java.lang.IllegalArgumentException: Duplicate enchantment id! class witchinggadgets.common.magic.WGEnchantRideProtect and class flaxbeard.thaumicexploration.enchantment.EnchantmentBinding Enchantment ID:77
Change the enchantment ID for either mod to something different and you should be good to go. Just make sure none of the other ids are conflicting as well.
So I've found I'm having some interaction problems between your Oblivion Jar and BetterFPS, causing a huge drop in framerate when the Oblivion Jar is placed with it installed. I find does wonders for my framerate stability otherwise, so it would be excellent if you could work out a fix, thanks
the new thaumcraft 4.2 PLEASE UPDATE IT... : ^ ; anyways... nice mod! cool idea, but still its not for 4.2.x ... such sad : ^ ; if you have life stuff don't worry, its not that necessary of a mod for my pack but still it looks nice, so please do <3 ~toby, the person who isn't usually like this. It might just be the download screwing up but if you could just get a mediafire for 1.7.10 thatd be nice. Im also using a forge version later than it says, and if I don't use it my other thaumcraft addons don't work, im using Thaumic Horizons and Witching Gadgets.
"Thaumaturgy... which giveth certain order to make strange works, of the sense to be perceived and of men greatly to be wondered at." - Mathematicall Praeface to Euclid's Elements (1570), John Dee
the new thaumcraft 4.2 PLEASE UPDATE IT... : ^ ; anyways... nice mod! cool idea, but still its not for 4.2.x ... such sad : ^ ; if you have life stuff don't worry, its not that necessary of a mod for my pack but still it looks nice, so please do <3 ~toby, the person who isn't usually like this. It might just be the download screwing up but if you could just get a mediafire for 1.7.10 thatd be nice. Im also using a forge version later than it says, and if I don't use it my other thaumcraft addons don't work, im using Thaumic Horizons and Witching Gadgets.
Just my opinion, but the amber wand/staff is REALLY overpowered. I'm loving everything in this mod, and I use the amber staff and Boots of the Meteor constantly, but I'm realizing that the amber staff is just really way too powerful, and it's incredibly cheap for how awesome it is.
I mean, you have all six primals recharging, which is close to end game material in vanilla thaumcraft, and it also recharges at twice the speed, and has a higher recharge cap than anything else.
Just my opinion, but I'd recommend either nerfing it a bit, to like say, half the regular recharge rate (1/4 what it is now) and a lower cap. Additionally, I would recommend making the recipe more expensive than just 4 amber, two salts, and 24 essentia per wand core. That's just super, super cheap, especially for something this incredibly powerful.
As for my rationale, I have a level 5 shock foci on an amber staff, and I've never once had to wait for it to recharge. I can walk into a room with 6 spawners, and just sit there spamming shock everywhere, and never have to worry about dying. I do this often to gain more levels. I can kill end game bosses easily, without even getting close to needing to wait for the wand to recharge. And all this for a few ambers and some salt?
I know, this is totally just my opinion. Just giving my two cents on how this mod could be made a little better in terms of balancing.
I've encountered a "phantom" mob (black potion particles in a cluster, causes the player to float up like 1.9 shulkers) in the nether, and I'm pretty sure it's from TX as it causes the potion effect "taint withdrawal" whenever it strikes. I find it quite difficult to deal with in earlier stages of the game, when I hadn't even begun to start TC, but there's no config option to disable the mob. In future versions, could this be a config option?
EDIT: It turns out this is a BoP mod. No idea why it caused taint withdrawal though.
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Do you know what would be just the absolute best? Adding Warded Blocks back into Thaumcraft! Honestly, I don't care if you add them back with no use I just need them for decoration....they are perfect for what I am trying to build in 1.7.10 and I really don't want to downgrade to Thaumcraft 3.
Everyone makes mistakes. I remember something about a biome in Thaumic Horizons?
From what I've heard, there's a lot going around about FTB Infinity having this same potion ID mismatch between BoP and TX. The only problem is I don't see any potion ID setting in any of the BoP files, so it must be hardcoded. The only potion ID setting is for TX's "taint withdrawal".
I thought potion ID conflicts would cause Forge to freak out and crash on startup. Apparently Forge doesn't check this kind of thing.
Do you know what would be just the absolute best? Adding Warded Blocks back into Thaumcraft! Honestly, I don't care if you add them back with no use I just need them for decoration....they are perfect for what I am trying to build in 1.7.10 and I really don't want to downgrade to Thaumcraft 3.
If you're just using them for decoration, Chisel has a bunch of blocks that might suit your purpose. Try looking at the Arcane Stone Block variants.
I could try to get one if that could help.
crash report file in the following link:http://pastebin.com/NW3v9NjY
Really should have asked for that first.
This is an easy fix as this is your problem:
Change the enchantment ID for either mod to something different and you should be good to go. Just make sure none of the other ids are conflicting as well.
to be honest, I don't know how to change the Enchantment ID, could you please tell me how to do it? thanks for helping anyways.
Do you know where the config folder is? If not, could you tell me what launcher you're using for Minecraft so I can work out where it is.
yeah, I know the config folder. does that mean that I have to edit a file in there? in that case, do you know which file?
Edit: I found it. Thanks fot the Help
No problem. Sorry I couldn't help you find the cfg file. I didn't have access to my computer for a bit there. I'm glad you found it though.
So I've found I'm having some interaction problems between your Oblivion Jar and BetterFPS, causing a huge drop in framerate when the Oblivion Jar is placed with it installed. I find does wonders for my framerate stability otherwise, so it would be excellent if you could work out a fix, thanks
the new thaumcraft 4.2 PLEASE UPDATE IT... : ^ ; anyways... nice mod! cool idea, but still its not for 4.2.x ... such sad : ^ ; if you have life stuff don't worry, its not that necessary of a mod for my pack but still it looks nice, so please do <3 ~toby, the person who isn't usually like this. It might just be the download screwing up but if you could just get a mediafire for 1.7.10 thatd be nice. Im also using a forge version later than it says, and if I don't use it my other thaumcraft addons don't work, im using Thaumic Horizons and Witching Gadgets.
http://jenkins.nekokittygames.com:8080/view/Thaumic Explorer/job/Thaumic Explorer/
Works for me.
hello i am having a problem with the wand focus of containment it shows the disco lightning but no capture
whats the frenchturgy
Just my opinion, but the amber wand/staff is REALLY overpowered. I'm loving everything in this mod, and I use the amber staff and Boots of the Meteor constantly, but I'm realizing that the amber staff is just really way too powerful, and it's incredibly cheap for how awesome it is.
I mean, you have all six primals recharging, which is close to end game material in vanilla thaumcraft, and it also recharges at twice the speed, and has a higher recharge cap than anything else.
Just my opinion, but I'd recommend either nerfing it a bit, to like say, half the regular recharge rate (1/4 what it is now) and a lower cap. Additionally, I would recommend making the recipe more expensive than just 4 amber, two salts, and 24 essentia per wand core. That's just super, super cheap, especially for something this incredibly powerful.
As for my rationale, I have a level 5 shock foci on an amber staff, and I've never once had to wait for it to recharge. I can walk into a room with 6 spawners, and just sit there spamming shock everywhere, and never have to worry about dying. I do this often to gain more levels. I can kill end game bosses easily, without even getting close to needing to wait for the wand to recharge. And all this for a few ambers and some salt?
I know, this is totally just my opinion. Just giving my two cents on how this mod could be made a little better in terms of balancing.
I've encountered a "phantom" mob (black potion particles in a cluster, causes the player to float up like 1.9 shulkers) in the nether, and I'm pretty sure it's from TX as it causes the potion effect "taint withdrawal" whenever it strikes. I find it quite difficult to deal with in earlier stages of the game, when I hadn't even begun to start TC, but there's no config option to disable the mob. In future versions, could this be a config option?EDIT: It turns out this is a BoP mod. No idea why it caused taint withdrawal though.
Indeed. What is Thaumic Frenchturgy?
It probably is. I wonder what caused the potion effect though.
Potion ID mismatch. It happens all the time. Best way to find out which ones are mismatched is to do a Potion ID dump using NEI.
I doubt it. I'm using stock FTB Infinity, with only a few minor config changes, none of which are potion ID's.
Do you know what would be just the absolute best? Adding Warded Blocks back into Thaumcraft! Honestly, I don't care if you add them back with no use I just need them for decoration....they are perfect for what I am trying to build in 1.7.10 and I really don't want to downgrade to Thaumcraft 3.
Check Out My YouTube Channel! https://www.youtube.com/channel/UCk8FyItZp3WoJXQbmYqI15Q
From what I've heard, there's a lot going around about FTB Infinity having this same potion ID mismatch between BoP and TX. The only problem is I don't see any potion ID setting in any of the BoP files, so it must be hardcoded. The only potion ID setting is for TX's "taint withdrawal".
I thought potion ID conflicts would cause Forge to freak out and crash on startup. Apparently Forge doesn't check this kind of thing.
If you're just using them for decoration, Chisel has a bunch of blocks that might suit your purpose. Try looking at the Arcane Stone Block variants.
After installing the mod, flew font. Help with a problem!
Alright, when this mod is in my folder forge wont start at all, can't even find any crash logs.