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    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]
    Quote from sheepstackgo-next
    Do you guys still experience the short depiction of a flower for half a second when destroying tall gras? If it´s not only me, this should be fixed...


    Wow, I thought it was just me. Just started a new 1.8 world and noticed this. Glad it's a program bug and not my hardware. LOL
    Posted in: Recent Updates and Snapshots
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from caanap
    That was crazy - I just read that they do that so that you fall to your death- clearly wasn't counting on the encounter to happen on water

    My first Hungry Node encounter was over water. Of course, I died very quickly. However, I encountered another Hungry Node over water, and was able to escape. Yep, the node tossed me way up, and to the side. I was able to swim out of range. I’m now very suspicious of any very bright pulsating nodes. I’ll pause before approaching.

    Heard a hungry node underground in an nearby cave, then noticed I had slide to the wall. Was far enough to easily walk away. So, keep your ears on while cave exploring too.

    Looking forward to capturing one someday.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TPB

    If running the 1.7.2 version, there's a file called *playername*.thaum in the *minecraftdir*\saves\*worldname*\player\ that actually has the data of researches. There's also the .thaumback file, it's an automatic backup. You can try renaming it to see if you get back your researches.

    If it does not work or runnin 1.6.4, there's an in game command (/tc research *playername* *unlocalizedresearchname*) that can help you. It also automatically unlocks prerequisite researches for the one you are trying to unlock (so, starting directly with.. i dunno, Infusion crafting unlocks nitor, alumentum, thaumium, essentia distillation and so on). You can find the unlocalized research names by running /tc research list (usually you can't read all the names) or by getting the language file in the jar or the github site for localizations (link in the op)

    In 1.6.4, you can also edit both the level.dat and *playername*.dat files with NBTexplorer (hope havign got the naming right), you can find the data for tc by browsing those file a bit. Both have to be edited, but usually only one gets "corrupted", so... (i do not reccomend this method)

    edit: sory Auric, covered pretty much all possible permutations :D

    I will definitely give these suggestions a try.
    I'm in 1.6.4, so no extra files for research. I save screenshots of each completed research. If I have to repeat the research, I'll have a little bit of a boost. I understand the research connects may be different, but the aspects between certain types will be.

    I really like Thaumcraft, and having to repeat the research won't be the end of my MC world. LOL
    I'll be moving to 1.7.2 once a the last few of my MODs are updated.
    Thanks a ton for the suggestions/help. Much appreciated.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524

    That's awesome! I can't wait to see what it looks like when it's finished. That would look great in a dark purple...



    What version are you using? I don't recall anyone having this problem when Azanor put the research into it's own save format.

    Should have included this.
    Minecraft: 1.6.4
    Thaumcraft: 4.1.0g
    Forge: 6.4.49.965


    Other significant MODs: BoP, Bibliocraft, Forestry, Lanteacraft, Natura, NEI, Railcraft, Tinkers Const., Traincraft Twilight Forest, Zan;'s
    However, I've made no MOD changes or additions.



    Thx
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Arrrrgggg! Just got hit with the Lost Research bug.

    Did some searching, but couldn't find a clear way to restore the data. Restoring saved worlds doesn't work, so clearly the data isn't within the world save folder. *sigh*



    If anyone knows how to restore the research, please let me/us know. Thx.



    suggestion: Since the cause isn't clear, I think the research progress should also be stored in a separate file within the saved world folders. This way research can be restored if it ever gets wiped out. Maybe a separate utility we can run to restore the research, or even code we could enter 9in game) to get back what has been lost.

    I guess it's time to begin re-researching, *sigh* and, backing up the entire Minecraft directory once in a while as opposed to just the world saves.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42

    Just to be exact, that's not quite what I said. There's normally no dirt at all in the Nether, thus nothing to turn into Tainted Soil. But I could easily imagine another mod-author deciding that the Nether is a good place to put their version of "Tainted Soil". (Come to think of it, isn't Thaumcraft's version "Tainted Dirt"?)

    Thaumcraft could conceivably generate a tainted node in the Nether, but of course the Nether already has a biome, so no "natural" Tainted Lands biomes would appear there. (And that's an interesting thought -- if a Nether node did get tainted, would the resulting Tainted Lands biome generate Overworld spawns?)

    15-20 chunks is 30-40 blocks in the Nether, that is 2-3 Nether chunks. If Taint does get into the Nether, that's not what I'd call a safe distance, unless it's not spreading at all. Frankly, I'd suggest experiments with Nether taint be consigned to a scratch world. If your potential taint is in the Overworld, it's better -- that's out of the default chunk loading distance.

    I use much the same strategy for Nether portals -- I like to pick the Overworld location first, maybe build that portal, then scout the Nether for a safe location for the other side, before lighting either side. (If you do the Nether one first, you only need the general vicinity for the Overworld location.) But you always have to make one blind portal....

    You are correct on the chunk distances. I was calculating the reverse.

    I have Biome O Plenty and it does create additional block types in the Nether, Earth, Ash, and many more. Can’t remember if it adds biomes too. I’ll have to check.

    Thx.

    Quote from LordEric

    That's a known bug with the Bow of Bone in the 1.6.4 versions. It's fixed in the 1.7.2 version, but the fix won't be backported.


    I got a sinister node near my nether fortress, and can confirm that the Eerie biome it produced spawned overworld mobs, although the render fog stayed red. I've also seen taintacles sprout from fibrous-covered wood, so if you got taint with fibers in the Nether you probably would get all the taint spawns aside from swarm spawners.

    You know, I should see if I can put water in the Nether Eerie biome...

    I haven’t found any Sinister nodes in the nether yet, and I would suspect there are Hungry nodes too. (Can you image a Ghast being sucked in to one of them things. Wow! That’s be quite a picture. LOL)

    I suspect that if actual TC taint was to be present in a Biomes O Plenty - Nether biome, it might actually spread. Can you image a hostile Pigman that still attacks all it’s buddies when you simply get near him. What a nightmare that would be. Hm . . . LOL

    Wonderhow long it would take to create a tainted Ghast, and how it would behave. The horror!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Harmonious_Error

    Could it be Tainted soil from Natura? That just a name coincidence and nothing to do with Thaumcraft.

    Ah Wow . . . . Yes, I do have Natura loaded now, and didn’t in my last TC world. I hadn’t thought of that. I’ll check and see if the block belongs to Natura. (I have NEI loaded too.) Good catch. Thx.
    Quote from MentalMouse42

    Well, I'm reasonably sure taint can't spread through a portal. If you're seeing Tainted Soil on the Nether side, that probably is from another mod such as Natura -- Thaumcraft doesn't put soil into the Nether. If it's Thaumcraft Taint on the Overworld side, you want to build your portal elsewhere just because you need to get to it! (Try scanning the soil, if it's got Vitium it's the real deal.)

    Within the Nether... well, in early versions of TC, taint spread very fast in the Nether, but that's likely been fixed by now. The Nether has no sheep or creepers to help carry it around. It does, however have nodes which could become tainted. If you do see fibrous taint, getting rid of it is going to be a PITA, because it can appear in any 3-D corner, and no water in the Nether. (I'd guess lava probably destroys it too, but you know the problem with that.) I'd really hope it doesn't spread, just because it could easily mess up a section of the Nether representing a huge stretch of Overworld. You might want to move fast about looting a Nether Fortress.

    Yea, I was only concerned with Taint within the Nether, hadn’t even thought of it coming through a portal until you mentioned it. LOL Let’s all hope this is never the case. Maybe a feature for the config file, ort Hardcore mode. Hm . . . LOL

    No fibrous taint on anything I could see, nor any of those bright pink spots. I’ll have to double check again. Didn’t know TC didn’t’ place taint in the nether. When I say Tained Soil blocks, I assumes Thaumcraft. LOL Didn’t even think about Natura. LOL

    My first world with TC, I visited the Nether, and saw no tainted soil, but I didn’t have Natura installed. Now I do. Got some researching to do. LOL

    This portal isn’t near my Overworld base, it’s a good 15-20 chunks away. I’ll calculate the approx.. Nether location from my Overworld base, build a portal (unlit) in a safe spot, then ignite my Overworld base portal to so they lock onto each other. (Good way to control the location of your Nether-side portal. LOL) My main portal may be far enough away to make all of this not matter.


    Hm . . . Now I’m wondering what the flux effect would be in the Nether. Hm . . . May have to use a crucible in the Nether and see what happens. ( I’m well beyond the basic crucible in my Overworld, bur might be interesting to see if Taint would form from over usage of a crucible. Hm . . . Might have to set up a test platform in the middle of a lava lake. LOL

    Ok, Thx.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Taint in the Nether question.

    While progressing through my TC research, I finally needed some items from the Nether. So, created my portal, and off I went. Well, it seems my portal is buried within a mountain with Tainted soil all over the place. (Not the blocks just outside the gate, but clearly in many of the chunks around it. I haven’t seen any Fibrous Taint yet, so I’m not sure if the Taint is going to spread.

    Does anyone know if Taint spreads in the Nether like it can in the Overworld?

    If so, faster, same or slower? Any info would be helpful before I decide to proceed or cancel my Nether-side construction.

    If it’s going to spread and get worse, then I need to consider moving my portal. If not, then I may go ahead and create my Nether-side base where the current portal is located.

    I create my initial Nether portals far from my main Overworld base, as is this one. When I create the portal within my Overworld base, it will be a good distance away from this tainted one. But . . . I’m not sure how far yet (will calculate). (I like to create my initial portal away from my base first, then backtrack, and create a Nether-side portal in a good spot. Then return to Overworld, create a portal in base that connects to my safe spot Nether-side portal. Works great.)

    Thanks
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    Really looking forward to your MOD update for 1.7.2, or heck, 1.8 as well.

    Weird request. Any chance you could release the 1.7.2 world generation part of your mod now/early. This would allow us to create our 1.7.2 worlds now for your ores, and we can update the mod worth the other items when you get them finished.

    As many of us know, adding a mod the manipulates world gen after a world has been started can result in some very bad landscapes at the limits of already explored lands.

    Again, weird request, not sure how possible it is.

    Thanks again.
    Posted in: Minecraft Mods
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    posted a message on Forum Upgrade Information: Read Only For Update
    Looks nice, but . .. . Having all the text, auto-generated & the member’s typed text slammed to the left without clear separation is a bit confusing. Also, there is a lot more wasted space to the right now. Large empty white areas. I’d prefer the member’s typed message be clearly separated into the right area. Last, can the background be toned down a bit. Bright white isn’t the best for the eyes in our dimly lit MCing rooms. LOL Maybe a light gray, or better yet, let us set it in our profiles.

    Nice job though.
    Posted in: Minecraft News
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    posted a message on Aquaculture
    Biomes O' Plenty compatibility?

    Did some searching and didn't find a clear answer to this. Saw some posts asking about this last year (2013), and one reply that it would be worked on for a future update. Found comments that only freshwater fish where being caught in the non-vanilla biomes, and requests for a config to to add additional biome ID's. Is aquaculture now compatible with Biomes O' Plenty, and other popular biome adding mods?

    If not, any idea if this will be accomplished soon? I'll be keeping an eye on this one for when it does. While the vanilla biomes are nice, biome adding mods sure make things much more interesting.

    The MOD looks awesome, and I'd really like to add it to my mod list.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Well, it seems I've encounter my first Hungry Node. *sigh* :( I encountered it at night while boating across an ocean biome. Yep, way out to sea. I saw it off in the distance, nothing out of the ordinary really. It was bright, but I'd seen other bright nodes while traveling at night, especially over water, so no biggy really. Well, as I approached the node head on (in a boat), I didn't realize the pull until way too late. Some have mentioned that the node has particle effects while sucking in materials. Well, over water (Ocean), and at night there are no materials to suck in so no particle effects to be seen. Dang thing looks like any other node really. I tried and tried to push/pull away as it bounced me around like crazy, but no luck. A few times it would send me flying into the air, only to fall within range of it's pull again (luckily was over water). *sigh* :( "What the heck is this thing I yelled" As the sun began to rise while it bounced my mercifully, my health continued to slowly drain. I tried hitting it during the chaos, but no luck. Seeing my health nearly depleted, I switched to my scanner, and managed to scan the node at least. :P A bunch of aspects flew across the screen (was to busy to actually see which ones though.) 2 hearts left ! Bounce spin bounce. *screenshot* 1 heart left ! ARG! Time to die. *sigh* :( (fade to black . . .)

    What an experience. I didn't know those things where so powerful, and undetectable. Wow! Of course upon death in Minecraft you immediately think about returning to your death point to get your stuff. Well, it quickly occurred to me that this was not going to be possible this time around. Arg! :angry: Lost some good gear. All replaceable with some work though. Will miss my enchanted diamond pickaxe though. :DPA: *sigh*

    I do wonder if there is any way to make these monsters more apparent when over waterbodies (Oceans). Anything would help, whirlpools, or water funnels, or even flux swirling around. These things are way dangerous, especially to the new and unsuspecting. LOL ;)
    Maybe give the Goggles a long range detector upgrade to detect more powerful type nodes or something.

    Beginners Tip: Stay away from overly bright nodes in the ocean. It could be a Hungry Node and they are bad, bad, bad. Stay far away.

    Wow, just wow" Good gaming all around though. Fun wild ride. (ok, time for a break. LOL)

    What a great mod. Thanks
    Posted in: Minecraft Mods
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    posted a message on I get lost often in caves when using the "torches on the right" trick, any suggestions?
    I simply mine 3 block arrows in the stone floor, and replace with cobble. I do this as I go. (No loss of cobble, since you just mined 3.)

    :stone: :stone: :stone: :stone: :stone:
    :stone: :stone: :cobblestone: :stone: :stone:
    :stone: :cobblestone: :stone: :stone: :stone:
    :stone: :stone: :cobblestone: :stone: :stone:
    :stone: :stone: :stone: :stone: :stone:

    The cobble stands out from the stone very clearly. Use sand or dirt as well.

    I use this method in cave systems all the time. Works great.
    Posted in: Survival Mode
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    posted a message on Tracking MOD parts and pieces in survival
    Any survivalists using MODs? I use some MODs, all content type except 2 (light level indicator, and Zan's minimap).
    Posted in: Survival Mode
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    posted a message on Best ways to not get lost in an abandoned mineshaft: tips please?
    I simply mine 3 block arrows in the stone floor, and replace with cobble. I do this as I go, and always leave an arrow marker at intersections. (No loss of cobble, since you just mined 3.)

    :stone: :stone: :stone: :stone: :stone:
    :stone: :stone: :cobblestone: :stone: :stone:
    :stone: :cobblestone: :stone: :stone: :stone:
    :stone: :stone: :cobblestone: :stone: :stone:
    :stone: :stone: :stone: :stone: :stone:

    The cobble stands out from the stone very clearly. Use sand or dirt too.

    I use this method in cave systems too. Works great.
    Posted in: Survival Mode
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