I'm having some problems with crystal cores, and I haven't seen anything on recent pages of the forum thread that directly addresses them (I did see a post with the same problem, but no answer followed, at least that I saw). When I place down a crystal core and obsidian totems and then try to activate with my wand of the thaumaturge nothing happens. I have tried several different distances to the nearest node, all under 20 blocks, but nothing changes. It has randomly worked twice, but I can't isolate what would have been different. I had thought at one point that the problem was optifine, so I removed it. I was able to activate the crystal core once, but then when I broke/remade/re-placed the crystal core it stopped working again. One other detail that I'm wondering whether it might be related: I installed Thaumcraft after beginning the world and so allowed the retro-active worldgen. This left significant dead spots in the aura. I know dead spots are part of the aura distribution naturally, but this was like half of my world, so I changed the seed word in the config file and had just the aura and cinnabar world gen go again. The thing is, though, that the crystal core doesn't work with either nodes created originally or nodes created in the second wave of retro-active worldgen. Any thoughts?
Encountered a problem whenever I am using a Decanting Golem on my crucible. Game crashes and it has happened three times now.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 6/23/13 11:16 AM
Description: Ticking entity
java.lang.NullPointerException
at thaumcraft.common.entities.ai.AILiquidGather.func_75250_a(AILiquidGather.java:65)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:67)
at thaumcraft.common.entities.golems.EntityGolemBase.func_70619_bc(EntityGolemBase.java:116)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1835)
at thaumcraft.common.entities.golems.EntityGolemBase.func_70636_d(EntityGolemBase.java:138)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:858)
at net.minecraft.world.World.func_72866_a(World.java:2342)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2304)
at net.minecraft.world.World.func_72939_s(World.java:2150)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:652)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at thaumcraft.common.entities.ai.AILiquidGather.func_75250_a(AILiquidGather.java:65)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:67)
at thaumcraft.common.entities.golems.EntityGolemBase.func_70619_bc(EntityGolemBase.java:116)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1835)
at thaumcraft.common.entities.golems.EntityGolemBase.func_70636_d(EntityGolemBase.java:138)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:858)
at net.minecraft.world.World.func_72866_a(World.java:2342)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2304)
-- Entity being ticked --
Details:
Entity Type: entGolemTallowAdv (thaumcraft.common.entities.golems.EntityGolemTallowAdvanced)
Entity ID: 49
Entity Name: Decanting Golem
Entity's Exact location: -204.37, 64.08, 290.51
Entity's Block location: World: (-205,64,290), Chunk: (at 3,4,2 in -13,18; contains blocks -208,0,288 to -193,255,303), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2150)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
-- Affected level --
Details:
Level name: New Land of Magic
All players: 1 total; [EntityPlayerMP['DanGrab'/88, l='New Land of Magic', x=-204.53, y=64.88, z=289.63]]
Chunk stats: ServerChunkCache: 488 Drop: 0
Level seed: -1444124671
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-164,64,244), Chunk: (at 12,4,4 in -11,15; contains blocks -176,0,240 to -161,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 10012567 game time, 10663107 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 8607 (now: true), thunder time: 27757 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:652)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 171970072 bytes (164 MB) / 516620288 bytes (492 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 2347 (131432 bytes; 0 MB) allocated, 78 (4368 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 4, tcache: 0, allocated: 2, tallocated: 64
FML: MCP v7.51 FML v5.2.17.716 Minecraft Forge 7.8.0.716 14 mods loaded, 14 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.17.716} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.8.0.716} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap{v3.3_06 [1.5.2]} [mod_ReiMinimap] ([1.5.2]ReiMinimap_v3.3_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{3.6.0} [BuildCraft] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{3.6.0} [BC Builders] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{3.6.0} [BC Energy] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{3.6.0} [BC Factory] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{3.6.0} [BC Transport] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{3.6.0} [BC Silicon] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{2.2.6.0} [Forestry for Minecraft] (forestry-A-2.2.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{3.0.5e} [Thaumcraft] (Thaumcraft3.0.5e.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicTinkerer{1.0.5} [Thaumic Tinkerer] (Thaumic Tinkerer [1.0.5].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicBees{1.4.7c - ftbs} [ThaumicBees] (thaumicbees-1.4.7c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 2020 (113120 bytes; 0 MB) allocated, 12 (672 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['DanGrab'/88, l='New Land of Magic', x=-204.53, y=64.88, z=289.63]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Edit: Removed after I ran Thaumcraft by itself and it worked normally.
Edit 2: Those people using TukMC who are experiencing a problem with textures disappearing when the pointer is on them: Go into the TukMC config screen and turn off "Display Block at pointer". I posted on the TukMC forum page about the problem.
Yes. I just today set 'block.hidden' to 0 in the config file, and when I started the game up I was able to activate the crystal core. But, once again, when I broke/remade/re-placed the core it wouldn't activate. Is there any other way Railcraft may be interfering?
Yes. I just today set 'block.hidden' to 0 in the config file, and when I started the game up I was able to activate the crystal core. But, once again, when I broke/remade/re-placed the core it wouldn't activate. Is there any other way Railcraft may be interfering?
Hm... Not sure, but I don't think it could be Railcraft's fault except for the tracking aura which you already removed.
i've been having alot of issues with golems, mainly wood golems.
had a minor issue with iron golems getting stuck on pipes, but it was rare and easily fixed with facades.
but the wood golems seem to go into relaxation mode if you have items above or below them that they can pick up but cant reach. such a situation is fairly common if u stack farms. they'll pick up items only if they're within "arms reach" of the golem, and even then wont deposit the items unless the chest it's assigned to is also within "arms reach" or the golems inventory is full.
When attempting to pack any Warded materials into a blueprint, said materials do not disappear from the world , though they do end up in the blueprint.
Additionally, when the resulting blueprint is Unpacked, the warded materials have no "affinity" to any players, meaning they're unremovable by non-creative methods. I know this is a side effect of the Warded materials' properties, but does this seem like anything that could possibly have an easy solution by modification? (Even if by a non-author tinkering with the code, since this is marginal enough of a case that it probably wouldn't merit attention from either mod author)
I only ask; in the meantime I suppose I can use more mundane materials. I kind of wanted to use the Warded stuff so my friend and I could have a bunker to hide in at night that wouldn't get screwed over by a properly sneaky creeper. We mostly do wandering around in our server since we have a bunch of mods that alter the worldgen.
i had that problem too, but only on my creative test world.
How do you gather the XP orb drops anyway? I get that they can be absorbed by a nearby 'brain in a jar' but the kills will probably be out of its range?
Hm... Not sure, but I don't think it could be Railcraft's fault except for the tracking aura which you already removed.
Okay, now I feel like a total noob. Apparently removing the tracking aura did fix the problem. It turns out that I hadn't removed a flower from between two of the Obsidian Totem pillars. I know for a fact that this was not the problem from the start, but the reason the core didn't work again when I re-placed it this time was simply the presence of the flower. Doh.
I jumped on again, curious to see what Azanor had in store for the coming Minecraft 1.6 and I found the above pictures of taint.
OMG, I certainly hope he is not bringing back tainted land. I hated it back in Thaumcraft 2 and I hate it now. I was so glad when he killed it off in Thaumcraft 3.
All I'm saying is he better have an option in the config where you don't have to get taint spread, or it's gonna be the last time I play it in a while.
I jumped on again, curious to see what Azanor had in store for the coming Minecraft 1.6 and I found the above pictures of taint.
OMG, I certainly hope he is not bringing back tainted land. I hated it back in Thaumcraft 2 and I hate it now. I was so glad when he killed it off in Thaumcraft 3.
All I'm saying is he better have an option in the config where you don't have to get taint spread, or it's gonna be the last time I play it in a while.
you could use other mods blocks cuz they cant taint
Yup, that is the new Taint. The screencap is actually of an "immature" Tainted biome.
Taint now spawns as a biome which at first appears to be normal trees and grass with a purpe tint. However the taint soon begins to spread within the biome and eventually the entire area will be unrecognizable with all manner of strange and dangerous things. This all happens within the confines of the biome however.
The biome can (and does) spread as well, though very slowly - a lot slower than in TC2. You can tweak the spread rate in the config (including turning it off). You cannot switch off the biome however since some things will require its presence.
Are you using RailCraft?
Profile pic by Cheshirette c:
Edit 2: Those people using TukMC who are experiencing a problem with textures disappearing when the pointer is on them: Go into the TukMC config screen and turn off "Display Block at pointer". I posted on the TukMC forum page about the problem.
Yes. I just today set 'block.hidden' to 0 in the config file, and when I started the game up I was able to activate the crystal core. But, once again, when I broke/remade/re-placed the core it wouldn't activate. Is there any other way Railcraft may be interfering?
http://minecraftramblings.com
Hm... Not sure, but I don't think it could be Railcraft's fault except for the tracking aura which you already removed.
Profile pic by Cheshirette c:
had a minor issue with iron golems getting stuck on pipes, but it was rare and easily fixed with facades.
but the wood golems seem to go into relaxation mode if you have items above or below them that they can pick up but cant reach. such a situation is fairly common if u stack farms. they'll pick up items only if they're within "arms reach" of the golem, and even then wont deposit the items unless the chest it's assigned to is also within "arms reach" or the golems inventory is full.
When attempting to pack any Warded materials into a blueprint, said materials do not disappear from the world , though they do end up in the blueprint.
Additionally, when the resulting blueprint is Unpacked, the warded materials have no "affinity" to any players, meaning they're unremovable by non-creative methods. I know this is a side effect of the Warded materials' properties, but does this seem like anything that could possibly have an easy solution by modification? (Even if by a non-author tinkering with the code, since this is marginal enough of a case that it probably wouldn't merit attention from either mod author)
I only ask; in the meantime I suppose I can use more mundane materials. I kind of wanted to use the Warded stuff so my friend and I could have a bunker to hide in at night that wouldn't get screwed over by a properly sneaky creeper. We mostly do wandering around in our server since we have a bunch of mods that alter the worldgen.
i had that problem too, but only on my creative test world.
How do you gather the XP orb drops anyway? I get that they can be absorbed by a nearby 'brain in a jar' but the kills will probably be out of its range?
Okay, now I feel like a total noob. Apparently removing the tracking aura did fix the problem. It turns out that I hadn't removed a flower from between two of the Obsidian Totem pillars. I know for a fact that this was not the problem from the start, but the reason the core didn't work again when I re-placed it this time was simply the presence of the flower. Doh.
http://minecraftramblings.com
OMG, I certainly hope he is not bringing back tainted land. I hated it back in Thaumcraft 2 and I hate it now. I was so glad when he killed it off in Thaumcraft 3.
All I'm saying is he better have an option in the config where you don't have to get taint spread, or it's gonna be the last time I play it in a while.
you could use other mods blocks cuz they cant taint
I'd be happy if Azanor brought it back, though.
Profile pic by Cheshirette c:
...Sweet Armadyl on a segway, NO.
Taint now spawns as a biome which at first appears to be normal trees and grass with a purpe tint. However the taint soon begins to spread within the biome and eventually the entire area will be unrecognizable with all manner of strange and dangerous things. This all happens within the confines of the biome however.
The biome can (and does) spread as well, though very slowly - a lot slower than in TC2. You can tweak the spread rate in the config (including turning it off). You cannot switch off the biome however since some things will require its presence.