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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524

    I haven't experimented with a water barrier, but I suppose it could work. If you try such a thing you might want to make it 2-3 blocks wide though. It's possible the taint could spread past the water if it's 1 block wide, although I'm not sure if it would or not.

    If I had access to even the slightest amount of taint in my current world I'd try it for myself. I haven't found any natural taint in my world at all. I'm sure that's a blessing for most people, but it's a bit disappointing to me. Manmade taint is surprisingly difficult to create


    I could expect it to jump a 1 wide water barrier. Ive built an experimental base in a tainted biome in my creative mode / sandbox game and fibrous taint keeps on spawning on the inner walls: So fibrous taint can jump at least one solid block. (The outside has become covered - interestingly the warded glass windows that are covered in fibrous taint appear clear from the inside). My next piece of work is to make the walls thicker until it is safe inside.

    That said - I did create a small flat area bordered by 1 water block, and as yet it has not yet been infected by fibrous taint. I also have a greenhouse made from vanilla glass. The interior was cleared of fibrous taint and none has spawned inside either. So perhaps fibrous taint can only "jump" non transparent solid blocks.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524

    Correct. In my last 1.6.4 world the RNG gods hated me and I didn't have any sinister nodes I could use for a mana bean farm. So I used a tainted node to make a biome they could grow in. I removed all the fibrous taint (and the node of course) and the biome didn't spread a single block. It looked the exact same each time I went to grab some mana beans.


    So then a water barrier can hold the spread of taint back. Assuming that underground spread is "limited" as not all cave systems interlink, and fibrous taint doesn't seem able to grow under water... underground fibrous taint can spread the biome past the water barrier, but without fibrous taint on the surface (and sheep) it should eventually stop
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    So, to confirm:

    If you clean all fibrous taint... then its gone?
    And without fibrous taint, the biome cannot spread?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    i dont know if its just me, but im getting really weird effects with particles. like boxes around items on the ground, and black background behind torch particles. its really starting to anoy me.


    Rain can be quite disconcerting. Yes, I am getting the same thing in 1.7.2. Ive tried eliminating mods, and it seems to be a vanilla problem:

    Basically, if I open up the creative mode inventory, the transparency on the extra pages of tabs is derped: more white boxes bordering the tabs. I swapped out half my mods at a time, and that effect remained, so I don't think particles decomposing into solid boxes is due to any specific mod.

    Might be a forge bug... Gotta try that forge 1150 or whatever someone mentioned might be working with jaring and the furnace now.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from enkryptor

    Ensure you have a solid block underneath the center of the "jar".


    What for?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from hulyn

    help with node canning......I can't get it to work. I've got the node surrounded with glass blocks & slabs on top. I'm using the silverwood -thaumium capped wand (all vis is full - 100). I am right clicking on the construction, but it will not change to a jar.....what am I doing wrong???


    Using the wrong version of Forge most likely.
    Assuming you are playing TC 4.1.1.14 for MC 1.7.2, you need Forge ..1112 or below.
    Quote from IStoneI

    knowledge fragments often seem redundant nowdays, with all the golem accessories unlocked from the start.

    could we just make them consumable for research points, maybe combining 9 of them gives you a finished research instead of the notes? they seem rare enough.


    But... they can be consumed for research points.
    Posted in: Minecraft Mods
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    posted a message on MapWriter - An open source mini-map!
    For clarity, using the mapwriter embedded in Opis 1.2.2 for 1.7.2, I created a new MapWriterBlockColours.txt file and copied that to my AnvilMapper folder so it would render thaumcraft biomes correctly.

    All of the trees in my world are now rendered by anvilmapper-2 with really strange colors - yellows and reds and so on - the anvil map doesn't look like the in-game map at all.
    Posted in: Minecraft Mods
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    posted a message on Doomlike Dungeons
    Well, in the interim, perhaps just more logging could help track the problem down? i.e. if it announced to the log if it was entering planning or layout, how many rooms it was doing and how many it had done
    Posted in: Minecraft Mods
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    posted a message on Doomlike Dungeons
    Just had to pull the mod from my 1.7.2 server :/
    If anyone goes near -1024, -1024 the server freezes with a message "dldungeon generation" and a few "1"s.
    No crash so I can't post a log :/
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Given that wands, and the thaumastatic harness share the same keybind - if the player has both a wand active AND a thaumastatic harness:

    1. a quick tap & release of 'F' should toggle the thaumastatic harness on/off state.
    2. holding F will not toggle the thaumastatic harness, but show the radial wand UI.

    I am tired of falling off my castle because I jumped off a ledge with a wand active.

    Also, please please please, add a block to stand on / an upgrade to the thaumastatic harness / a golem butler, that allows the thaumastatic harness to draw potentia from the powersystem / nearby jars while worn. Because when you use it a lot (as you do to when building tall structures) its a real annoyance to have to keep on with the unequip it to extract the jar, to refill the jar, to re-insert the jar, to re-equip it dance.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from codebracker0

    Wait what do you mean by doors further inside don't mach?


    mmm? As i understood it, a door from the overworld into a dungeon would have the same co-ordinates in the dungeon as in the overworld.

    But a door from dungeon a, to dungeon b, would not. Any exits from dungeon b to the overworld, would have matching co-ordinates.

    Thus, the difference in co-ordinates in doors between dungeons, amounts to "free" overworld travel.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from PikachuKing

    All seems to be well except for the 2 chunk errors I continue to have in the same spot.

    I checked the latest world log, it seems freak out in terms of repeating text when an entity enters the chunk error.

    [19:04:54] [Server thread/ERROR]: Wrong location! EntityZombie['Zombie'/12244, l='Thaumcraft World', x=225.50, y=22.00, z=48.50]

    I threw in a piece of dirt

    [19:02:55] [Server thread/ERROR]: Wrong location! EntityFollowingItem['item.tile.dirt.default'/8030, l='Thaumcraft World', x=218.75, y=68.80, z=79.96]

    I hope the 2 chunk errors won't be a problem, but I thank you for all your help you have given me, it is much appreciated.

    Upon reloading the World,it became extremely laggy in terms of block breaking
    Reloading it another time, lag isn't present.

    It may be inconsistent upon entering the world in terms of how well it performs.


    This kind of error indicates that chunks were written out incorrectly. If you can identify the corrupted chunks, MCEdit - available for download from minecraftforum - can be used to delete them and they will regenerate properly when you reload your world.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from AlgorithmX2

    Your playing AE1 ( I see a MAC in the background ). also TE isn't available for 1.7 yet.


    Theres kinda a problem with this however, the other side of the QNB doesn't exist until that chunk is loaded, even if AE2 has a chunk loader, it would either require to be active to keep that side visible, or that side ( including the chunkloader ) wouldn't exist.


    I was rather hoping you wouldn't notice that wrinkle until after deciding it was a good idea and committing to implementing it. The only way I think it could work would be that a chunkload enabled QNB would have to record its location onto the remote singularity when a singularity is inserted. That way, when a singularity is inserted, the QNB could optimistically load the remote chunk(s).
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    I just wanted to put this here:

    If Applied Energistics 2 had a chunkloader rather than relying on other mods, then we could potentially control it (somehow) via a quantum link.

    I would -if possible - rather not have a remote facility loaded, until I decided to connect to it.

    Ok, sure such functionality could probably be attained by a combination of other mods, but *I* like to keep my mod list lite AND, surely, surely, the idea that the correct operation of an AE2 network that spans more than 1 chunk is in-scope should not be discarded out of hand.
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    The ruin generated by Altar.tml contains pig spawners in the pillars, and some redstone torches in the floor. Is it a WIP that got forgotten?
    Posted in: Minecraft Mods
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