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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I addition to the hungry chest destroying excess items in SMP, I have also noticed some item duplication in SMP games, when restarting the SMP server and rejoining the world, the arcane pedestals sometimes contain duplicate copies of items that were removed before the world was closed.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I thought the same thing, but tested it. Ethereal blooms do not revert natural magical forest.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I havn't tried this with any forge versions other than 1112 yet, but the hungry chest in TC 4.1.1.14 is eating items in my SMP game.

    Basically, I have a mirror over a hungry chest, with a ME import bus extracting items into a ME network. After returning from several trips and not finding the items I expected in the network, I added a hopper to deal with any overflow. And tested it. Now, the presence of a hopper on the overflow side of the chest had the suprising consequence of simply preventing items falling off the top of the hungry chest while its full, and this is when I noticed those items disappearing even when the chest was full - and not appearing in the ME network.

    I eventually unhooked the ME network and found that, in SMP, items on top of my hungry chest simply disappear if the chest is full. Which goes some way to explaining why I wasn't finding things in my ME network upon returning from trips OR spilled on the floor in front of the chest.
    Posted in: Minecraft Mods
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    posted a message on Doomlike Dungeons
    Well, I created a new world with the same seed, flew to -1000,-1000 and my game did not freeze. A dld did generate at about -980,-1080, so the placement seems similar.

    I also have AtomicStryker's Ruins mod. Perhaps they are arguing.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    I don't like filing cabinets:
    The AE1 (and AE2) storage paradigm is for the most part brilliant, but it falls down when dealing with the output from bee farms or mob farms.
    So, while the storage bus can inter operate with filing cabinets, I consider the mods that include them to be unbalancing and would rather get a storage solution for many differently damaged items from AE itself.

    So, a proposal: an "upgrade" for storage cells in AE that essentially turns a storage module into storing a single item id, with many variants on damage / nbt data.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from KuguReborn

    So I've recently run into a infusion alter error, I was able to make my arcane boots no problem, but now while I'm trying to make the arcane bore, it wont start the process at all. I'm somewhat new to infusion but, not so much to TC. I have all the materials needed, and bottles filled nearby, it simply will not start. I've tried everything I can think of short of ripping it down and rebuilding it.Here is a picture of my layout http://tinypic.com/r/2wgukg6/8 . Do the items have to be precise, or do the totems have to be swapped around with every Item? Thanks in advance for the help.


    Infusions do check available essentia to determine validity - only whats initially on the pedestals. The relative placement of items on pedestals does not matter - the circular arrangement as pictured in the thaumanomicon is not required.

    As the items on pedestals determines the infusion being performed you cannot start an infusion with extra items on pedestals

    As such you need to check - assuming a valid infusion altar that has worked for previous infusions and hence the pedestals can be assumed to be placed correctly:
    1. you have the actual items the infusion required on the pedestals.
    2. you don't have decorative pedestals, within range of the altar (its pretty far) showing off (for example) swords or other dungeon loots?
    3. Items, such as golems that are placeable in the world have been shift-clicked onto the pedestal and are this actually in its inventory, not just incidentally standing on the pedestal
    4. items that can have nbt data are "pristine". i.e. golems have not been placed in the world before. Simple items such as string can fail an infusion if they were created using a mod specific recipe.
    5. None of the reagents are damaged.
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    I must concur: Mystcraft is interesting in theory, but quite dull in practice. Being able to have Ruins setup to have a vanilla overworld, but mystcraft symbols driving the density (and types) of ruins would be a far more interesting way of adding content to mystcraft worlds.
    Posted in: Minecraft Mods
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    posted a message on Doomlike Dungeons
    Is your dungeon generation not consistent with the world seed?
    Then for anyone with a crash, they could share the world seed + approximate location where the crash triggers...
    Ofc it might be a mod interaction. Ill test my crashing world, regenerated from scratch with just DLD to see if the crash still manifests near 1000,1000
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from LordEric

    Funny thing. It turns out Triple Meat Treats actually have no Corpus, since meat nuggets have only a single point of Fames to their names.


    I do not understand the assignment of fames and/or victus to food items.

    I continue to hope for a rationalized world in which food items contain victus exactly equal to the number of half-haunches the food cures, weapons with telum exactly equal to the damage, and armor, with tutamen, exactly equal to the armors mitigation. Ignis would be derived from an items burn time in a furnace. and so on.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from acoolisback

    hello I had a bit of a crash need i need help here is the forge log

    ...



    That crash log, unfortunately, does not make it at all clear which mod is at fault. If its happening all the time, then i'd start with updating all the mods. Then if it doesn't go away, with backups in hand, try removing mods, one at a time, starting with mods that add mobs. Then suspect some kind of world corruption.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from monkeybeeee1

    ok so ya umm was transmuting some gold and accadentaly lobed a stack of diamond in to the crusable....any ideas on how to sotp overflowing purple water?


    shift right click it with your wand to empty it
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Useless Feature Request: When deciding which items in the thaumanomicon to show as "new", store the version of thaumcraft that was last used to view the entry.

    That way, when people like me view the thaumanomicon after an update, we can see which entries we might need to re-read.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Recharging limitations aside, now I need to build a super massive all-aspects node :P
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    It is indeed i. you have caught me out.

    The problem is, having played from TC 3.0, I have read the thaumanomicon so often now, I don't scan it for new "basic" info after patches. And I missed all the initial 1.7.2 releases of TC (and hence their changenotes) as I was busy with Agrarian Skies.

    What is the actual range? 4 blocks? I now suspect my node room is entirely wrong.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    WTF.
    When did this node bullying stuff arrive?
    And now nodes can merge again?
    Where is this documented? What *is* the node "bullying" range? How does one node absorb another?

    In TC3 I spent a lot of time building a very large pure node to supply my thaumaturgy, with arrays of crystal clusters and mana batteries to keep it (overcharged) and well fed.

    All things I have sorely been missing from TC4. And now, they are back in in some form?

    WTF did that happen?
    Posted in: Minecraft Mods
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