---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 23.04.2014 09:12
Description: Initializing game
java.lang.IllegalArgumentException: Duplicate id: TileOwned
at net.minecraft.tileentity.TileEntity.func_145826_a(TileEntity.java:43)
at cpw.mods.fml.common.registry.GameRegistry.registerTileEntity(GameRegistry.java:248)
at thaumcraft.common.config.ConfigBlocks.registerTileEntities(ConfigBlocks.java:220)
at thaumcraft.common.config.ConfigBlocks.init(ConfigBlocks.java:110)
at thaumcraft.common.Thaumcraft.preInit(Thaumcraft.java:126)
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:513)
at sun.reflect.GeneratedMethodAccessor7.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:47)
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.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
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:47)
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:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:500)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:202)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:465)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:813)
at net.minecraft.client.main.Main.main(SourceFile:103)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.tileentity.TileEntity.func_145826_a(TileEntity.java:43)
at cpw.mods.fml.common.registry.GameRegistry.registerTileEntity(GameRegistry.java:248)
at thaumcraft.common.config.ConfigBlocks.registerTileEntities(ConfigBlocks.java:220)
at thaumcraft.common.config.ConfigBlocks.init(ConfigBlocks.java:110)
at thaumcraft.common.Thaumcraft.preInit(Thaumcraft.java:126)
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:513)
at sun.reflect.GeneratedMethodAccessor7.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:47)
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.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
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:47)
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:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:500)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:202)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:465)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:813)
at net.minecraft.client.main.Main.main(SourceFile:103)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
1) You have thaumcraft twice in the mod list (should cause a forge crash, but who knows)
2) Some other mod is using the same tile names as me. Quite likely. Unfortunately not easy to track down without removing mods one-by-one till the error goes away.
I have the same problem with all infusions that are using primal charms.
It is the additional text that sometimes appear on primal charms that is causing the issue. I store it in the item NBT as it changes, but this actually changes the item as far as the crafting system is concerned. Only primal charms without any special text will currently work in recipes.
Okay, just researched maximised runic shielding (Progress in my world is slow due to limited play time.) and I have to say blimey that is a high essentia cost for the high levels. Leaving aside the questions of how I'll even have enough floor space to place that many warded jars and how the infusion will possibly remain stable long enough to draw it, I have to wonder how you'd ever get that much Tutamen. Potentia and Praecantatio are extremely simple to farm, but Tutamen has forever been a nuisance with a lack of readily available sources.
A tempting target should the mana bean breeding be added, I suppose.
Okay, just researched maximised runic shielding (Progress in my world is slow due to limited play time.) and I have to say blimey that is a high essentia cost for the high levels. Leaving aside the questions of how I'll even have enough floor space to place that many warded jars and how the infusion will possibly remain stable long enough to draw it, I have to wonder how you'd ever get that much Tutamen. Potentia and Praecantatio are extremely simple to farm, but Tutamen has forever been a nuisance with a lack of readily available sources.
A tempting target should the mana bean breeding be added, I suppose.
Butcher and gather golems, fertility lamp. Pretty sure leather has tutamen.
I have to wonder how you'd ever get that much Tutamen. Potentia and Praecantatio are extremely simple to farm, but Tutamen has forever been a nuisance with a lack of readily available sources.
I always seem to have a lot of tutamen--all armor has it, and I throw all armor from zombies and horse armor that I find into my alembic. (Although you are right... 256 is quite a lot!)
I wish you could pick up flux goo in buckets and place it. It also would be nice if there were some kind of flux flower that had the exact opposite effect of ethereal blooms.
Also, do you think with the new alchemy things, Az, you might add a recipe for packed ice?
I'm getting the same problem as this, but all my research is gone from my thaumonomicon also. I'm playing on a LAN world with hamachi, and i have a few other mods installed. It only resets when I exit minecraft and log back in to find all my research is gone. Is there anybody that could help with this problem?
Noticed a commonality here, I play on SSP but I frequently use the Open to LAN option myself as well. Might help to narrow the issue down.
Too bad you cant enchant golems with looting. Leather is a high value item in mods, yet cows dont even always drop any.
The finishing golem is holding a rod... What about the lumberjack golem?
thats the reason, i like thaumic exploration for its crucible crecipe to turn rotten flesh into leather. i mean rotten flesh is usually so useless, and animals loud and anoying.
in Thaumcraft 4.1, do the Crystal Clusters actually generate primal aspects? I have them surrounding my research table and it has been hours of real time and nothing has increased.
Sort of. If you look in the research table, some or all of your primal aspects will have a glowy outline around their number. This is referred to as a "ghost point".
I'll with an example. Say I have 7 ordo, 5 ignis, and a fire crystal cluster. I place two research tables near my crystal cluster. Then 5 around my ignis on the research tables starts glowing. I make 5 potentia (ignis + ordo) and now I have 2 ordo and 0 ignis. However, on both my tables, the ignis aspect count is glowing. On the first table, I can make another potentia, and the ignis there stops glowing. But I can still make another potentia on the second table with the ghost point stored there.
Hope that makes sense.
Thanks! So does that ghost point eventually come back after I use it?
I thought when you mouse over the aspects in the research table you would see which ones make them up. For some reason mine are not showing. Is this a bug or am I missing something? Playing Agrarian Skies if that makes a difference or not.
I thought when you mouse over the aspects in the research table you would see which ones make them up. For some reason mine are not showing. Is this a bug or am I missing something? Playing Agrarian Skies if that makes a difference or not.
Do you have research expertise? Or was it mastery? It was one of the 2 that lets you see how they're made in the research table. I recommend getting both of them anyway.
I thought when you mouse over the aspects in the research table you would see which ones make them up. For some reason mine are not showing. Is this a bug or am I missing something? Playing Agrarian Skies if that makes a difference or not.
Nope, that doesn't happen. You can roll over the aspects in the aspect list in the Thaumonomicon.
Do you have research expertise? Or was it mastery? It was one of the 2 that lets you see how they're made in the research table. I recommend getting both of them anyway.
One of them (I forget which also, probably Mastery) lets you shift-click an aspect to create it if you have the aspects that make it, but none of them let you see the aspects that make up another aspect if you roll over it.
Nope, that doesn't happen. You can roll over the aspects in the aspect list in the Thaumonomicon.
One of them (I forget which also, probably Mastery) lets you shift-click an aspect to create it if you have the aspects that make it, but none of them let you see the aspects that make up another aspect if you roll over it.
Oh? Are you sure about that?
I'm using the latest version for 1.6.4 still, but I doubt something as important as this has changed in the 1.7.2 version. Oh, and it turns out it was expertise. Now we know.
Can we get something to show when an item doesn't have aspects? I mean, a red X or something when we're doing aspect views, so we don't try to scan it a dozen times?
...speaking of which, I miss the thaumonomicon no longer showing which scanned items contain the aspect with mouseover.
Presumably it became too cluttered for Azanor's sense or order
...or it could just be something that broke during the 1.7.2 update. I would imagine if it was intended for this feature to be removed it would have said so in the change log.
Can we get something to show when an item doesn't have aspects? I mean, a red X or something when we're doing aspect views, so we don't try to scan it a dozen times?
Aspectless items often come from other mods. Most of the time it's pretty easy to tell what item comes from what mod and if you know that mod doesn't have TC4 support then you'd know not to scan items from that mod. That is an interesting idea though. It kinda bugs me that I don't see any aspects when my thaumometer runs across a botania flower.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
There are one or two aspectless things in vanilla. The ones that immediately come to mind are glass panes and the infernal furnace.
I wonder if the aspect balance will ever be such that there's no go-to way to play the research minigame. In the previous versions it was Terra-Metallum, now it seems to be more Terra-Herba-Arbor. I suppose it rather comes with the territory of wood being more common than most things.
A point, at the end of a rambling thought: Given the importance of Ordo in early crucible recipes (Not least iron/gold refining) it seems odd that the only easily done way of acquiring Ordo essentia is to spin down Potentia or Gelum. I suppose it does add an incentive to build the centrifuge.
Yes. It shouldn't take too long either. So one strategy to gain lots of complex research points is to build lots of research tables and use all their ghost points for combining. The deconstruction table is still your best bet though.
Have you tried smooth standstone?
At a going rate of 4 sand per block with no desert nearby, that's not tremendously practical for me.
I suppose there are breakdown recipes for cobble -> gravel -> sand now, but that's a very large investment of Periditio just to get some Ordo.
2 Possibilities:
1) You have thaumcraft twice in the mod list (should cause a forge crash, but who knows)
2) Some other mod is using the same tile names as me. Quite likely. Unfortunately not easy to track down without removing mods one-by-one till the error goes away.
It is the additional text that sometimes appear on primal charms that is causing the issue. I store it in the item NBT as it changes, but this actually changes the item as far as the crafting system is concerned. Only primal charms without any special text will currently work in recipes.
This will be fixed in my next version.
Thank you Azanor!
A tempting target should the mana bean breeding be added, I suppose.
Butcher and gather golems, fertility lamp. Pretty sure leather has tutamen.
I always seem to have a lot of tutamen--all armor has it, and I throw all armor from zombies and horse armor that I find into my alembic. (Although you are right... 256 is quite a lot!)
I wish you could pick up flux goo in buckets and place it. It also would be nice if there were some kind of flux flower that had the exact opposite effect of ethereal blooms.
Also, do you think with the new alchemy things, Az, you might add a recipe for packed ice?
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
The finishing golem is holding a rod... What about the lumberjack golem?
Noticed a commonality here, I play on SSP but I frequently use the Open to LAN option myself as well. Might help to narrow the issue down.
thats the reason, i like thaumic exploration for its crucible crecipe to turn rotten flesh into leather. i mean rotten flesh is usually so useless, and animals loud and anoying.
so two birds, one stone.
Yeah, it's called the thaumnomicon. The book is meant to be an ingame wiki. You can craft one by using a wand on a bookcase.
Thanks! So does that ghost point eventually come back after I use it?
Do you have research expertise? Or was it mastery? It was one of the 2 that lets you see how they're made in the research table. I recommend getting both of them anyway.
Nope, that doesn't happen. You can roll over the aspects in the aspect list in the Thaumonomicon.
One of them (I forget which also, probably Mastery) lets you shift-click an aspect to create it if you have the aspects that make it, but none of them let you see the aspects that make up another aspect if you roll over it.
Oh? Are you sure about that?
I'm using the latest version for 1.6.4 still, but I doubt something as important as this has changed in the 1.7.2 version. Oh, and it turns out it was expertise. Now we know.
...or it could just be something that broke during the 1.7.2 update. I would imagine if it was intended for this feature to be removed it would have said so in the change log.
Aspectless items often come from other mods. Most of the time it's pretty easy to tell what item comes from what mod and if you know that mod doesn't have TC4 support then you'd know not to scan items from that mod. That is an interesting idea though. It kinda bugs me that I don't see any aspects when my thaumometer runs across a botania flower.
I wonder if the aspect balance will ever be such that there's no go-to way to play the research minigame. In the previous versions it was Terra-Metallum, now it seems to be more Terra-Herba-Arbor. I suppose it rather comes with the territory of wood being more common than most things.
A point, at the end of a rambling thought: Given the importance of Ordo in early crucible recipes (Not least iron/gold refining) it seems odd that the only easily done way of acquiring Ordo essentia is to spin down Potentia or Gelum. I suppose it does add an incentive to build the centrifuge.
At a going rate of 4 sand per block with no desert nearby, that's not tremendously practical for me.
I suppose there are breakdown recipes for cobble -> gravel -> sand now, but that's a very large investment of Periditio just to get some Ordo.