, Disintigrating, Enchanted, <Material>, Charged, Discharging, Fading, and Dead categories work the same as for armor, and they also apply for the categories below.
=Pick - refers to any device that can mine stone with increased speed as opposed to an empty hand.
=Shovel - refers to any device that can mine dirt and sand with increased speed as opposed to an empty hand.
=Axe - refers to any device that can mine wood logs with increased speed as opposed to an empty hand.
=Hoe - refers to any device that turns dirt into tilled farmland when the right mouse button is used.
=Weapon - refers to any device that can damage mobs for more than bare-handed damage without suffering an additional durability loss from doing so. Includes swords, Balkan's weapons, scythes, and more.
=Wrench - refers to any device that can modify the states of certain blocks or even remove them entirely.
=Bow - refers to any device that creates an arrow entity and removes an arrow item from your inventory when you right click with it, or when you hold and release right click with it. Remember, you can add bows that can't shoot vanilla arrows to this list by copy-pasting their item ID into the config.
=Multi - refers to any device that fits two or more of the above categories (like a Paxel, or the Mining Drill or Vajra).
=Multi: Composite - Composite can also be applied to Impliment:, Pick:, Shovel:, Sword:, Axe:, Hoe:, or Bow:, and it singles out Tinker's Construct (assembled from multiple parts; hence, Composite) tools and items that cannot be repaired via normal means. Because they can't be repaired normally, a label like "Shovel: Disintegrating" will not snag a TinkCon shovel, excavator, or other TinkCon tool that can act as a shovel. However, Tinker's Construct tools that have been upgraded to accept IC2 power will respond to Charged, Discharge, Fading, and Dead identifiers depending on the amount of juice left in them, so that you can route them into an MFSU or other charging device, so "Shovel: Dying" will grab a TinkCon shovel/excavator/ect, provided it has been given the battery upgrade.
=Composite - This category refers to all TinkCon devices, regardless of their function. You can also use this category with Dented, Damaged, Disintigrating, Dud, Modified, <Material>, Charged, Discharging, Fading, and Dead.
=Composite: Modified - refers to any TinkCon device which has received a modifier. "Composite: Modified II" finds TinkCon tools with two modifier slots used. "Composite: Lapis Lazuli" finds TinkCon tools that have been modified with Lapis Lazuli to increase their Luck/Fortune/Looting, "Composite: Emerald IV" finds tools modified with an emerald and that has three other modifiers on it, and "Composite: Redstone Dust 25" finds TinkCon tools that have been modified with Redstone Dust and have at least twenty-five Redstone Dust already attached. Note that it's the name of the item and not the name of the effect being used; "Composite: Luck" is not legal.
=Composite: <Material> - refers to TinkCon tools that have a part made from that material.
=Composite: Dud - Ordinary armor and impliments break when their durability reaches zero. TinkCon tools don't. Dud is to durability what Dead is to electricity; it indicates when a tool has absolutely no durability left.
=Ammo - by default, includes splash potions, arrows, ender pearls, and snowballs. Ammo: Composite can be used to indicate TinkCon arrows. You can use the config to add ammunition from gun mods or the like. You can use potion categories (like "Ammo: Poison II") to select splash potions or other throwable items that confer that potion effect on landing.
=Reagents - sort of the magical counterpart to Ammo. Y'know how in Xenophobe's Reliquary mod, the Midas Stone needs lots of glowstone dust to operate, the Ender Cloak needs Ender Pearls, that sort of stuff? The Reagents category is meant to resupply you with that sort of stuff.
=Item Container - refers to any block that can be placed in the world and can have items put into it. Includes chests and barrels, but not Machines.
=Item Tote - refers to any item from which one can pull out other items. This includes Ender Pouches, Dartcraft loot pouches, and Forestry backpacks.
=Item Tote: Ready - refers to any Item Tote that is not completely full.
=Item Tote: Filling Up - refers to any Item Tote where the ratio of filled slots to empty slots is greater than 40:60 (less than 60% empty).
=Item Tote: Very Full - refers to any Item Tote where the ratio of filled slots to empty slots is greater than 90:10 (less than 10% empty)
=Item Tote: Full - refers to any Item Tote that cannot accept any more items. When a tote is Full, it cannot be labeled Very Full, Filling Up, or Ready.
=Item Carrier - refers to both Item Totes and Item Containers.
=Liquid Container - refers to any block which can be placed in the world to accept liquids. This includes BC and TE tanks, but not Machines.
=Liquid Tote - refers to any item from which liquid may be removed or to which liquid may be added. Includes buckets, cans, and TE3's Florbs.
=Liquid Tote: <Liquid> - indicates what sort of liquid is in the item.
=Liquid Carriers - refers to both Liquid Containers and Liquid Totes. Ready, Filling Up, Very Full, and Full can be used to describe any Tote or Container capable of holding either multiple buckets or fractional parts of a bucket. The tags won't work on a Container that can't carry liquids in item form (like BC tanks) or can't display the amount of liquid they have (like Ender Tanks).
=Power Container - refers to any block which can be placed in the world to accept or discharge power. Includes TE3's energy cells, IC2's Batboxes, MFEs, MFSUs, Factorization Batteries, and UE power storage blocks. Does not include cables or power conduits of any type, nor does it include Machines. Uses the Charged, Discharging, Fading, and Dead tags from above instead of Ready, Full, and such.
=Power Tote - refers to any item that can be used to store or transfer electricity. Includes IC2 Batteries and UE equivalents, along with the chainsaw, electric wrench, and other tools and armor. Uses "Discharged" instead of "Filling Up" and so on.
=Power Carrier - refers to both Power Containers and Power Totes.
==BC/IC2/TE3?/UE/Factorization Container/Tote/Carrier - you can chose what power system you want to refer to by replacing Power with the name or abbreviation of the mod/mod electricity system you want to refer to. For IC2, you can chose from IC2, Industrial Craft, Industrial Craft 2, or EU. These categories also work with the Charge/Discharging/ect. tags from above (ie, "EU: Dead" finds completely empty batteries, battery-operated tools and armor, and power-storage blocks from IC2, provided the blocks are capable of storing energy in item form like TE3's Energy Cells are).
=Machine - refers to any block that accepts and permanently destroys either power, liquids, and/or items, and/or creates power, liquids, and/or items. For example, a furnace permanently destroys coal and iron ore, a Macerator permanently destroys iron ore and electricity, and a Refiner permanently destroys oil and electricity. By the same token, an Igneous Extruder creates Cobblestone, an Aqueous Accumulator creates Water, and a Combustion Engine creates MJ.
=Decorative - refers to blocks that have little to no crafting use, such as wool.
=Slabs - refers to slab blocks that don't take up the whole block space.
=Stairs - refers to stair blocks
=Microblock: - on its own, refers to any microblock. When used with a suffix, refers to a microblock of that type (Microblock: Cover or Microblock: Antislab) or crafted from that block or item ID indicated (Microblock: Iron Block or Microblock: 2).
=Metallic - refers to any block or item that is composed of metal.
=Bright - refers to blocks and items that, when placed, emit light. Includes torches and nitor.
=Storage Block - refers to any block that can be crafted from nine/four of a certain item and can be crafted back into nine/four of that same item.
=Storage Item - refers to any item that can be crafted from nine/four of another item and can be crafted back into nine/four of that same item.
=Packagable - refers to any item that can be made into a storage block or a storage item.
=Splinterable - refers to any block that can be efficiently harvested with an axe
=Combustible - refers to any block that will burn and be consumed by in-world fire.
=Pyrophillic - refers to blocks on which fire will eventually burn out.
=Pyrophobic - refers to blocks on which fire will continue to burn (ie, Netherrack).
=Unstable - refers to blocks and items which create an explosion (like vanilla TNT and nukes, and missiles from the UE mod that adds missiles).
=Granular - refers to any block that can be efficiently harveted by a shovel
=Stony - refers to any block that can be efficiently harvested by a pick.
=Choppable - refers to any block that can be efficiently harvested - or at least broken - by a sword.
=Plantable - refers to blocks and items that can be placed on a surface and grow - like seeds, reeds, and cactus
=Seeds - sort of self explanatory, really.
=Saplings - again.
=Papyral - refers to any paper, map, or book.
=Utility - refers to items that don't have durability, but would be a serious loss to you should they be disposed of; things like the Thaumonomicon, Dartcraft's Book of Mudora, TinkCon's books (written by Thuul Sma'gon or something), Logistics Pipe's Remote Orderer, Forestry's Beelyser/Flutterlyser, and others.
=Hidden Data = refers to things that store data in a format other than simple IDs/metadata; things like IC2 items (which store EU in a different way than they used to), Forestry Bees, Saplings, and butterflies, Tinker's Constructs, maps, written books, items that have been Force Wrenched, and more.
--Note that other methods, like the Apiarist's Pipe and the Analyser for CC, can look at the data hidden in bees and Forestry saplings and such, so there aren't any categories or methods to examine the properties of Bees. There are methods for looking at enchants.
=Enchanted: - refers to any item which posseses the enchant listed, as in "Enchanted: Fortune II". This refers only to items which have level 2 Fortune; if you want to grab any item which has Fortune on it, just say "Enchant: Fortune". Also grabs enchanted books. "Enchant" by itself grabs any enchanted item; "Enchant: Any III" grabs any enchanted item that has at least one level three enchant.
=Ingredient: - use this, together with the name of a machine, to find an item that can be processed in this manner. For instance, Ingredient: Furnace refers to anything that can be smelted, Ingredient: Macerator refers to anything that can go into the IC2 Macerator, and Ingredient: Force Transmutation refers to anything that you can use the Dartcraft Force Wand on. Uses the name of the process as it appears in NEI Recipe mode.
=Product: - refers to anything created from a process. For instance, "Product: Furnace" refers to things like charcoal and iron ingots that are made from smelting items in a furnace, and "Product: Assembly Table" will refer to structure pipes and Iron AND gates. You can use "Ingredient: Crafting" and "Product: Crafting" as labels, but you'll basically get EVERYTHING, so it's not as useful in a sorting system as..."Ingredient: Pulverizer", say. Also, "Ingredient" finds everything that can be used in any process or recipe, and "Product" finds everything created from any process or recipe.
Let me give you an example of what sort of labels might apply to a given item. Let's say you have a Bronze Helm, which can be turned back into Bronze Ingots using the Dartcraft Force Wand. This helm has 10 durability left out of 500, and is enchanted with Respiration II, Aqua Affinity I, and Protection III. This is added by a (fictitious) mod known as More Armors, MA, a Combat mod created by chif_ii or chif ii or chifii, that uses the vanilla Weapons tab in Creative Mode and adds a new NEI subcategory known as "Basic Armors" (as opposed to more complex types of armor). This item fits into these categories:
Mod
Mod: More Armors
*Mod: MA
Mod: Combat
Mod: chif_ii
*Mod: chif ii
*Mod: chifii
CM: Weapons
NEI: Basic Armors
*Product
Product: Crafting
*Ingredient
Ingredient: Force Transmutations
Armor
Armor: Head
Armor: Dented
Armor: Damaged
Armor: Disintegrating
Armor: Enchanted
Armor: Enchanted I
Armor: Enchanted II
Armor: Enchanted III
Armor: Respiration
Armor: Respiration II
Armor: Aqua Affinity
Armor: Aqua Affinity I
Armor: Protection
Armor: Protection III
Enchanted
Enchanted: Any I
Enchanted: Any II
Enchanted: Any III
Enchanted: Respiration
Enchanted: Respiration II
Enchanted: Aqua Affinity
Enchanted: Aqua Affinity I
Enchanted: Protection
Enchanted: Protection III
However, when you put this helm in the label maker, the categories with a * before them will not be shown, either because they're repeats or because they apply to too many items and clicking on them would be a waste of dye (by default, "Ingredient" and "Recipe" are always hidden when searching with an item, but you can change this in the config). You can access those categories by manually scrolling through the entire list, or by searching for them with the text bar. Let's do the same thing with IC2 Gold Dust.
CM: IC2
Mod: Industrial Craft 2
*Mod: Industrial Craft
*Mod: IC2
*Mod: IC
Mod: IC2 Dev Team
Mod: Electricity
Mod: Processing
Refined Resource
Dust
Dust: Gold
Smelts Into: Gold
*Product
Product: Macerator (pulverizer is not given because the IC2 dust can't be made in a pulverizer)
Product: Scrap Box
Product: Ore Tower (? I can't remember what all the new IC2 stuff is or does. If I'm forgetting anything, troll me viciously, 'k?)
*Ingredient
Ingredient: Furnace
Ingredient: Redstone Furnace (Thermal Expansion's powered furnace has its own recipes)
Ingredient: Crafting (in TE3 to make Electrum)
Ingredient: IC2 Crafting (with redstone to make glowstone? Worked when DW20 first did FTB, I know that. IC2 Crafting is separate from vanilla crafting.)
And finally, a Dartcraft Power Chainsaw with 50% of its total EU still on it. For arguement's sake, let's also say it has Smite V on it, even though Darcraft has its own buff system seperate from vanilla enchanting (I figure that if this mod gets made, bluedart would be smart enough with his code to know how to tap into it).
CM: DartCraft
Mod
Mod: Dartcraft
Mod: Bluedart
Mod: Magic
Mod: Combat
Mod: Addon
*Product
Product: Force Infusion
Impliment
Impliment: Charged
Impliment: Discharging
Impliment: Enchanted
Impliment: Enchanted V
Impliment: Smite
Impliment: Smite V
Sword
Sword: Charged
Sword: Discharging
Sword: Enchanted
Sword: Enchanted V
Sword: Smite
Sword: Smite V
Axe
Axe: Charged
Axe: Discharging
Axe: Enchanted
Axe: Enchanted V
Axe: Smite
Axe: Smite V
Multi
Multi: Charged
Multi: Discharging
Multi: Enchanted
Multi: Enchanted V
Multi: Smite
Multi: Smite V
Power Tote
Power Tote: Charged
Power Tote: Discharging
IC2 Tote
IC2 Tote: Charged
IC2 Tote: Discharging
*Industrial Craft 2 Tote
*Industrial Craft 2 Tote: Charged
*Industrial Craft 2 Tote: Discharging
*Industrial Craft Tote
*Industrial Craft Tote: Charged
*Industrial Craft Tote: Discharging
EU Tote
EU Tote: Charged
EU Tote: Discharging
Power Carrier
Power Carrier: Charged
Power Carrier: Discharging
IC2 Carrier
IC2 Carrier: Charged
IC2 Carrier: Discharging
*Industrial Craft 2 Carrier
*Industrial Craft 2 Carrier: Charged
*Industrial Craft 2 Carrier: Discharging
*Industrial Craft Carrier
*Industrial Craft Carrier: Charged
*Industrial Craft Carrier: Discharging
EU Carrier
EU Carrier: Charged
EU Carrier: Discharging
Enchanted
Enchanted: Any V
Enchanted: Smite V
Remember that mod names and mod author names are not case-sensitive, so it doesn't matter that I haven't been consistent in spelling bluedart's name. Also note that IC2 and EU are the names for the power system that shows up; the general rule is that for naming totes and carriers, one name of the mod that adds the electricity and the basic unit of energy in that electrical system both appear in the Label Maker. (kJ for UE, MJ for Buildcraft, ect.)
The general rule for creating categories is that a good category should have at least 18 items, and that you should be able to use two or three blue/red labels at most to single out an item from your inventory. If you need to select a damaged TinkCon shovel in a sorting system, you can use blue labels with the categories "Composite: Dented" and "Shovel". If you want to filter out a fully charged Diamond Drill but let your other equiptment continue on to a recharge, use a blue "Power Carrier" label and a red "Power Carrier: Charged" label. Charged detects items with less than 100% charge on them, so any Power Carrier with 100% charge will not be blocked by the red label. Dartcraft Batclaws can be filtered out with "Ingredient: Crafting" and "Ingredient: Smelting" labels because Batclaws aren't used in any crafting recipes or smelting recipes (the Smelting label is to let ores through, which can't be crafted).
Most of these categories don't vary between two different items with the same ID. Some, like enchantments, do. To sucessfully impliment this mod, the mod must, upon starting up for the first time or after adding a new mod, be able to:
-Determine the mod's name, the mod author's name, and what the mod does, whether it's Combat-oriented, Electricity-oriented, or a combination of the two (I imagine that, in the future, mod authors will add these sorts of labels to their mods in a way that this mod can pick up on)
-Add categories to the config based on what mods are installed, what creative mode tabs are available, and what NEI tabs are available, and populate those categories based on the items in each.
-Examine ore dictionary data to create data based on the prefix to an entry (ie, ingotCopper yields "Ingot" and "Ingot: Copper")
-Examine the data behind crafting/smelting/ect. recipes and catalog every item in the game based on how it can make or be made from (it's not counting recipes; it doesn't matter if a material has one crafting recipe or one hundred, both materials will be in the "Ingredient: Crafting" category if there is at least one way they can be crafted).
-Determine whether a given item can be worn in any or in a given armor slot.
-Determine whether a given item suffers durability loss when used, and if that item can be used as a sword, bow, gun, wrench, hoe, axe, and/or other mining tools.
-Determine whether a block is associated with a process like smelting or energy storage.
-Put items in categories (like metallic or decorative) based on data either provided by the mod author or data stored inside the mod itself.
-Detect when the installation has changed and perform the above processes again.
On the fly, this mod must;
-Examine items to see if they have any data contained in sources other than the ID, MetaID, or enchantments
-Examine items that take durability damage and calcuate how much durability they have left out of their maximum
-Examine items to determine if they are enchanted, what enchants they have, and what level those enchants are at.
-Examine the charge level of items that take electrical power like EU and determine the percent of full charge they have left
-Examine the insides of items like Forestry Backpacks to see how many open slots they have remaining
-Examine things like Thermal Expansion Tanks to see how much liquid they have in them
-Examine Tinker's Construct tools and weaponry to determine their function (pick/sword/shovel/ect), the amount of durability they have remaining (Composite: Dented), what materials they are made of, how many modifiers are used, what modifiers have been used, how much of those modifiers are on there (for things like Lapis and Redstone), and how much electricity it has used/is still remaining, provided the IC2 modifier is installed.
And this mod's config must:
-Display every category, the item IDs in those categories, and allow the player to add/remove item IDs from a category and create an infinite (or at least sufficiently large) amount of custom categories.
-Each category not related to CM tabs, NEI tabs, or the Mod categories has a heading with the name of the category and the items in it listed below. Each mod has a heading; under that is listed all alternate names for the mod (with the name in the heading being used as the preferred option), the name of the mod author in a subheading (with any alternate names being listed below it), and any mod categories (like Combat or Electricity) that apply to it. You cannot modify the items in CM:, NEI:, or Mod: categories.
Alt, if regular BC pipes can't be modified to take labels;
-Clean Glass - slightly complicated to make, but you can make 10 BC pipes with one piece of it in the center instead of 8. Needed to make pipes that can accept labels, along with other paraphenelia. Completely transparent, connected textures, has no border at all except when it abutts against an air block.
-Labeled Diamond Pipe - crafted like a regular diamond pipe, but with six blank labels above and below it. Makes 6. Accepts labels in the manner listed at the top of the post, but it does not accept ghost items like normal BC pipes (meaning you must create new labels each time - though you can remove the labels again).
-Labeled Emerald Pipe - crafted like the labeled diamond pipe. Again, only makes six.
-Labeled Diamerald Pipe - acts like the emerald pipe, but removes the specificity of the emerald pipe.
-Chestposer - it has the space of an ordinary wood chest (3x9). Attach it to any inventory; when you insert up to nine labels into it, it will fill itself with as many items from the attached inventory that fit the labels, and you can pull out of the Chestposer as much as you want with any other item-transport solution. Meant as a compatability patch for sorting solutions that don't support labels. I'd like labels to be pretty much universal, but I recognize that's not going to happen.
In any of these, adding an actual item acts like a black label for just that item. So if you have a red "Ore" label and a piece of Cobalt Ore in a path leading to a furnace, no ore will be allowed down that path unless it is Cobalt Ore.
Oh right, the beam spells are bugged, it says on the OP
I tried to recreate the LMNOP death message... It's definitely not possible. It used 5 minutes of trying though ;D
And may I kindly ask what Imbue does?
It lets you put a spell on your armor, sword, or bow, by combining the item enchanted with a spell in a Magic Fabricator. The Wiki has more information on under what conditions spells activate.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 3/26/13 12:09 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ExceptionInInitializerError
at mithion.arsmagica.AMCore.load(AMCore.java:259)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:689)
... 5 more
Caused by: java.lang.RuntimeException: Duplicate stat id: "Unknown stat" and "achievement.MageInTraining" at id 5247980
at net.minecraft.stats.StatBase.func_75971_g(SourceFile:32)
at net.minecraft.stats.Achievement.func_75985_c(SourceFile:51)
at mithion.arsmagica.AMAchievements.<clinit>(AMAchievements.java:15)
... 31 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Question; Is there a mode to disable the crafting of songs? Because it seems kinda nonsensical that you can just paste items onto a piece of paper and you suddenly know how to control the weather. It'd be much cooler and much more difficult if you had to find songs in dungeon chests.
Also, interesting idea; Y'know the Scarecrow from Ocarina of Time? The one that lets you make custom songs? Is there a way to implement that, and have a block that outputs a variable redstone signal when you play that song depending on how close you are?
I keep getting this error message when I try to load Minecraft.
2013-03-24 16:44:02 [INFO] [ForgeModLoader] Forge Mod Loader has identified 19 mods to load
2013-03-24 16:44:02 [INFO] [mcp] Activating mod mcp
2013-03-24 16:44:02 [INFO] [FML] Activating mod FML
2013-03-24 16:44:02 [INFO] [Forge] Activating mod Forge
2013-03-24 16:44:02 [INFO] [CodeChickenCore] Activating mod CodeChickenCore
2013-03-24 16:44:02 [INFO] [NotEnoughItems] Activating mod NotEnoughItems
2013-03-24 16:44:02 [INFO] [HarkenScythe_Core] Activating mod HarkenScythe_Core
2013-03-24 16:44:02 [INFO] [AsgardShield_Core] Activating mod AsgardShield_Core
2013-03-24 16:44:02 [INFO] [extendedWorkbench] Activating mod extendedWorkbench
2013-03-24 16:44:02 [INFO] [AutoSwitch] Activating mod AutoSwitch
2013-03-24 16:44:02 [INFO] [ASVanillaModule] Activating mod ASVanillaModule
2013-03-24 16:44:02 [INFO] [Backpack] Activating mod Backpack
2013-03-24 16:44:02 [INFO] [diamondbuckets] Activating mod diamondbuckets
2013-03-24 16:44:02 [INFO] [DustMod] Activating mod DustMod
2013-03-24 16:44:02 [INFO] [DustModDefaults] Activating mod DustModDefaults
2013-03-24 16:44:02 [INFO] [ElementalTinkerer] Activating mod ElementalTinkerer
2013-03-24 16:44:02 [INFO] [PrimitiveMobs] Activating mod PrimitiveMobs
2013-03-24 16:44:02 [INFO] [RopesPlus] Activating mod RopesPlus
2013-03-24 16:44:02 [INFO] [mod_ThebombzenAPI] Activating mod mod_ThebombzenAPI
2013-03-24 16:44:02 [INFO] [TwilightForest] Activating mod TwilightForest
2013-03-24 16:44:02 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: mod_HarkenScythe/common/EnchantmentHSSoulAttuned
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.Class.forName(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:446)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
2013-03-24 16:44:02 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:406)
2013-03-24 16:44:02 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
2013-03-24 16:44:02 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:728)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: mod_HarkenScythe.common.EnchantmentHSSoulAttuned
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] ... 29 more
2013-03-24 16:44:02 [INFO] [STDERR] Caused by: java.lang.VerifyError: Cannot inherit from final class
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.ClassLoader.defineClass1(Native Method)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.ClassLoader.defineClass(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at java.security.SecureClassLoader.defineClass(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
2013-03-24 16:44:02 [INFO] [STDERR] ... 31 more
Anyone know what's doing this or how I can fix it? I've upgraded from the previous 1.5.1 version, but since this is happening before I even load the game, I don't think that's the issue.
1
Anyway, the first post said to feel free to suggest some stuff, so here's some stuff I'm suggesting. Written in a semi-Thaumonomicon style.
Gem-set Tools - You have discovered a way to set precious gems, such as diamond and emerald, into your thaumium tools. While they still function as well as normal thaumium equipment - and are even a bit more capable of mining harder materials and receiving better enchantments - they now have an empty socket near where the handle connects to the metal that can receive a wand focus. Pressing the F key (by default) opens up a small GUI into which you may set any focus from any mod that can fit on a Thaumcraft wand. On right clicking with the tool in hand, you may then use the abilities of that focus as if it were attached to a wand with no discounts and 100 of each vis stored. However, do note that the tool does not actually store or use vis in the same manner a wand might. The use of foci instead draws upon the vis reserves instilled in the tool upon its creation, reducing the amount of times you may use it for other things, like breaking blocks or killing mobs. One durability point is lost for each total vis point lost, no matter what aspect or combination of aspects are used. (as an example, the Brightening Focus below uses .25 of Aer + Ignis each on a normal wand. On a Gem tool, it takes 1 point of durability damage every time you use its ability twice). Unbreaking does not affect this durability loss, but the tool's more mundane functions are still affected by Unbreaking. You may not swap foci out in the middle of battle*, nor can you use these tools for other wand-related tasks, like rotating Arcane Bores or creating Infernal Furnaces, but you may retrieve the foci without fear of it being damaged (so long as you remember to do so before the tool completely disintegrates). As the focus is activated on right-click, the hoe cannot be used for tilling earth when it has a focus, and the sword cannot be used in vanilla blocking mechanics. Top scientists say there no way to regain the durability of these tools, but you suspect that they are lying. [Thaumic Tool(axe, shovel, ect) w diamond, emerald, lapis, redstone, 2 Greatwood wand rods, Charged Thaumium wand cap, 40 Instrumentum, 30 Praecantatio, 30 Lucrum, + 40 tool-specific aspect. Sword is Tellum, Pick is Mining, Axe is Arbo, Hoe is Meto, Shovel is ?]
*Not that you can't swap foci while fighting, but you have to open your focus pouch (which probably isn't on your hotbar), get the right focus, close it, switch to your wand, open its inventory, take out the old focus, and put in the new one.
Recharging Gem-set Tools - Proving that stubborn resolve always overcomes the rigors of the scientific method, you have found a way to restore the vitality of your Gem-set swords, shovels, picks, axes, and hoes (hehe). To do this, simply hold your tool (absent its wand focus) up to a node and allow the natural vis to infuse it. For each primal aspect you draw from the node, you get one additional use out of your tool. Compound aspects are even more useful for this since they yield 50% more durability per vis; for every 2 compound aspects you draw, you get 3 more uses. There are drawbacks to this process, though. First, you cannot automate it using a Wand Recharge Pedestal. Second, the tool is not selective about what aspects in the node it draws from. Third, as the tool heals itself, it costs more vis to repair itself further; the cost doubles from the base cost of 1:1/1:1.5 when the tool is above 33% health and triples when the tool is above 66% health. Finally, unlike higher-tier wand recharge mechanics, the tool will not stop pulling aspects from a node when there is only one of that aspect left in the node. If you care about the health of the node you are pulling from, you must watch carefully to make sure you do not empty it.
Wand Focus: Brightening {req Gem Tools} - you have discovered a new wand focus to assist you in mining and exploration. While designed for use on a Gem-set Pick or Shovel, it can just as easily be installed on any wand or staff. When right-clicked in the air, the Brightening focus creates a projectile that slowly flies through the air. Upon hitting a solid block, this projectile spawns a magical light, very similar to Nitor save that it cannot be retrieved. Higher levels of Potency increase both the range and the speed of this projectile. Right-clicking on a block places the light instantly. [.25 Air, .25 Fire per cast]
Wand Focus: Suction {req Gem Tools} - you have discovered a new wand focus to assist you in collecting drops from mobs and trees. While designed for use on a Gem-set Axe or Sword, it can just as easily be installed on any wand or staff. On right-click, this focus creates a vortex around you that sucks in loose items and experience orbs. Higher levels of Potency increase the range of this focus. [.15 Aqua, .15 Ordo per tick]
Enchant: Felling {req. Gem Tools} - you have discovered an enchant that lets normal axes access the abilities of the Axe of the Stream - at least in part. Instead of breaking the farthest connected wood block from the one you are hitting, the level 1 version of this enchant breaks four compatible blocks above the one you are breaking and four blocks below the one you are breaking. If there is a block the axe cannot break, such as a dirt block, between the path of the tool and a block it wants to break, it will not be able to bypass the non-wood block, nor will it attempt to break more blocks in the opposite direction to compensate. Level 2 breaks eight blocks above and below the block you are hitting, and again, it cannot compensate for obstructions in its path. Level 3, however, can, such that if you break the bottom block of an extremely tall tree, it will break eight wood blocks above it, attempt to break wood blocks below it, and will break eight more blocks above that on discovering there aren't any wood blocks below the one it originally broke (this works in both directions, though it is not recommended to be standing in the tree you are attempting to cut down). There is no right-click functionality added with this enchant, nor does it cause leaves to decay any faster than normal. In fact, its breaking function does not even act on leaf blocks; while you can break a leaf block with the enchant, you cannot break more than one at the same time. It also only detects wood in a straight line above and below the block acted upon - it does not cut diagonal or even horizontal branches, and if there is a block of air between one part of the trunk and the next, the part above the break will not be broken. The enchant cannot be turned off, and there is an extra 2 durability cost per level of Felling each time you use the tool, such that it costs 3 durability to use a Felling I axe, 5 durability to use Felling II, and 7 to use Felling III. [Arbor, Ordo, Instrumentum, & 19/29/39 lvs w Gold Axe, empty bucket, Salis Mundis, and water bucket]
[Unbreaking can be combined with this. When Unbreaking activates, the full cost of using the tool is averted, and it costs 0 durability instead of 3/5/7 uses. Yes, it's powerful, but it costs a lot of levels to get to level III, and the enchant kinda sucks at lower levels since you have to climb halfway up to actually do anything with it.]
Enchant: ___ Harmony {req. Gem-set tool, max level IV. Make each one a separate hex. research?} - you have discovered a way to increase the efficiency of your Gem-set tools. These six enchants - Aer Harmony, Aqua Harmony, Ignis Harmony, Ordo Harmony, Perdito Harmony, and Terra Harmony - enhance the efficiency of your tools when they are using a Wand Focus. Each level of these enchants gives the tool an additional 5% off in the aspect you have selected - so using a Wand Focus: Fire in a Gem-set tool with Ignis Harmony II lets the tool behave like a wand with 100 vis of each type and a 10% discount on the Ignis aspect when you use right-click. All of these stack with each other, but keep in mind that the more enchants you put on a tool, the less room you have for other useful enchants like Fortune or Sharpness. [2 crystal clusters, 1 Silverwood Wand rod, 1 Primal Charm w. Experience + variable amounts of Instrumentum, Vacuous, & appropriate Primal essence]
Wand Focus: Protection {req Warding} - You have discovered another way to keep people from messing with your stuff. Warding a block prevents it from being broken. Protecting a block, however, actually causes it to break faster (destroying the block in the process), but it comes with some other handy functions. First, a Protected block cannot be accidentally broken by a tool it can be broken by. If you wish to keep a part of your basement intact while mining, Protecting that wall will stop any of your pickaxes from accidentally breaking it. [By default, the Vajra cannot break any Protected blocks]. Second, Protecting can be put on Tile Entities. While Protected, you cannot interact with the Tile Entity in any way, be it right-clicking, pumping in or out with pipes or ducts, golems, or redstone. The block's state will essentially "freeze" until you remove the Protection. Any Protected Tile Entities will not drop their contents when broken, so you can Protect your valuables chest while offline to prevent people from stealing from it. Third, all blocks that are Protected are immune to redstone current, and while you can place a redstone signal on a Protected Block, the block will not transmit a redstone signal to any blocks around it. If you put the Protection focus on a Gem-set tool, that tool's left-click will not be able to break any blocks you have Protected, no matter what they normally break with, until you remove the focus. Note that even though you can Protect more blocks than you can Ward, not everything can be Protected. In particular, try to avoid Protecting multi-block structures.
Wand Focus: Illusion {req Gem Tools} - You have discovered a way to create illusions using a new focus. Right-clicking with this focus creates a ghostly apparition of yourself. This illusion, while slightly more see-through than you yourself, is capable of fooling damage bar mods by spoofing your name, health, armor, and positive and negative buffs at the time you created it, and should hold up under a quick inspection in the heat of battle. It wears your armor at the time of casting and holds the last tool you wielded before selecting the wand with this focus on it. If installed in a Gem-set tool, it will instead display the Gem-set tool it is installed in. The behavior of the Illusion is not intelligent, but it can be determined based on how you were moving when you cast it;
1. If you were standing still when you cast it, the illusion will also stand still and not move.
2. If you were running along the ground, the illusion will continue running along the ground in the same direction. The illusion will move at the same speed you are, taking into account buffs from Speed or Weakness potions, Spider Webs and Soulsand (even if the illusion is no longer in/on that block), Boots of the Traveler, the Haste enchantment, and any other speed-increasing or decreasing effects.
3. If you were on the downward arc of a jump, the illusion will bunny-hop along the ground in the same direction. The jump height matches your own - buffs from Boosts of the Traveler, Jump Boost potions, and Morph all factor in.
4. If you were on the upward arc of a jump, flying upwards or hovering with a non-Thaumcraft mechanic, or flying or hovering with the Thaumostatic Harness, the illusion will fly towards whatever you were looking at. While it renders the Thaumostatic Harness correctly, it does not attempt to replicate the mechanics of the chosen mechanic too closely - for example, IC2 Jetpack flight will not look quite the same.
The illusion is capable of clipping through walls or floors as it moves, so be careful about using it on hills or around corners. Bunny-hoppers will not dip below the level they were created at, and will jump off from that point; unless you use the focus just as you are about to hit the ground, the illusion may appear to float above the earth. While the illusion spoofs having the same health as you do, it will dissipate after taking a single hit, so be careful. The illusion's health will decline from negative potion effects, like Poison, Taint, or Wither, but won't dispel from it. [1.5 Aer+Perdito per cast]
Advanced Illusory {appended to Illusion Focus, as with some of the Golem Upgrades} - By shift right-clicking with the Focus of Illusion, you can modify the focus so that the illusions created with it are a bit more powerful. They now target whatever entity you are looking at when you use the focus. Their behavior is similar to before:
1. They will turn to face the target if created when the caster is stationary.
2. They will pursue the target on foot if created when the caster is walking or running. If they do not have a target, they will walk aimlessly and in random directions.
3. They will bunny hop after the target if created when the caster is moving downwards through the air. If they do not have a target, they will bunny-hop in the chosen direction.
4. They will fly after the target if created while the caster is moving up through the air, or the caster is wearing an active Thaumostatic Harness. If they do not have a target, they will fly in the direction the caster is looking.
These illusions are more intelligent, and will not phase through walls or floors. Illusions will drop down if they run down a hill, but they will get stuck on a one-block-high jump-up unless they are set to Bunny-hop. Illusions will attempt to path around walls or aerial obstacles, but will not avoid projectiles. It can also take an extra hit, but the magic in it starts to fade and it becomes transparent and not nearly as convincing. While more expensive to cast, the added realism and extra durability is well worth the cost. [3 Aer+Perdito per cast]
Wand Draining {req. Staff of Primal} - As you have progressed in your thaumaturgical career, you have made several wands, each progressively better than the last. Now you have found a way to recover the last dredges of useful vis from all those wands. Dropping a wand on the ground and using an unfocused wand on it drains the aspects out of the old wand and into the new as surely as draining a node of vis. This comes with a 10% loss between wands, as well as an additional loss equal to the vis discount on the wand in your hand minus the vis discount on the wand you are draining from. Draining vis from an iron-capped wood wand, with a 105% discount, into a Thaumium-capped Silverwood wand, with a 90% discount, gives a -15% vis loss. However, you can never achieve more than 100% efficiency. This extra cost is calculated for each type of vis, so if you are draining Ignis out of a wand that is more efficient with Ignis than with other aspects, you will drain less Ignis out of it than normal.
Deactivator - Golems are fairly intelligent, but there are still circumstances where you wish you could more strictly dictate their behavior. Enter the Deactivator. When a golem walks over a Deactivator that is receiving a redstone signal, it...deactivates. It will still have its core and all of its upgrades, but it will not move, attempt to access inventories, or shoot at mobs. Removing the redstone signal causes the golem to move normally. For best results, place your golems and Deactivators such that the golems rest on top of the Deactivator when they are idling.
Essentia Mister - Building a wand recharge station capable of filling some of the higher-level wands (such as the Staves or TT Kami's wands) can be extremely difficult. You have discovered the blueprints for a machine that lets you recharge nodes around it faster than their normal sluggish pace. Pump any essence into the Mister with Essentia Tubes. The device sprays the essentia into a fine mist that can drift up to eight blocks into a node that already has this aspect in it. However, atmospheric pressure and currents often cause much of the essentia, especial essentia of a primal aspect, to dissipate before reaching the node. However, compound aspects, because they are heavier, have a chance to fall back into the machine before the environment completely destroys them. While the machine does break the essentia down, it will spit a single component aspect of the original essentia back out again. All essentia has a 33% chance to make it to a node the first time. A compound essense will be split into one of its component aspects, and that aspect will also have a 33% chance of making it to a node. Do note, however, that the de-combined aspect must be present in a node in order for the node to be recharged with the machine. If it is not, then the aspect dissipates and the machine tries again with a new essence.
[Basically, you have a 33% chance to get it in on the first shot. If the aspect is primal, that's all you get. However, if you use a compound aspect and both of its components are in a node somewhere around the machine, there is a 66% chance of it finding a node. If only one is there, then the chance of the retry being successful is 16.5%, and the total chance of getting any aspect into a node is 49.5%. If this block still needs balancing, you can make it so that 3, or 5, or x amount of essentia (as defined in the config?) is needed for every try, and every successful try adds 1 vis to the node. Powerful, yes, but to use to its full power, you need to use the Essentia Tubes and have nodes with both the aspect you are pumping in and that aspect's components.]
Liquid Interface {req all crucible, alembic, and jar-related research} - You have known for awhile that essentia is a liquid, but have been unable to transport it using more conventional means. Enter the Liquid Interface. You may attach this to the side of an alembic, the top of a jar, or anything else that can connect to essentia pipes (though the Interface does not connect at all to the pipes). The Interface behaves like it has a suction of 33, and pulls essentia into its buffer, converting it into a Forge Liquid at a ratio of 125 millibuckets per 8 essentia. You may then pump liquid out of this block as you would any other liquid, or insert a bucket to receive a filled bucket of essentia. It is not recommended to place these buckets of essentia in the world, though, especially if the essentia contains the Perdito aspect in either primal or compound form. You can retrieve the liquid from any fluid container that supports it with Essentia Vials or empty jars.
Essentia Vaccum {req Liquid Interface} - You have already discovered how to put Essentia into your fluid transportation networks, but until now there hasn't been an easy way to convert this liquid back into a form you can use for infusion or alchemy. Enter the Essentia Vaccum. It can store up to four buckets of liquid to convert back into essentia. This essentia can be removed by golem or Essentia Pipe. There is no loss associated with this, but the machine can only store a full jar's worth of essentia in its buffer. Interestingly, you have discovered it can also fit on a crucible to supply it with essence as well.
Thaumic Battery {req Thaumostatic Harness} - carrying around bottles of Potentia to fuel your flight capabilities can get a bit annoying, especially since they don't stack, and one on its own won't be able to carry you very far. Enter the Thaumic Battery, a device capable of storing electricity for use in the Harness. Place it down in the world like a bottle and feed power of nearly any sort into it (MJ, EU, RF, or kJ). A full Thaumic Battery can power a Thaumostatic harness five times longer than a bottle of Potentia can. The battery can also be used as an energy storage device. Right-clicking on the top face of the battery switches it from Blue (input) to Orange (output) mode. In Blue mode, it will receive power and output a redstone signal when it is full. In Orange mode, it will output power to any adjacent cables and output a redstone signal when it is empty. When it is in Orange mode in your inventory, it will also fuel any electric tools it can find. [Full Jar of Potentia infused w misc. ingredients & 127 Potentia]
0
That particular crash doesn't generate a crash report. Dunno how to deal with that. Futuramalover, my advice to you is to download an earlier version - I posted something a page prior about this.
Speaking of, I'm getting a crash with that version of ChickenChunks (the version just before this newest one). I don't know if it's been adressed in the newest version, as it crashed Minecraft before the game has time to spit. Pastebin crash report, just in case => http://pastebin.com/xauDEerM
0
If you get this problem and you need a safe version, here's what I'm using:
CodeChickenCore 0.9.0.7
ChickenChunks 1.3.3.3
NEI 1.6.1.8
0
This allows you to use BC gates, diamond pipes, and other things (eventually) to sort items and blocks based on the general category they fit into. Blocks and items may fit into more than one category (for instance, Iron is both an ingot, a resource, and a storage item because it can be made into/from nine Iron Nuggets). The mod itself identifies and creates categories for items from both vanilla MC and from various mods; these categories can be put on labels, which can be inserted into various sorting equiptment as a stand-in for all items that fall into that category. This mod should categorize items from other mods automatically, adding new types of meat to Consumables and Eatables automatically, say. Additionally, you can modify the items in the config, adding items into a category or removing them from one as you wish by typing in or deleting that item's ID. You can even create new categories just by creating a new header in the config.
-Config Generator - A creative-mode only item. When you right-click with this item, it brings up a GUI with a list of all the item IDs in your inventory at that time (minus the Config Generator itself). You can then copy this list and paste it straight into the Block/Item Categories config; it's meant to make the work of creating a custom category a lot easier. At the top corner of the GUI is the item ID of the Config Generator itself, in case you need it.
-Label Paper - made by crafting water, paper, and two white oredic dye together, shapeless. Used in the Label Maker.
-Label Maker - a fairly involved machine to produce, but not top-tier by any means. Insert label paper and lots of ink - any black or blue oredic dye will do - to create Printed Labels (the interface lets you select what label you want). It takes about ten dye to print a single label. You can then insert these labels into any BC gate that accepts ghost items to make the gate look for any item that fits the category indicated on the label, or into a diamond pipe to let only items that fit that category pass through that exit, or into an emerald pipe to let the emerald pipe pump out all the items that fit that category (the emerald pipe cycles through its nine slots, pumping out however many items you put in that slot before moving to the next. If you have one label in it, the pipe just keeps spitting out more and more of the items that fit the category. If you have multiple labels, the emerald pipe spits out one randomly-selected item in that category before moving onto the next. So that you can control how many items the emerald pipe pumps out, labels can stack up to 64). When creating a label, you can either scroll through a list of every single category out there, or insert an item into a limiter slot to remove every category that doesn't apply to the item in the limiter slot, or you can start typing the name of a label the same way you would search for an item in NEI.
--Black ink labels are inclusive, while blue ink labels are exclusive. Say you have an Ingredient: Pulverizer label, which indicates things like iron ore and iron ingots that can be pulverized, and an Ingredient: Furnace label, which indicates things like iron dust and iron ore that can be smelted, both inserted in the same branch of a diamond pipe. If both labels are black, then any item that can be pulverized and any item that can be smelted both go down that pipe - in our example, iron ore, dust, and ingots can all go down. If both labels are blue, then only items that can be both pulverized and smelted may go down that pipe - just iron ore, since it can be smelted into ingots or ground into dust. But if our Ingredient: Pulverizer is black and our Ingredient: Furnace is blue, than any item that can be pulverized can go down that path, but the only smeltable items allowed down that path will be those that can also be pulverized - in our case, iron ingots are allowed down because it can be pulverized but not smelted, and iron ore is allowed because it can be both pulverized and smelted, but iron dust isn't because it can be smelted but not pulverized. If you switch the colors of the two labels, then the behavior is changed as well - iron dust can be smelted (black), iron ore can be both smelted and pulverized (blue), and iron ingots aren't allowed through because they can be pulverized but not smelted. When using multiple labels with a blue label, then for an item to be recognized, if it fits the blue label it must also fit all the other labels the machine is using. Blue labels do not have an affect in an OR gate, nor do they work with red labels in any setting.
--You can also insert red oredic dye into the Label Maker to create Red Labels. Unlike ordinary labels, which let items in that category trigger a BC Gate or pass through a branch of a diamond pipe, labels written in red ink block items in that category from trigger a gate (so if you have an item condition on an autarchic AND gate that results in the gate pushing items out, and you're using a black Ingredient: Macerating label and a red Ingot lable, the gate will pump items out when it has items that can be Macerated, but not when it has any form of ingot), or from passing through a diamond transport pipe, or from being pumped out of an Emerald transport pipe.
--If you insert white dye into the Label Maker and then insert a label that has already been written on, you can convert it back into Label Paper.
-Compatability Index - high-tier item. Feed items or liquid into it, and if that item or liquid has an oredictionary replacement, the Compatability Index will remember it (it can remember up to 16 items and up to 8 liquids) and convert every other instance of that oredic item (ie, ingotCopper) into that item. Note that if you give it items while it's working on converting liquids, or vice versa, it will accept the new material, but it will keep working on what you gave it first until it's done, possibly resulting in a backlog. If it already remembers the maximum amount of oredic entries it can and you give it another one (16 items and it encounters a 17th item with an oredic recipe, or 8 liquids and you feed it a 9th), it forgets the first one it learned to learn the new one. It can also convert power based on the ratio that a single piece of coal can produce in the two power generation systems, but this closes off the item and liquid conversion entirely.
-Diamerald Transport Pipe - made with a diamond on one side and an emerald block on the other. Makes 12 at once. This lets you pump items out of an inventory. Like the emerald pipe, it has an interface which lets you select which items get pumped out. Unlike the emerald pipe, it will not concern itself with round robins or completing all of one category before moving onto the next. Instead, it grabs and pulls any item it is allowed to out of the inventory. Works very well with all colors of labels.
=Categories; all oredictionary prefixes are automatically added as categories (ie, oreCopper, dustCopper, ingotCopper fall under the categories of Ore, Dust, and Ingot, respectively. You can also make labels for Ore: Copper, Dust: Copper, and Ingot: Copper).
=CM: - All Creative Mode tabs also double as categories. ("CM: Decorative" includes signs, crafting tables, and chests)
=NEI: Any tab in NEI (like "NEI: Microblocks" if RP2 was installed) can double as a category. Includes subdivisions for mods, but not the actual mod itself ("NEI: Ender Storage" doesn't work, because there is already a "Mod: Ender Storage" category). Obviously, only works if NEI is installed.
=Vanilla - only allows items that occur in vanilla MC through.
=Mod: You can use the name of a mod as a category ("Mod: Ender Storage" to limit to Ender Chests and Pouches). This is useful when a mod chooses to display its materials in a vanilla CM tab (like Ender Chests), inside the tab of another mod (like the Gravity Suit mod for IC2), or inside multiple tabs (like Tinker's Construction or RP2). Supports multiple names for mods - Buildcraft can als be written as BC, Buildcraft3, Buildcraft 3, Build Craft, Build Craft 3, or BC3. When searching for mods inside the Label Maker, it will ignore capitalization when searching for names, but it will capitalize correctly when displaying them, and underscores are interchangable with spaces. Also, only one name for a mod will show up when searching for that mod, so your screen isn't flooded with "Mod:" entries.
=Mod: (part deux) - Mods can also be broken down into categories. For example, Aestetic, Magic, Technology, Processing, Transport, Hydrodynamics, Combat are all mod categories. You can add additional names for mods, give a mod a new category, modify its current categories, or create a new category to give to a mod in the config.
=Mod: (part tres) - Some mods are broken up into parts (like old BC, Railcraft, RP2, ect). You can use the name of the author (CovertJaguar, Xenophobe, Palimar, IC2 Dev Team, mDiyo) as a subcategory to search for all items added by a mod author.
=Raw Resource - Unprocessed raw resources; anything that cannot be derived by crafting another thing. Includes Ores, Gems, raw meat, wool, logs, cobble, smoothstone, sand, gravel.
==Raw Mining product - Includes only those raw resources that can be derived from the ground.
=Refined Resource - can be derived from a raw resource through a minimum of one step. Includes dusts, ingots, cooked meat, wood planks, glass.
=Consumable - anything which you either eat or drink. Includes raw and cooked meat, potions, bread.
=Eatable - anything which you eat. Includes Mushroom Stew.
=Drinkable - anything which you drink. Potions, water bottles, and milk, really. Oh, IC2 coffee and booze, I guess.
=Status-altering - anything which provides or removes a potion effect; in addition to potions and splash potions, includes milk and triple meat treats.
=Potions - both this and Status-altering can be amended with the potion effect; "Status-altering: Regeneration" will refer to any vanilla regeneration potion, plus Triple Meat Treats. "Potions: Regeneration I" refers only to potions or splash potions with Regeneration I. "Status-altering: Clear" finds items that remove potion effects (milk in vanilla Minecraft). "Potions: Any II" refers to all potions and splash potions.
=Gems - Includes diamonds, emeralds, RP2 gems, Thaumcraft crystals.
=Delicates - any block that drops something else unless Silk Touch is used.
=Dyes - searches for any oredic dyes, no matter the color. You can use Dye: Red or Dye: Magenta to search for dyes of that color. This is a part of the Oredic categories described above.
=Smelts Into: - a class of categories created for each oredic ingot (ingotCopper, ingotIron). Anything with a vanilla smelting recipe that creates the specified ingot ("Smelts Into: Copper", "Smelts Into: Iron") matches the filter, so things like ores, dust, Factorization ore processing items, and Thaumcraft ore chunks can all be filtered into a furnace, powered furnace, or arcane furnace without having to do a bunch of contortions with red and blue labels.
=Factorization: - a class of categories that separates out the different stages of Factorization ore processing (such as dirty copper gravel or crystaline iron. Can't remember them off the top of my head). "Factorization: Ore" selects every ore that can be tripled using Factorization. "Factorization: Ingot" selects all the ingots/oredic equivalent ingots produced by Factorization.
=Armor - category that includes any boot, legging, chestplate, or helmet.
=Armor: Head - category that includes any item or block you can wear in the helmet slot of your inventory. Armor: Torso, Armor: Legs, and Armor: Feet are similar categories that refer to items that fit on your chestplate, leggings, or boots slots, respectively.
=Armor: Dented - any armor piece that is not 100% whole
=Armor: Damaged - any armor piece that has less than or equal to 60% durability left
=Armor: Disintigrating - any armor piece that has less than or equal to 10% durability left. Armor pieces that fit Disintigrating also fit Damaged (since they have less than 60% durability left) and Dented (since they have less than 100% durability left).
=Armor: Enchanted - finds any armor piece that is enchanted with any enchant of any rank. You can replace Enchanted with the name of a specific enchant to search for that enchant, add a roman numeral after Enchanted to find enchants of that rank, or combine both. "Armor: Enchanted I" finds any armor piece with at least one rank 1 enchant, "Armor: Blast Protection" finds any armor piece that has any rank of Blast Protection, and "Armor: Respiration II" finds any piece enchanted with Respiration II.
=Armor: <Material> - finds any armor piece that the anvil can repair using the material after the colon. For "Armor: Bronze", this means any item with the exact name "Bronze", or any item which fits the same oredic entry as the item named "Bronze". So if you have an armor that can be repaired with Selenium Ingots, and you have a mod that adds Selenium (but the ingot form of it doesn't have ingot in its name) and this second mod doesn't use the oredictionary, then "Armor: Selenium" won't return the armor from the first mod that can be repaired with Selenium Ingots. Item IDs can also be used instead of the name of the item without affecting the oredic functionality (so if one Bronze ingot has an ID of 3000, then "Armor: 3000" is the same as "Armor: Bronze")
=Armor: Charged - refers to any armor piece that accepts electricity of some form and is not 100% fully charged.
=Armor: Discharging - refers to any armor piece that accepts electricity of some form and has less than or equal to 60% of its full charge remaining
=Armor: Fading - refers to any armor piece that accpets electricity of some form and has less than or equal to 10% of its full charge remaining.
=Armor: Dead - refers to any armor piece that accepts electricity of some form and has 0% of its full charge remaining.
=Impliment - refers to any device that can be used as a pick, shovel, axe, hoe, bow, sword, wrench, or/and for another use. Usually, it takes damage as it's being used and breaks when it's done. The Treetap and IC2 Wrench and their electric counterparts are in here, as is the Dartcraft Force Wand. The Impliment: Dented, Damaged, Disintigrating, Enchanted, <Material>, Charged, Discharging, Fading, and Dead categories work the same as for armor, and they also apply for the categories below.
=Pick - refers to any device that can mine stone with increased speed as opposed to an empty hand.
=Shovel - refers to any device that can mine dirt and sand with increased speed as opposed to an empty hand.
=Axe - refers to any device that can mine wood logs with increased speed as opposed to an empty hand.
=Hoe - refers to any device that turns dirt into tilled farmland when the right mouse button is used.
=Weapon - refers to any device that can damage mobs for more than bare-handed damage without suffering an additional durability loss from doing so. Includes swords, Balkan's weapons, scythes, and more.
=Wrench - refers to any device that can modify the states of certain blocks or even remove them entirely.
=Bow - refers to any device that creates an arrow entity and removes an arrow item from your inventory when you right click with it, or when you hold and release right click with it. Remember, you can add bows that can't shoot vanilla arrows to this list by copy-pasting their item ID into the config.
=Multi - refers to any device that fits two or more of the above categories (like a Paxel, or the Mining Drill or Vajra).
=Multi: Composite - Composite can also be applied to Impliment:, Pick:, Shovel:, Sword:, Axe:, Hoe:, or Bow:, and it singles out Tinker's Construct (assembled from multiple parts; hence, Composite) tools and items that cannot be repaired via normal means. Because they can't be repaired normally, a label like "Shovel: Disintegrating" will not snag a TinkCon shovel, excavator, or other TinkCon tool that can act as a shovel. However, Tinker's Construct tools that have been upgraded to accept IC2 power will respond to Charged, Discharge, Fading, and Dead identifiers depending on the amount of juice left in them, so that you can route them into an MFSU or other charging device, so "Shovel: Dying" will grab a TinkCon shovel/excavator/ect, provided it has been given the battery upgrade.
=Composite - This category refers to all TinkCon devices, regardless of their function. You can also use this category with Dented, Damaged, Disintigrating, Dud, Modified, <Material>, Charged, Discharging, Fading, and Dead.
=Composite: Modified - refers to any TinkCon device which has received a modifier. "Composite: Modified II" finds TinkCon tools with two modifier slots used. "Composite: Lapis Lazuli" finds TinkCon tools that have been modified with Lapis Lazuli to increase their Luck/Fortune/Looting, "Composite: Emerald IV" finds tools modified with an emerald and that has three other modifiers on it, and "Composite: Redstone Dust 25" finds TinkCon tools that have been modified with Redstone Dust and have at least twenty-five Redstone Dust already attached. Note that it's the name of the item and not the name of the effect being used; "Composite: Luck" is not legal.
=Composite: <Material> - refers to TinkCon tools that have a part made from that material.
=Composite: Dud - Ordinary armor and impliments break when their durability reaches zero. TinkCon tools don't. Dud is to durability what Dead is to electricity; it indicates when a tool has absolutely no durability left.
=Ammo - by default, includes splash potions, arrows, ender pearls, and snowballs. Ammo: Composite can be used to indicate TinkCon arrows. You can use the config to add ammunition from gun mods or the like. You can use potion categories (like "Ammo: Poison II") to select splash potions or other throwable items that confer that potion effect on landing.
=Reagents - sort of the magical counterpart to Ammo. Y'know how in Xenophobe's Reliquary mod, the Midas Stone needs lots of glowstone dust to operate, the Ender Cloak needs Ender Pearls, that sort of stuff? The Reagents category is meant to resupply you with that sort of stuff.
=Item Container - refers to any block that can be placed in the world and can have items put into it. Includes chests and barrels, but not Machines.
=Item Tote - refers to any item from which one can pull out other items. This includes Ender Pouches, Dartcraft loot pouches, and Forestry backpacks.
=Item Tote: Ready - refers to any Item Tote that is not completely full.
=Item Tote: Filling Up - refers to any Item Tote where the ratio of filled slots to empty slots is greater than 40:60 (less than 60% empty).
=Item Tote: Very Full - refers to any Item Tote where the ratio of filled slots to empty slots is greater than 90:10 (less than 10% empty)
=Item Tote: Full - refers to any Item Tote that cannot accept any more items. When a tote is Full, it cannot be labeled Very Full, Filling Up, or Ready.
=Item Carrier - refers to both Item Totes and Item Containers.
=Liquid Container - refers to any block which can be placed in the world to accept liquids. This includes BC and TE tanks, but not Machines.
=Liquid Tote - refers to any item from which liquid may be removed or to which liquid may be added. Includes buckets, cans, and TE3's Florbs.
=Liquid Tote: <Liquid> - indicates what sort of liquid is in the item.
=Liquid Carriers - refers to both Liquid Containers and Liquid Totes. Ready, Filling Up, Very Full, and Full can be used to describe any Tote or Container capable of holding either multiple buckets or fractional parts of a bucket. The tags won't work on a Container that can't carry liquids in item form (like BC tanks) or can't display the amount of liquid they have (like Ender Tanks).
=Power Container - refers to any block which can be placed in the world to accept or discharge power. Includes TE3's energy cells, IC2's Batboxes, MFEs, MFSUs, Factorization Batteries, and UE power storage blocks. Does not include cables or power conduits of any type, nor does it include Machines. Uses the Charged, Discharging, Fading, and Dead tags from above instead of Ready, Full, and such.
=Power Tote - refers to any item that can be used to store or transfer electricity. Includes IC2 Batteries and UE equivalents, along with the chainsaw, electric wrench, and other tools and armor. Uses "Discharged" instead of "Filling Up" and so on.
=Power Carrier - refers to both Power Containers and Power Totes.
==BC/IC2/TE3?/UE/Factorization Container/Tote/Carrier - you can chose what power system you want to refer to by replacing Power with the name or abbreviation of the mod/mod electricity system you want to refer to. For IC2, you can chose from IC2, Industrial Craft, Industrial Craft 2, or EU. These categories also work with the Charge/Discharging/ect. tags from above (ie, "EU: Dead" finds completely empty batteries, battery-operated tools and armor, and power-storage blocks from IC2, provided the blocks are capable of storing energy in item form like TE3's Energy Cells are).
=Machine - refers to any block that accepts and permanently destroys either power, liquids, and/or items, and/or creates power, liquids, and/or items. For example, a furnace permanently destroys coal and iron ore, a Macerator permanently destroys iron ore and electricity, and a Refiner permanently destroys oil and electricity. By the same token, an Igneous Extruder creates Cobblestone, an Aqueous Accumulator creates Water, and a Combustion Engine creates MJ.
=Decorative - refers to blocks that have little to no crafting use, such as wool.
=Slabs - refers to slab blocks that don't take up the whole block space.
=Stairs - refers to stair blocks
=Microblock: - on its own, refers to any microblock. When used with a suffix, refers to a microblock of that type (Microblock: Cover or Microblock: Antislab) or crafted from that block or item ID indicated (Microblock: Iron Block or Microblock: 2).
=Metallic - refers to any block or item that is composed of metal.
=Bright - refers to blocks and items that, when placed, emit light. Includes torches and nitor.
=Storage Block - refers to any block that can be crafted from nine/four of a certain item and can be crafted back into nine/four of that same item.
=Storage Item - refers to any item that can be crafted from nine/four of another item and can be crafted back into nine/four of that same item.
=Packagable - refers to any item that can be made into a storage block or a storage item.
=Splinterable - refers to any block that can be efficiently harvested with an axe
=Combustible - refers to any block that will burn and be consumed by in-world fire.
=Pyrophillic - refers to blocks on which fire will eventually burn out.
=Pyrophobic - refers to blocks on which fire will continue to burn (ie, Netherrack).
=Unstable - refers to blocks and items which create an explosion (like vanilla TNT and nukes, and missiles from the UE mod that adds missiles).
=Granular - refers to any block that can be efficiently harveted by a shovel
=Stony - refers to any block that can be efficiently harvested by a pick.
=Choppable - refers to any block that can be efficiently harvested - or at least broken - by a sword.
=Plantable - refers to blocks and items that can be placed on a surface and grow - like seeds, reeds, and cactus
=Seeds - sort of self explanatory, really.
=Saplings - again.
=Papyral - refers to any paper, map, or book.
=Utility - refers to items that don't have durability, but would be a serious loss to you should they be disposed of; things like the Thaumonomicon, Dartcraft's Book of Mudora, TinkCon's books (written by Thuul Sma'gon or something), Logistics Pipe's Remote Orderer, Forestry's Beelyser/Flutterlyser, and others.
=Hidden Data = refers to things that store data in a format other than simple IDs/metadata; things like IC2 items (which store EU in a different way than they used to), Forestry Bees, Saplings, and butterflies, Tinker's Constructs, maps, written books, items that have been Force Wrenched, and more.
--Note that other methods, like the Apiarist's Pipe and the Analyser for CC, can look at the data hidden in bees and Forestry saplings and such, so there aren't any categories or methods to examine the properties of Bees. There are methods for looking at enchants.
=Enchanted: - refers to any item which posseses the enchant listed, as in "Enchanted: Fortune II". This refers only to items which have level 2 Fortune; if you want to grab any item which has Fortune on it, just say "Enchant: Fortune". Also grabs enchanted books. "Enchant" by itself grabs any enchanted item; "Enchant: Any III" grabs any enchanted item that has at least one level three enchant.
=Ingredient: - use this, together with the name of a machine, to find an item that can be processed in this manner. For instance, Ingredient: Furnace refers to anything that can be smelted, Ingredient: Macerator refers to anything that can go into the IC2 Macerator, and Ingredient: Force Transmutation refers to anything that you can use the Dartcraft Force Wand on. Uses the name of the process as it appears in NEI Recipe mode.
=Product: - refers to anything created from a process. For instance, "Product: Furnace" refers to things like charcoal and iron ingots that are made from smelting items in a furnace, and "Product: Assembly Table" will refer to structure pipes and Iron AND gates. You can use "Ingredient: Crafting" and "Product: Crafting" as labels, but you'll basically get EVERYTHING, so it's not as useful in a sorting system as..."Ingredient: Pulverizer", say. Also, "Ingredient" finds everything that can be used in any process or recipe, and "Product" finds everything created from any process or recipe.
Let me give you an example of what sort of labels might apply to a given item. Let's say you have a Bronze Helm, which can be turned back into Bronze Ingots using the Dartcraft Force Wand. This helm has 10 durability left out of 500, and is enchanted with Respiration II, Aqua Affinity I, and Protection III. This is added by a (fictitious) mod known as More Armors, MA, a Combat mod created by chif_ii or chif ii or chifii, that uses the vanilla Weapons tab in Creative Mode and adds a new NEI subcategory known as "Basic Armors" (as opposed to more complex types of armor). This item fits into these categories:
Mod
Mod: More Armors
*Mod: MA
Mod: Combat
Mod: chif_ii
*Mod: chif ii
*Mod: chifii
CM: Weapons
NEI: Basic Armors
*Product
Product: Crafting
*Ingredient
Ingredient: Force Transmutations
Armor
Armor: Head
Armor: Dented
Armor: Damaged
Armor: Disintegrating
Armor: Enchanted
Armor: Enchanted I
Armor: Enchanted II
Armor: Enchanted III
Armor: Respiration
Armor: Respiration II
Armor: Aqua Affinity
Armor: Aqua Affinity I
Armor: Protection
Armor: Protection III
Enchanted
Enchanted: Any I
Enchanted: Any II
Enchanted: Any III
Enchanted: Respiration
Enchanted: Respiration II
Enchanted: Aqua Affinity
Enchanted: Aqua Affinity I
Enchanted: Protection
Enchanted: Protection III
However, when you put this helm in the label maker, the categories with a * before them will not be shown, either because they're repeats or because they apply to too many items and clicking on them would be a waste of dye (by default, "Ingredient" and "Recipe" are always hidden when searching with an item, but you can change this in the config). You can access those categories by manually scrolling through the entire list, or by searching for them with the text bar. Let's do the same thing with IC2 Gold Dust.
CM: IC2
Mod: Industrial Craft 2
*Mod: Industrial Craft
*Mod: IC2
*Mod: IC
Mod: IC2 Dev Team
Mod: Electricity
Mod: Processing
Refined Resource
Dust
Dust: Gold
Smelts Into: Gold
*Product
Product: Macerator (pulverizer is not given because the IC2 dust can't be made in a pulverizer)
Product: Scrap Box
Product: Ore Tower (? I can't remember what all the new IC2 stuff is or does. If I'm forgetting anything, troll me viciously, 'k?)
*Ingredient
Ingredient: Furnace
Ingredient: Redstone Furnace (Thermal Expansion's powered furnace has its own recipes)
Ingredient: Crafting (in TE3 to make Electrum)
Ingredient: IC2 Crafting (with redstone to make glowstone? Worked when DW20 first did FTB, I know that. IC2 Crafting is separate from vanilla crafting.)
And finally, a Dartcraft Power Chainsaw with 50% of its total EU still on it. For arguement's sake, let's also say it has Smite V on it, even though Darcraft has its own buff system seperate from vanilla enchanting (I figure that if this mod gets made, bluedart would be smart enough with his code to know how to tap into it).
CM: DartCraft
Mod
Mod: Dartcraft
Mod: Bluedart
Mod: Magic
Mod: Combat
Mod: Addon
*Product
Product: Force Infusion
Impliment
Impliment: Charged
Impliment: Discharging
Impliment: Enchanted
Impliment: Enchanted V
Impliment: Smite
Impliment: Smite V
Sword
Sword: Charged
Sword: Discharging
Sword: Enchanted
Sword: Enchanted V
Sword: Smite
Sword: Smite V
Axe
Axe: Charged
Axe: Discharging
Axe: Enchanted
Axe: Enchanted V
Axe: Smite
Axe: Smite V
Multi
Multi: Charged
Multi: Discharging
Multi: Enchanted
Multi: Enchanted V
Multi: Smite
Multi: Smite V
Power Tote
Power Tote: Charged
Power Tote: Discharging
IC2 Tote
IC2 Tote: Charged
IC2 Tote: Discharging
*Industrial Craft 2 Tote
*Industrial Craft 2 Tote: Charged
*Industrial Craft 2 Tote: Discharging
*Industrial Craft Tote
*Industrial Craft Tote: Charged
*Industrial Craft Tote: Discharging
EU Tote
EU Tote: Charged
EU Tote: Discharging
Power Carrier
Power Carrier: Charged
Power Carrier: Discharging
IC2 Carrier
IC2 Carrier: Charged
IC2 Carrier: Discharging
*Industrial Craft 2 Carrier
*Industrial Craft 2 Carrier: Charged
*Industrial Craft 2 Carrier: Discharging
*Industrial Craft Carrier
*Industrial Craft Carrier: Charged
*Industrial Craft Carrier: Discharging
EU Carrier
EU Carrier: Charged
EU Carrier: Discharging
Enchanted
Enchanted: Any V
Enchanted: Smite V
Remember that mod names and mod author names are not case-sensitive, so it doesn't matter that I haven't been consistent in spelling bluedart's name. Also note that IC2 and EU are the names for the power system that shows up; the general rule is that for naming totes and carriers, one name of the mod that adds the electricity and the basic unit of energy in that electrical system both appear in the Label Maker. (kJ for UE, MJ for Buildcraft, ect.)
The general rule for creating categories is that a good category should have at least 18 items, and that you should be able to use two or three blue/red labels at most to single out an item from your inventory. If you need to select a damaged TinkCon shovel in a sorting system, you can use blue labels with the categories "Composite: Dented" and "Shovel". If you want to filter out a fully charged Diamond Drill but let your other equiptment continue on to a recharge, use a blue "Power Carrier" label and a red "Power Carrier: Charged" label. Charged detects items with less than 100% charge on them, so any Power Carrier with 100% charge will not be blocked by the red label. Dartcraft Batclaws can be filtered out with "Ingredient: Crafting" and "Ingredient: Smelting" labels because Batclaws aren't used in any crafting recipes or smelting recipes (the Smelting label is to let ores through, which can't be crafted).
Most of these categories don't vary between two different items with the same ID. Some, like enchantments, do. To sucessfully impliment this mod, the mod must, upon starting up for the first time or after adding a new mod, be able to:
-Determine the mod's name, the mod author's name, and what the mod does, whether it's Combat-oriented, Electricity-oriented, or a combination of the two (I imagine that, in the future, mod authors will add these sorts of labels to their mods in a way that this mod can pick up on)
-Add categories to the config based on what mods are installed, what creative mode tabs are available, and what NEI tabs are available, and populate those categories based on the items in each.
-Examine ore dictionary data to create data based on the prefix to an entry (ie, ingotCopper yields "Ingot" and "Ingot: Copper")
-Examine the data behind crafting/smelting/ect. recipes and catalog every item in the game based on how it can make or be made from (it's not counting recipes; it doesn't matter if a material has one crafting recipe or one hundred, both materials will be in the "Ingredient: Crafting" category if there is at least one way they can be crafted).
-Determine whether a given item can be worn in any or in a given armor slot.
-Determine whether a given item suffers durability loss when used, and if that item can be used as a sword, bow, gun, wrench, hoe, axe, and/or other mining tools.
-Determine whether a block is associated with a process like smelting or energy storage.
-Put items in categories (like metallic or decorative) based on data either provided by the mod author or data stored inside the mod itself.
-Detect when the installation has changed and perform the above processes again.
On the fly, this mod must;
-Examine items to see if they have any data contained in sources other than the ID, MetaID, or enchantments
-Examine items that take durability damage and calcuate how much durability they have left out of their maximum
-Examine items to determine if they are enchanted, what enchants they have, and what level those enchants are at.
-Examine the charge level of items that take electrical power like EU and determine the percent of full charge they have left
-Examine the insides of items like Forestry Backpacks to see how many open slots they have remaining
-Examine things like Thermal Expansion Tanks to see how much liquid they have in them
-Examine Tinker's Construct tools and weaponry to determine their function (pick/sword/shovel/ect), the amount of durability they have remaining (Composite: Dented), what materials they are made of, how many modifiers are used, what modifiers have been used, how much of those modifiers are on there (for things like Lapis and Redstone), and how much electricity it has used/is still remaining, provided the IC2 modifier is installed.
And this mod's config must:
-Display every category, the item IDs in those categories, and allow the player to add/remove item IDs from a category and create an infinite (or at least sufficiently large) amount of custom categories.
-Each category not related to CM tabs, NEI tabs, or the Mod categories has a heading with the name of the category and the items in it listed below. Each mod has a heading; under that is listed all alternate names for the mod (with the name in the heading being used as the preferred option), the name of the mod author in a subheading (with any alternate names being listed below it), and any mod categories (like Combat or Electricity) that apply to it. You cannot modify the items in CM:, NEI:, or Mod: categories.
Alt, if regular BC pipes can't be modified to take labels;
-Clean Glass - slightly complicated to make, but you can make 10 BC pipes with one piece of it in the center instead of 8. Needed to make pipes that can accept labels, along with other paraphenelia. Completely transparent, connected textures, has no border at all except when it abutts against an air block.
-Labeled Diamond Pipe - crafted like a regular diamond pipe, but with six blank labels above and below it. Makes 6. Accepts labels in the manner listed at the top of the post, but it does not accept ghost items like normal BC pipes (meaning you must create new labels each time - though you can remove the labels again).
-Labeled Emerald Pipe - crafted like the labeled diamond pipe. Again, only makes six.
-Labeled Diamerald Pipe - acts like the emerald pipe, but removes the specificity of the emerald pipe.
-Chestposer - it has the space of an ordinary wood chest (3x9). Attach it to any inventory; when you insert up to nine labels into it, it will fill itself with as many items from the attached inventory that fit the labels, and you can pull out of the Chestposer as much as you want with any other item-transport solution. Meant as a compatability patch for sorting solutions that don't support labels. I'd like labels to be pretty much universal, but I recognize that's not going to happen.
In any of these, adding an actual item acts like a black label for just that item. So if you have a red "Ore" label and a piece of Cobalt Ore in a path leading to a furnace, no ore will be allowed down that path unless it is Cobalt Ore.
0
0
0
0
It lets you put a spell on your armor, sword, or bow, by combining the item enchanted with a spell in a Magic Fabricator. The Wiki has more information on under what conditions spells activate.
1
---- Minecraft Crash Report ----
// Why did you do that?
Time: 3/26/13 12:09 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ExceptionInInitializerError
at mithion.arsmagica.AMCore.load(AMCore.java:259)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:689)
... 5 more
Caused by: java.lang.RuntimeException: Duplicate stat id: "Unknown stat" and "achievement.MageInTraining" at id 5247980
at net.minecraft.stats.StatBase.func_75971_g(SourceFile:32)
at net.minecraft.stats.Achievement.func_75985_c(SourceFile:51)
at mithion.arsmagica.AMAchievements.<clinit>(AMAchievements.java:15)
... 31 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 394985264 bytes (376 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.608 Minecraft Forge 7.7.0.608 16 mods loaded, 16 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
AsgardShield_Core [AsgardShield] (1.5.1AsgardShield_Core_v1.0.5Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
HarkenScythe_Core [HarkenScythe] (1.5.1HarkenScythe_v2.0.2Forge (1).zip) Unloaded->Constructed->Pre-initialized->Initialized
extendedWorkbench [Extended Workbench] ([1.5.1]ExtendedWorkbench v1.1.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
ArsMagica [Ars Magica] (ArsMagica_5.45.010.zip) Unloaded->Constructed->Pre-initialized->Errored
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
ElementalTinkerer [§oElemental Tinkerer] (Elemental Tinkerer [PRE-5c] .zip) Unloaded->Constructed->Pre-initialized->Initialized
InfernalMobs [Infernal Mobs] (InfernalMobs_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
MagicYarn [Magic Yarn] (MagicYarn_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
RopesPlus [Ropes+] (RopePlus_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct [Tinkers; Construct] (TConstruct_1.5.1_1.2.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.17.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
0
Also, interesting idea; Y'know the Scarecrow from Ocarina of Time? The one that lets you make custom songs? Is there a way to implement that, and have a block that outputs a variable redstone signal when you play that song depending on how close you are?
0
Also, all of the 1.5 mods work for 1.5.1, am I correct?
0
2013-03-24 22:45:53 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Overworld
2013-03-24 22:45:53 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Nether
2013-03-24 22:45:53 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/The End
2013-03-24 22:45:53 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Twilight Forest
2013-03-24 22:46:37 [WARNING] [Minecraft-Server] Can't keep up! Did the system time change, or is the server overloaded?
2013-03-24 22:46:51 [INFO] [Minecraft-Server] Saving and pausing game...
2013-03-24 22:46:51 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Overworld
2013-03-24 22:46:51 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Nether
2013-03-24 22:46:51 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/The End
2013-03-24 22:46:51 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Twilight Forest
2013-03-24 22:47:48 [INFO] [Minecraft-Server] Saving and pausing game...
2013-03-24 22:47:48 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Overworld
2013-03-24 22:47:48 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Nether
2013-03-24 22:47:48 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/The End
2013-03-24 22:47:48 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Twilight Forest
2013-03-24 22:50:39 [WARNING] [Minecraft-Server] Can't keep up! Did the system time change, or is the server overloaded?
2013-03-24 22:51:03 [INFO] [Minecraft-Server] Saving and pausing game...
2013-03-24 22:51:03 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Overworld
2013-03-24 22:51:03 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Nether
2013-03-24 22:51:03 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/The End
2013-03-24 22:51:03 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Twilight Forest
2013-03-24 22:51:03 [WARNING] [Minecraft-Server] Can't keep up! Did the system time change, or is the server overloaded?
2013-03-24 22:51:07 [INFO] [Minecraft-Server] Saving and pausing game...
2013-03-24 22:51:07 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Overworld
2013-03-24 22:51:07 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Nether
2013-03-24 22:51:07 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/The End
2013-03-24 22:51:07 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Twilight Forest
2013-03-24 22:51:26 [WARNING] [Minecraft-Server] Can't keep up! Did the system time change, or is the server overloaded?
2013-03-24 22:51:50 [WARNING] [Minecraft-Server] Can't keep up! Did the system time change, or is the server overloaded?
2013-03-24 22:52:02 [WARNING] [Minecraft-Server] Can't keep up! Did the system time change, or is the server overloaded?
2013-03-24 22:52:04 [INFO] [STDOUT] getSizeInventory: 0
2013-03-24 22:52:04 [INFO] [STDOUT] getSizeInventory: 0
2013-03-24 22:52:04 [INFO] [STDOUT] getSizeInventory: 0
2013-03-24 22:52:22 [WARNING] [Minecraft-Server] Can't keep up! Did the system time change, or is the server overloaded?
2013-03-24 22:52:35 [INFO] [Minecraft-Client] [CHAT] §7Giving chif_ii 63 of §f§fCobalt Ore
2013-03-24 22:52:50 [INFO] [STDOUT] getSizeInventory: 0
2013-03-24 22:52:50 [INFO] [STDOUT] getSizeInventory: 0
2013-03-24 22:52:51 [INFO] [STDOUT] getSizeInventory: 0
2013-03-24 22:54:11 [INFO] [Minecraft-Server] Saving and pausing game...
2013-03-24 22:54:11 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Overworld
2013-03-24 22:54:11 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Nether
2013-03-24 22:54:12 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/The End
2013-03-24 22:54:12 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Twilight Forest
2013-03-24 22:55:34 [INFO] [STDOUT] getSizeInventory: 9
2013-03-24 22:55:34 [INFO] [STDOUT] getSizeInventory: 18
2013-03-24 22:55:34 [INFO] [STDOUT] getSizeInventory: 9
2013-03-24 22:55:36 [INFO] [Minecraft-Server] Stopping server
2013-03-24 22:55:36 [INFO] [Minecraft-Server] Saving players
2013-03-24 22:55:36 [INFO] [STDOUT] Unloading Player: chif_ii
2013-03-24 22:55:36 [INFO] [Minecraft-Server] Saving worlds
2013-03-24 22:55:36 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Overworld
2013-03-24 22:55:36 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Nether
2013-03-24 22:55:36 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/The End
2013-03-24 22:55:36 [INFO] [Minecraft-Server] Saving chunks for level 'New World'/Twilight Forest
2013-03-24 22:55:38 [INFO] [ForgeModLoader] Unloading dimension 0
2013-03-24 22:55:38 [INFO] [ForgeModLoader] Unloading dimension -1
2013-03-24 22:55:38 [INFO] [ForgeModLoader] Unloading dimension 1
2013-03-24 22:55:38 [INFO] [ForgeModLoader] Unloading dimension 7
2013-03-24 22:55:40 [INFO] [STDERR] net.minecraft.util.ReportedException: Exception in world tick
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1874)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:756)
2013-03-24 22:55:40 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-03-24 22:55:40 [INFO] [STDERR] Caused by: java.lang.IndexOutOfBoundsException: Index: 45, Size: 45
2013-03-24 22:55:40 [INFO] [STDERR] at java.util.ArrayList.rangeCheck(Unknown Source)
2013-03-24 22:55:40 [INFO] [STDERR] at java.util.ArrayList.get(Unknown Source)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.inventory.Container.func_75139_a(SourceFile:103)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.inventory.Container.func_75131_a(SourceFile:388)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.client.multiplayer.NetClientHandler.func_72486_a(NetClientHandler.java:1227)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.network.packet.Packet104WindowItems.func_73279_a(SourceFile:45)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:94)
2013-03-24 22:55:40 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1858)
2013-03-24 22:55:40 [INFO] [STDERR] ... 3 more
0
Because the munchies.
Oh, and problem solved.
0
0
2013-03-24 16:44:02 [INFO] [mcp] Activating mod mcp
2013-03-24 16:44:02 [INFO] [FML] Activating mod FML
2013-03-24 16:44:02 [INFO] [Forge] Activating mod Forge
2013-03-24 16:44:02 [INFO] [CodeChickenCore] Activating mod CodeChickenCore
2013-03-24 16:44:02 [INFO] [NotEnoughItems] Activating mod NotEnoughItems
2013-03-24 16:44:02 [INFO] [HarkenScythe_Core] Activating mod HarkenScythe_Core
2013-03-24 16:44:02 [INFO] [AsgardShield_Core] Activating mod AsgardShield_Core
2013-03-24 16:44:02 [INFO] [extendedWorkbench] Activating mod extendedWorkbench
2013-03-24 16:44:02 [INFO] [AutoSwitch] Activating mod AutoSwitch
2013-03-24 16:44:02 [INFO] [ASVanillaModule] Activating mod ASVanillaModule
2013-03-24 16:44:02 [INFO] [Backpack] Activating mod Backpack
2013-03-24 16:44:02 [INFO] [diamondbuckets] Activating mod diamondbuckets
2013-03-24 16:44:02 [INFO] [DustMod] Activating mod DustMod
2013-03-24 16:44:02 [INFO] [DustModDefaults] Activating mod DustModDefaults
2013-03-24 16:44:02 [INFO] [ElementalTinkerer] Activating mod ElementalTinkerer
2013-03-24 16:44:02 [INFO] [PrimitiveMobs] Activating mod PrimitiveMobs
2013-03-24 16:44:02 [INFO] [RopesPlus] Activating mod RopesPlus
2013-03-24 16:44:02 [INFO] [mod_ThebombzenAPI] Activating mod mod_ThebombzenAPI
2013-03-24 16:44:02 [INFO] [TwilightForest] Activating mod TwilightForest
2013-03-24 16:44:02 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: mod_HarkenScythe/common/EnchantmentHSSoulAttuned
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.Class.forName(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:446)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-03-24 16:44:02 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
2013-03-24 16:44:02 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:406)
2013-03-24 16:44:02 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
2013-03-24 16:44:02 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:728)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: mod_HarkenScythe.common.EnchantmentHSSoulAttuned
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] ... 29 more
2013-03-24 16:44:02 [INFO] [STDERR] Caused by: java.lang.VerifyError: Cannot inherit from final class
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.ClassLoader.defineClass1(Native Method)
2013-03-24 16:44:02 [INFO] [STDERR] at java.lang.ClassLoader.defineClass(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at java.security.SecureClassLoader.defineClass(Unknown Source)
2013-03-24 16:44:02 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
2013-03-24 16:44:02 [INFO] [STDERR] ... 31 more
Anyone know what's doing this or how I can fix it? I've upgraded from the previous 1.5.1 version, but since this is happening before I even load the game, I don't think that's the issue.