java.lang.IllegalStateException: Already tesselating!
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:374)
at net.minecraft.client.renderer.Tessellator.func_78382_b(Tessellator.java:364)
at thaumcraft.client.lib.UtilsFX.renderQuad(UtilsFX.java:354)
at thaumcraft.client.lib.UtilsFX.renderQuad(UtilsFX.java:341)
at thaumcraft.client.renderers.tile.TileResearchTableRenderer.renderTileEntityAt(TileResearchTableRenderer.java:78)
at thaumcraft.client.renderers.tile.TileResearchTableRenderer.func_147500_a(TileResearchTableRenderer.java:98)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_147549_a(SourceFile:100)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_147544_a(SourceFile:92)
at net.minecraft.client.renderer.RenderGlobal.func_147589_a(RenderGlobal.java:766)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1549)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1299)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:990)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
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.client.renderer.Tessellator.func_78371_b(Tessellator.java:374)
at net.minecraft.client.renderer.Tessellator.func_78382_b(Tessellator.java:364)
at thaumcraft.client.lib.UtilsFX.renderQuad(UtilsFX.java:354)
at thaumcraft.client.lib.UtilsFX.renderQuad(UtilsFX.java:341)
at thaumcraft.client.renderers.tile.TileResearchTableRenderer.renderTileEntityAt(TileResearchTableRenderer.java:78)
at thaumcraft.client.renderers.tile.TileResearchTableRenderer.func_147500_a(TileResearchTableRenderer.java:98)
-- Block Entity Details --
Details:
Name: TileResearchTable // thaumcraft.common.tiles.TileResearchTable
Block type: ID #189 (tile.blockTable // thaumcraft.common.blocks.BlockTable)
Block data value: 2 / 0x2 / 0b0010
Block location: World: (-282,93,344), Chunk: (at 6,5,8 in -18,21; contains blocks -288,0,336 to -273,255,351), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Actual block type: ID #189 (tile.blockTable // thaumcraft.common.blocks.BlockTable)
Actual block data value: 2 / 0x2 / 0b0010
Stacktrace:
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_147549_a(SourceFile:100)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_147544_a(SourceFile:92)
at net.minecraft.client.renderer.RenderGlobal.func_147589_a(RenderGlobal.java:766)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1549)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['basiliskboy17'/272, l='MpServer', x=-277,35, y=94,62, z=339,78]]
Chunk stats: MultiplayerChunkCache: 169, 178
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (97,64,286), Chunk: (at 1,4,14 in 6,17; contains blocks 96,0,272 to 111,255,287), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 6864938 game time, 7564681 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 4 total; [EntityClientPlayerMP['basiliskboy17'/272, l='MpServer', x=-277,35, y=94,62, z=339,78], EntityTrail['unknown'/1092, l='MpServer', x=-277,35, y=94,62, z=339,78], EntityItemFrame['Item Frame'/285, l='MpServer', x=-338,50, y=67,50, z=260,94], EntityHat['unknown'/807, l='MpServer', x=-277,35, y=94,62, z=339,78]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:908)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
I dont know if I have allready posted this so forgive me if i have but i am faceing some weird bugs relating to scanning objects for aspects with the thaumometer. i know that some modded items have no aspects but i am getting that message (nothing can be learned from this) on things like sand, sandstone and coal. I am also getting it from anything that is a block form of an ingot so iron blocks redstone blocks gold blocks diamond blocks and so on. I'm really not sure what is causing the problem but it could be a mod conflict because it hasent allways been this way. the mods I am using are as follows:
I know they do, I'm asking if it's intended. It seems weird that a node stabilizer can't stabilize a node, even if it was just enough to protect itself.
The hungry node is stable. Its stable condition is absorbing nearby stuff into itself.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Any estimate on when thaumcraft 5 will be out in some playable form?
20 Lashes with a wet noodle for you... It'll be out when it's out.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Is there any way to feed fuel into an alchemical furnace? I have a big, golem-automated setup to feed a hungry node with crafting tables, and the only thing holding it back is that I can't figure out how to feed the alchemical furnace generating Fabrico to keep the automagy golem crafting tables running.
Kraft complicate !!! Or rather the appearance of magic. Your fashion as it is favorable to the development, but what kind of development that you immediately picks up a stick and a mirror and all you mage - no need to carry out a special ritual okolototema, vytantsovyvaya shaman with a tambourine songs. We need to find the relics in the dungeon, you need to be crafted very expensive offering to the deity and etc. ... and then get the opportunity to magichit
Is there any way to feed fuel into an alchemical furnace? I have a big, golem-automated setup to feed a hungry node with crafting tables, and the only thing holding it back is that I can't figure out how to feed the alchemical furnace generating Fabrico to keep the automagy golem crafting tables running.
Mark down side of the furnace for golem with coal.
Kraft complicate !!! Or rather the appearance of magic. Your fashion as it is favorable to the development, but what kind of development that you immediately picks up a stick and a mirror and all you mage - no need to carry out a special ritual okolototema, vytantsovyvaya shaman with a tambourine songs. We need to find the relics in the dungeon, you need to be crafted very expensive offering to the deity and etc. ... and then get the opportunity to magichit
Mark down side of the furnace for golem with coal.
Ahh! Thank you, that makes sense. Does the golem have to be able to actually access the bottom side of the furnace for that to work, or can I cover it back up afterwards?
This somewhat reminds of what I read before on a book on philosophy about 'idea'.
The book I read explained it as the literal 'idea' a object, thought, or concempt, the ideal form, which represents all aspects of the said object. For example, the 'idea' of a chair would be a the chair, the most ideal form of chair that would represent, yet not be any chair found in reality, something that hold every aspect of the object 'chair' and without any 'errors'. The purest form of chair, that all chairs are linked to. It's basically what lets us see chairs of all shape, size, color, and quality, and classify them all as 'chair'.
Following this theory, all worldly objects would be a (imperfect)copy of the 'idea', the 'idea' being the 'real' object.
Now, to merge these two theories. If essentia is the 'quality' or 'essence' of a object once stripped of all worldly form, it would go to say that an 'idea' would be formed of these 'essences'. The 'idea' would be the form, a container, and the 'essence' what fills that container. It would also explain why, despite there being many types of essentia, there are no specific essentia.
As the 'idea' of wood is something that represents, and is the ideal form of all wood, it would be something that does not have the 'impurities' of wood, and the essentia, that makes up the 'idea' would be very much the same, which is why there is a wood essentia, but no oak wood essentia or pine wood essentia.
Of course, as there is the 'idea' of wood, there is also the 'idea' of oak wood, however, gaining essentia is, literally, using the item as a catalist to reach for and obtain something that is of a higher plane of existence that us, in a dimension far above ours. Trying to drag something from there to here, and confine in in (somewhat) solid form would be a unstable and really, not all that clever a thing to do. Forcing a 'idea' to exist in it's pure form, yet still be a 'physical' object, well...
The the essentia, being held in a form not meant to exist in, would be a literal warping of reality, and reality would try to fix itself. Either by getting rid of the essentia, or converting it to something that can exist in this realm. Or as a last resort, converting itself into something that can hold the essentia. Because of this, the essentia would either
1) Attempt to disappear
2) Attempt to become a physical object in some means
or
3) Warp reality.
Because of these properties, it would be possible to add essentia to an object, where, by its own want to become 'corporeal' would merge with the object, which would be how alchemy or infusions work. On the other hand, because it's so unstable, you would need to hold it somewhere where it cannot disappear, become corporeal, or warp reality, as stated above by SalmonMax.
However, you need to let it out to use it, as it's really no use to you sitting in jars. So you would let it out in controlled environments, along with objects for it to 'bond' with. However, it won't always 'bond' which is why if you linger too long or mess something up, things like flux happen.
Stored essentia would seem to be liquid, because you're forcing it to stay 'physical'. You're unable to force it into a stable shape like solids, but can prevent it from being too chaotic and uncontrollable like gasses.
This could also go someway into explaining warp. A mortal being trying to peek into the incorporeal and seek the 'true form' of things cannot expect to walk away sane. The clearly warp-y things give warp as, well, interacting with the true form of evil isn't good for anyone's mental health. Some not-so-warpy things such as research mastery(I think) would give warp simply because you delved a bit too far. The true form of things, even nice things, is not meant to be understood by mortal minds.
As you delve deeper and deeper into the incorporeal, the realm of 'idea' the more you 'merge' with it. While this would be somewhat helpful, as you would occasionally 'peek into the incorporeal' and gain secrets, being a walking rip in the fabric of reality would result in reality trying to 'fix' you, which would cause all sorts of weird and not-so-good things to happen.
The warp isn't actually a bad thing, it's exactly what it says. A warp. Because some things are not really supposed to be of this realm of reality, or mixed with things not supposed to be of this reality, reality tries to remove these 'errors' and the effect is a warping of reality. Warp. The reason warp and warp-related are considered 'evil' or 'bad' is because it's not of this world. Because it's not of this world, the world sees it as a error, a mistake. And being a part of this world, the people get this feeling of 'misplacement' from the warp-y things, which comes across as fear, mistrust, 'evil', etc.
For example, turning a PDF file into a txt file will cause the file to be well, 'warped', while some might think this as a problem or a error, or might say PDF files suck, people with a deeper understanding of this know isn't because a PDF file is bad, it's just because it's a different thing.
Oh, in case you people didn't realize, I do enjoy making up ideas and theories that may or may not make any sense. Sorry if this was a too long.
i feel like if this becomes lore, we need a effect with essentia that can rip a hole in space, to another place, not necessarily within reality
Ahh! Thank you, that makes sense. Does the golem have to be able to actually access the bottom side of the furnace for that to work, or can I cover it back up afterwards?
No, you can cover it up. I use trapdoors, but I still have to break those for the golem to get out of the pit. (I have steps, but golems don't pathfind past trapdoors.)
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Kraft complicate !!! .... picks up a stick and a mirror and all you mage - no ... special ritual okolototema, ... relics in the dungeon, you need ... offering to the deity .... ... and then ... magichit
Any estimate on when thaumcraft 5 will be out in some playable form?
thaumcraft 4 is pretty huge.
there is a lot of content to update. and while azanor is busy with the update hes taking the opportunity to rework parts of the mod (like the aura system), and even add content to it. so its not just gonna be a port, but an actual major update aswell.
if you check back a few pages, you can see that hes currently working on different infusion altars. if thats any indication, then the update is still gonna take quite a while.
so yes, its ready when its ready. until then there are a ton of addon mods for you to try that are still updating. and even some thaumcraft focused mod packs on the ftb launcher to keep us busy.
Yes but that requires uncharged nodes unless its a collar o pain from forbidden magic(Go ****ing leeroy jenkins>infinite vis),which while effective for a journey battery,still doesnt fix the problem mentioned earlier with base hiding,Also,holy edits on my part in the previous post,
I'm afraid you're mistaken. Energized nodes can recharge staves indirectly, so there's neither any need to hurt yourself for vis (using the collar of pain) nor to have any ordinary uncharged nodes ruin the secrecy of your hidden base. You may know some or most of these points, but I'll write all of them anyways just in case:
An energized node provides a steady stream of primal centivis (CV) derived from the aspects it had before being energized (compound aspects will instead turn into all the primals needed to create it, thus victus will provide aqua and terra CV, while humanus provides CV of all 6 primals).
An energized node can power any number of vis relays and vis recharge relays (connecting relays are also called a "CV network").
A vis recharge relay can be attached to the top of an arcane worktable to recharge the wand or sceptre on the table when powered (the speed depends on the size of the node).
A powered CV network will recharge a vis amulet, vis stone or collar of pain that is worn by a player standing close to a vis relay or vis recharge relay.
When worn, a vis amulet, vis stone or collar of pain will slowly recharge a wand, sceptre or staff that the player is currently holding in his hand.
This is how energized nodes can recharge staves. It takes more time than using several uncharged nodes and a wand recharge pedestal, but you only need one energized node if it had the humanus aspect (or a higher tier aspect).
Combine this with the fact that energized nodes don't light up when wearing the goggles of revealing (can't be seen through opaque blocks), and you will find it possible to create hidden thaumaturge bases in vanilla TC4 and still have all the vis you need
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
Guys i found the problem to my vanilla items not showing aspects it was Extra Utilities the newer versions are not fully compatible i suppose and cause some sort of glitch so but i switched to an older version and it works fine now
You might want to update your Forge to at least three latest recommended, which is 1291. You're really far behind.
I dont know if I have allready posted this so forgive me if i have but i am faceing some weird bugs relating to scanning objects for aspects with the thaumometer. i know that some modded items have no aspects but i am getting that message (nothing can be learned from this) on things like sand, sandstone and coal. I am also getting it from anything that is a block form of an ingot so iron blocks redstone blocks gold blocks diamond blocks and so on. I'm really not sure what is causing the problem but it could be a mod conflict because it hasent allways been this way. the mods I am using are as follows:
carpenters blocks
MoCreatures
BspkrsCore
DamageIndicators
Treecapitator
Ars Magica 2
Battlegear2
Atum Desert Sands
Baubles
BiblioCraft
BiblioWoods Natura
BloodMagic
NEI
CoFH core
Custom Music disks
Custom Mob spawners
Custom NPCs
Doors
Enchanting Plus
EnderStorage
Extra Utilities
Flat Signs
Forbidden Magic
Hardcore Ender Expantion
Hats
Hatstands
Headcrumbs
IchunUtil
Inventory Tweaks
IronChests
Lots of Food
Mantle
Map Writer
Minespresso
Mithril mod
More bows 2
morph
MrTJP Core
Mwaw
Mystcraft
Natura
Netherores
OpenBlocks
Pchan3Mods
Player API
Progressive Automation
Smart Moving
Smart render
Tinkers Construct
Thaumcraft 4.2.3.5
Thaumcraft mob aspects
Thaumcraft Nei plugins
Thaumic Tinkerer
Tinkers Defence
Twilight Forest
Waila
Any estimate on when thaumcraft 5 will be out in some playable form?
The hungry node is stable. Its stable condition is absorbing nearby stuff into itself.
Update Optifine to 1.7.10 B4 minimum.
20 Lashes with a wet noodle for you... It'll be out when it's out.
Is there any way to feed fuel into an alchemical furnace? I have a big, golem-automated setup to feed a hungry node with crafting tables, and the only thing holding it back is that I can't figure out how to feed the alchemical furnace generating Fabrico to keep the automagy golem crafting tables running.
Kraft complicate !!! Or rather the appearance of magic. Your fashion as it is favorable to the development, but what kind of development that you immediately picks up a stick and a mirror and all you mage - no need to carry out a special ritual okolototema, vytantsovyvaya shaman with a tambourine songs. We need to find the relics in the dungeon, you need to be crafted very expensive offering to the deity and etc. ... and then get the opportunity to magichit
Mark down side of the furnace for golem with coal.
Oh jeez, do NOT use google translate.
Ahh! Thank you, that makes sense. Does the golem have to be able to actually access the bottom side of the furnace for that to work, or can I cover it back up afterwards?
possibly a essentia boiler, and a essentia liquifier?
the boiler converts it to a gas form, and the liquifier would convert it back to liquid essentia?
the gas would try to fly up, and each type would have a different effect on you?
you could maybe trap the gaseous essentia in jars, then open them to release the gas?
you need version 1230 or 1231, anything above that destroys the block appearences
i feel like if this becomes lore, we need a effect with essentia that can rip a hole in space, to another place, not necessarily within reality
We need this!!
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
No, you can cover it up. I use trapdoors, but I still have to break those for the golem to get out of the pit. (I have steps, but golems don't pathfind past trapdoors.)
SHAMAN WITH A TAMOURINE SONGS!!!!!!!! =D This is the best suggestion for Thaumcraft golems EVER!
@Kauron9999 -- We'll all be more than happy to help you out, and we're not being mean to you, the translation just looked funny. =)
thaumcraft 4 is pretty huge.
there is a lot of content to update. and while azanor is busy with the update hes taking the opportunity to rework parts of the mod (like the aura system), and even add content to it. so its not just gonna be a port, but an actual major update aswell.
if you check back a few pages, you can see that hes currently working on different infusion altars. if thats any indication, then the update is still gonna take quite a while.
so yes, its ready when its ready. until then there are a ton of addon mods for you to try that are still updating. and even some thaumcraft focused mod packs on the ftb launcher to keep us busy.
I'm afraid you're mistaken. Energized nodes can recharge staves indirectly, so there's neither any need to hurt yourself for vis (using the collar of pain) nor to have any ordinary uncharged nodes ruin the secrecy of your hidden base. You may know some or most of these points, but I'll write all of them anyways just in case:
This is how energized nodes can recharge staves. It takes more time than using several uncharged nodes and a wand recharge pedestal, but you only need one energized node if it had the humanus aspect (or a higher tier aspect).
Combine this with the fact that energized nodes don't light up when wearing the goggles of revealing (can't be seen through opaque blocks), and you will find it possible to create hidden thaumaturge bases in vanilla TC4 and still have all the vis you need
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
Guys i found the problem to my vanilla items not showing aspects it was Extra Utilities the newer versions are not fully compatible i suppose and cause some sort of glitch so but i switched to an older version and it works fine now
Is there any way to /summon thaumcraft entities? Like with /summon Thaumcraft:entityname or Thaumcraft.entity.Pech or something?