Was the wand issue about the focus ever addressed? I can't cycle back to a normal wand and when I try to capture a node I have to have a special wand for it, seems the focus are stuck on my wand.
So i have a COUPLE issues while testing thaumcraft on a private server with other people. then tested on SP to verify
-when you look at shimmerleaf flowers they dissappear, and cinderleaf also
-Golems with gather core (with preception upgrade) seems to ONLY gather up to 1 square away, also does not place in chest
-Golems with harvest core ( with preception upgrade) do not harvest wheat, berry's, sugarcane (only thing tested so far)
So i have a COUPLE issues while testing thaumcraft on a private server with other people. then tested on SP to verify
-when you look at shimmerleaf flowers they dissappear, and cinderleaf also
-Golems with gather core (with preception upgrade) seems to ONLY gather up to 1 square away, also does not place in chest
-Golems with harvest core ( with preception upgrade) do not harvest wheat, berry's, sugarcane (only thing tested so far)
Alright, I'm having a problem that I am assuming is Thaumcraft 4 from a couple of various tests and accidents. ME and my friend run a very small private server, it's just the two of us, and we HAVE run a server with Thaumcraft 3 and 4 on it before, so we do know that it can handle, don't go asking us for hardware details, it works. We used the 4.0.1a version of Thaumcraft in our last custom modpack, but we recently rebuilt the modpack and included the 4.0.2a version. We've now spent over 12 hours trying to get the modpack to work, we had to delete a couple of mods before the server could even hold itself together, but now when we start the server, if you get anywhere within chunkloading distance of a magical biome, it will cause an incredible amount of lag on the server, and i mean TPS lag, not framerate. We can walk around just fine, but blocks don't break and mobs will stand still till you leave the area. All I wanted was a fix for not being able to bottle silverwood nodes, but this is absolutely awful... someone please help!
Edit: This is only a Server side problem, when we run a LAN game, it works flawlessly.
Hello i need help, just installed thaumcraft and thaumic tinkerer and i crashed.I am using 4.0.2a. It has something to do with object tags. here's the crash report:
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 17/10/13 10:24 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: thaumcraft/api/ObjectTags
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:702)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:507)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoClassDefFoundError: thaumcraft/api/ObjectTags
at biomesoplenty.integration.ThaumcraftIntegration.addAspects(ThaumcraftIntegration.java:35)
at biomesoplenty.integration.ThaumcraftIntegration.postInit(ThaumcraftIntegration.java:25)
at biomesoplenty.integration.BOPCrossIntegration.postInit(BOPCrossIntegration.java:52)
at biomesoplenty.BiomesOPlenty.postInit(BiomesOPlenty.java:125)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
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:313)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
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:313)
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:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:701)
... 10 more
Caused by: java.lang.ClassNotFoundException: thaumcraft.api.ObjectTags
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 42 more
thinking about golems. how do they actually move? when they try to get up one block, are they jumping or are they using the block skipping mechanic of the boots of the traveller?
is there even a difference coding wise? because i have the feeling, the skip mechanic of the boots is a lot smoother, when dealing with non solid blocks, than jumping.
changing that might help with the derpy movement of golems at times, when they get stuck on pipes, aracane bellows and similar blocks.
but im basically just spewing random guesses here.
thinking about golems. how do they actually move? when they try to get up one block, are they jumping or are they using the block skipping mechanic of the boots of the traveller?
is there even a difference coding wise? because i have the feeling, the skip mechanic of the boots is a lot smoother, when dealing with non solid blocks, than jumping.
changing that might help with the derpy movement of golems at times, when they get stuck on pipes, aracane bellows and similar blocks.
but im basically just spewing random guesses here.
after placing and replacing the father golem a bunch of times.. it seems to be working, also updated from the .923 forge to the .933 forge so right now the gather golem is working.. the harvest golem will ONLY do a 3x3 area (the middle one is where he stays standing)
the harvest golem does NOT act like it's trying to move or anything.. if i push him he will harvest the 3x3 area around him but then run back to where he was placed... he will not do a larger area even with the upgrade... he just stands there.
Possible you'll need to make some aspects then. Really though, once you've made Victus, you should be able to progress without combining for more aspects.
I'm almost completely out of points to combine to find new aspects, and for the record I haven't discovered Victus yet. I think I've just researched myself into a corner because I can't find anything else to scan for more points, and I don't have the points to finish any more research notes.
(I basically threw points away pointlessly trying to discover new aspects to use in my research notes. Probably not a good idea in hindsight, but I thought there would be a way to get out of a hole like this but I can't find one. Should I just start a new world and be more careful?)
Suggestion: Make some kind of "white matter bomb" for dealing with hungry nodes. This would be very late-game research, probably made by infusion-crafting TNT. It would be placed inside the hungry node's grab radius, and detonate when it came in contact with the node (if an armed WMB never did so, it would decay into lit TNT in a minute or so), and have an 80% chance of breaking the node, a 15% chance of making it a normal one with reduced brightness, and a 5% chance of making it normal without dimming it.
I'm almost completely out of points to combine to find new aspects, and for the record I haven't discovered Victus yet. I think I've just researched myself into a corner because I can't find anything else to scan for more points, and I don't have the points to finish any more research notes.
(I basically threw points away pointlessly trying to discover new aspects to use in my research notes. Probably not a good idea in hindsight, but I thought there would be a way to get out of a hole like this but I can't find one. Should I just start a new world and be more careful?)
If you haven't discovered Victus yet, you're nowhere near the bottom of the barrel. Go scan some nodes for the basics, then combine for Victus (recipe in your Thaumonomicon) and scan more objects.
Compound nodes are usually the best things to scan to get research for the first time, due to their high quantities. I actually discovered victus by scanning a silverwood purenode; a lot of those have victus, and they and obsidian totems often have compound aspects.
I obsessed with scanning nodes early on when I was scouting my world, and was rewarded with RP out the wazoo. I've completed all the researches except the lost ones, and still have 150-300 of every primal left.
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
I'm having an issue with decanting core. If placed on a stone, iron or thaumium golem the golem will keep trying to take more water from the water block instead of returning to fill up the crucible.
If I place Earth upgrades on other golems that do work, such as a tallow golem for example. they will also try to keep collecting water.
The thaumonomicon says they will carry 100mb for each item they can hold, but always carry a buckets worth if ordered to pick up a source block. I dont know how many mb are in a single bucket worth of water, but I suspect the problem is they have room to carry more than a single buckets worth and get stuck trying to pick up a second when they are unable to. Seeing as they can only carry 1 bucket at a time.
If I had other mods that had tank for storing liquids and had the golem take from that, I suspect it would work fine. But seeing as I'm having it take from an infinite water source its causing a problem with the taking whole buckets at a time thing.
Not a major issue, it still leaves Straw, Wood, Tallow, Clay (made from brick, just saying) and Flesh golem to work as Decanting golems just fine.
Rollback Post to RevisionRollBack
"I would agree with you, but then we'd both be wrong."
Yes, I have Optifine installed. I'll try a test without optifine.
Confirmed, Optifine seems to breaking the Ethereal Bloom animation texture. My guess is because it's due to multiple texture files being overlaid on the block for an animation. I checked the Forge log and saw nothing that mentioned anything to due with Ethereal Bloom or Purifier Seed or the BlockCustomPlantItem going wrong.
That said, I'm just going to have to live with it as I want those hi-res textures. Although if Azanor wants to spend some time trying to fix this seemingly uncommon problem, I wouldn't say no.
Uh, I think tall structures of Greatwood and Silverwood planks turn invisible at a certain Y-coord. On this private server I go on, the blocks start turning invisible (but are still there) at Y:144, but in this SP (superflat) world, they turn invisible at Y:16.
The invisible blocks turn visible if a vanilla block is placed on them, I don't know the details, really. I was trying to create a dome out of greatwood planks, but at Y:144 the planks turned invisible, and then when I placed a gold block on the top of one segment of the slope (on top of the first block that turned invisible, to be specific), it turned visible. It turns invisible at the same coordinate and above if I remove the gold block.
Does anyone know of a cause for this or if it's a bug or if it's just me? :/
How are we supposed to get the new "hidden research" items like the brain in a jar? I have all "normal" research done, and whenever I use my knowledge fragments, the blank research note always breaks down back into knowledge fragments. Am I missing something?
How are we supposed to get the new "hidden research" items like the brain in a jar? I have all "normal" research done, and whenever I use my knowledge fragments, the blank research note always breaks down back into knowledge fragments. Am I missing something?
That's a bug that Azanor has (last I heard) been unable to reproduce. I'm not sure if there's a workaround for the time being, but I believe it's being looked into.
I'm having an issue with decanting core. If placed on a stone, iron or thaumium golem the golem will keep trying to take more water from the water block instead of returning to fill up the crucible.
If I place Earth upgrades on other golems that do work, such as a tallow golem for example. they will also try to keep collecting water.
The thaumonomicon says they will carry 100mb for each item they can hold, but always carry a buckets worth if ordered to pick up a source block. I dont know how many mb are in a single bucket worth of water, but I suspect the problem is they have room to carry more than a single buckets worth and get stuck trying to pick up a second when they are unable to. Seeing as they can only carry 1 bucket at a time.
If I had other mods that had tank for storing liquids and had the golem take from that, I suspect it would work fine. But seeing as I'm having it take from an infinite water source its causing a problem with the taking whole buckets at a time thing.
Not a major issue, it still leaves Straw, Wood, Tallow, Clay (made from brick, just saying) and Flesh golem to work as Decanting golems just fine.
1000mb = 1 bucket and I've been having the same problem.
Pretty sure you have to hit shift + F
http://pastebin.com/zbhgXfvK
-when you look at shimmerleaf flowers they dissappear, and cinderleaf also
-Golems with gather core (with preception upgrade) seems to ONLY gather up to 1 square away, also does not place in chest
-Golems with harvest core ( with preception upgrade) do not harvest wheat, berry's, sugarcane (only thing tested so far)
Using version 4.0.2a
anyone has these issues?
Open your eyes, learn to read :/.
...seroiusly...
NEI tooltips is the cause.
I have the most up to date NEI and it still doesn't work... that wouldn't cause the golem issues
Sweet baby Jesus thank you very much! I was going crazy the last few days with this issue.
Yes, I have Optifine installed. I'll try a test without optifine.
Edit: This is only a Server side problem, when we run a LAN game, it works flawlessly.
// You should try our sister game, Minceraft!
Time: 17/10/13 10:24 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: thaumcraft/api/ObjectTags
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:702)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:507)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoClassDefFoundError: thaumcraft/api/ObjectTags
at biomesoplenty.integration.ThaumcraftIntegration.addAspects(ThaumcraftIntegration.java:35)
at biomesoplenty.integration.ThaumcraftIntegration.postInit(ThaumcraftIntegration.java:25)
at biomesoplenty.integration.BOPCrossIntegration.postInit(BOPCrossIntegration.java:52)
at biomesoplenty.BiomesOPlenty.postInit(BiomesOPlenty.java:125)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
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:313)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
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:313)
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:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:701)
... 10 more
Caused by: java.lang.ClassNotFoundException: thaumcraft.api.ObjectTags
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 42 more
is there even a difference coding wise? because i have the feeling, the skip mechanic of the boots is a lot smoother, when dealing with non solid blocks, than jumping.
changing that might help with the derpy movement of golems at times, when they get stuck on pipes, aracane bellows and similar blocks.
but im basically just spewing random guesses here.
after placing and replacing the father golem a bunch of times.. it seems to be working, also updated from the .923 forge to the .933 forge so right now the gather golem is working.. the harvest golem will ONLY do a 3x3 area (the middle one is where he stays standing)
the harvest golem does NOT act like it's trying to move or anything.. if i push him he will harvest the 3x3 area around him but then run back to where he was placed... he will not do a larger area even with the upgrade... he just stands there.
I'm almost completely out of points to combine to find new aspects, and for the record I haven't discovered Victus yet. I think I've just researched myself into a corner because I can't find anything else to scan for more points, and I don't have the points to finish any more research notes.
(I basically threw points away pointlessly trying to discover new aspects to use in my research notes. Probably not a good idea in hindsight, but I thought there would be a way to get out of a hole like this but I can't find one. Should I just start a new world and be more careful?)
If you haven't discovered Victus yet, you're nowhere near the bottom of the barrel. Go scan some nodes for the basics, then combine for Victus (recipe in your Thaumonomicon) and scan more objects.
Compound nodes are usually the best things to scan to get research for the first time, due to their high quantities. I actually discovered victus by scanning a silverwood purenode; a lot of those have victus, and they and obsidian totems often have compound aspects.
I obsessed with scanning nodes early on when I was scouting my world, and was rewarded with RP out the wazoo. I've completed all the researches except the lost ones, and still have 150-300 of every primal left.
If I place Earth upgrades on other golems that do work, such as a tallow golem for example. they will also try to keep collecting water.
The thaumonomicon says they will carry 100mb for each item they can hold, but always carry a buckets worth if ordered to pick up a source block. I dont know how many mb are in a single bucket worth of water, but I suspect the problem is they have room to carry more than a single buckets worth and get stuck trying to pick up a second when they are unable to. Seeing as they can only carry 1 bucket at a time.
If I had other mods that had tank for storing liquids and had the golem take from that, I suspect it would work fine. But seeing as I'm having it take from an infinite water source its causing a problem with the taking whole buckets at a time thing.
Not a major issue, it still leaves Straw, Wood, Tallow, Clay (made from brick, just saying) and Flesh golem to work as Decanting golems just fine.
Confirmed, Optifine seems to breaking the Ethereal Bloom animation texture. My guess is because it's due to multiple texture files being overlaid on the block for an animation. I checked the Forge log and saw nothing that mentioned anything to due with Ethereal Bloom or Purifier Seed or the BlockCustomPlantItem going wrong.
That said, I'm just going to have to live with it as I want those hi-res textures. Although if Azanor wants to spend some time trying to fix this seemingly uncommon problem, I wouldn't say no.
Right, I was refering only to dissapearing saplings and leavs. Switching tooltips off should help.
Does anyone know of a cause for this or if it's a bug or if it's just me? :/
That's a bug that Azanor has (last I heard) been unable to reproduce. I'm not sure if there's a workaround for the time being, but I believe it's being looked into.
1000mb = 1 bucket and I've been having the same problem.