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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Bunkaz94

    what is this... twilight forest place you are talking about? I'm only a thaumaturge and a tinkerer, I have no knowledge of the existance of such place.


    What is an accomplished thaumaturge without an arena to test their mettle?
    I put it to you that it is time to learn the rites that grant passage to alternate dimensions. Great challenges await. And rewards for the successful and resourceful thaumaturge.
    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from Chosen_One396

    Lol, we made the most pointless redstone machine ever! It uses a rapidfire clock someone left us, and planted two pistons on it. The pistons push gravel/sand down into the other one and onto a torch, effectively dropping the gravel. Those pistons were going so fast they were fading in and out of existance.


    and NOW we know why the server's lagged...
    :P
    Posted in: PC Servers
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from mihosh

    Yeah, strongholds are relatively close to spawn - under 1152 meters from 0/0. Way easier to find than magic forest in BoP :)

    Speaking of dragons, any idea what to do, after you kill enderdragon and made everything in the book?


    Killed the Wither?
    Thereafter. Twilight Forest. *The* mod with compelling end game content.

    I've looked at Aether II but. It just doesn't grab me. Changes to much.
    Posted in: Minecraft Mods
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    posted a message on ArcanaCraft ~ A magic themed Minecraft server
    Quote from R_a_T_c_H

    There is 4 people online right now and the Lag is retarded... Is there any progress with the Lag issue? I know one thought was a bad JVM set up? there is definitely something up when you removed all the Mods and even Vanilla lagged.

    i am also wondering what is happening to my Golems? i have a Harvest and Gather Golems. they are contained by a fence of Paving Stones of Warding. their Area is lit up and no mobs can spawn inside the warded paving stones. the Area is Chunk Loaded with a World Anchor. So No Mobs can get to them. Meaining there is a player or Players that keeps killing my Golems. And don't poin to the recent update, the Empty Golem inside is untouched.


    AM's Hecate mob can 1. fly over high walls and 2. targets and kills TC golems. Golems need to be completely enclosed or Hecates *will* get them. Given that Hecates appear to use the Zombie base class (Based purely on their Zans Minimap tracking Icon), and Zombies do not attack golems, this appears to be a deliberate feature on the part of Mithion.
    Posted in: PC Servers
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    posted a message on Problem with client. GL ERROR and "Out of memory"
    Quote from martinstraus

    I already updated my video card drivers. These are the specs of my computer:
    • Dell M1530
    • Windows Vista 32 bits
    • Memory: 4 Gb
    • Video card: GeForce 8600M
    • Java 1.07_05 (I also tried with Java 1.6.0_33)


    There is, I have determined, one way to solve the OpenGL Out of Memory 1285 @PostRender issue: Upgrade to a 64bit OS.

    Minecraft, simply, does not work for very long in a 32bit Java VM - and the problem is not in the Java side - adding more memory to the JVM actually makes the problem worse.

    The issue is, between Java and OpenGL, in a 32bit process they have a whole 2Gb to share. The OS reserves half the total address space (4GB) for itself. With -Xmx1Gb on the command line reserving fully half of the avialable 2Gb for Java, OpenGL has significantly less than 1Gb of memory to work with. Now - you might think that its the video card where OpenGL stores everything. Apparently not. OpenGL needs to maintain quite a lot of usermode data and consequently, even with a 1Gb video card showing less than 300Mb of memory usage, OpenGL can exhaust the available process memory and start throwing this error.

    If you play vanilla MC, on normal or shorter view distance, Graphics on Fast (not Fancy) then you might survive a while. If you have any mods that add new textures, then the 32bit Java process WILL run out of OpenGL memory quite quickly - and it will run out faster the more memory you try to allocate to Java as that leaves less for OpenGL to store its usermode cache and structs
    Posted in: Java Edition Support
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    posted a message on Gravestone mod
    Quote from Laddeao

    You know, I do have Thaumcraft 4 installed and know next to nothing about it. I never considered that a Node could be the cause, granted I haven't researched TC4 nearly as much as I should have. When I saw the two gravestones stacked on top of each other I thought it might have been some kind of glitch caused when they spawn like that. Thanks for the answer, I will check that world again and keep an eye out for a Node at that spot.


    You might want to go into your thamcraft.cfg then and turn off the hard_mode_nodes setting. Otherwise you might be forced to pay attention to thaumcraft sooner :P
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    With Minecrafts graphics (vanilla, not Optifine) set to "Fast" rather than "Fancy" entities render as sprites rather than 3d things. They also tend to turn to face the player.

    This means, all the tools on my tool shelves draw at a funny angle, and are clipped by the toolshelf itself when not directly ahead.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Have you guys thought of doing something like that which the seasons mod did?


    i.e. if a year was defined to be 8h. then a season would be 2h. Each biome would/could
    1. change between rain and snow depending on the season. snow in some biomes would build up during winter, and get washed off during spring.
    2. alter the coloring on tree leaves Autumn woods would be greener during summer and spring, brown in winter, and their rich red color, in autumn.

    other ideas - for some biomes -
    during spring, tilled ground would remain 'wet' even if not near a water source block.
    during spring and summer, rains would 'tick' crop's faster making them grow rapidly.
    flowers would spontaneously spawn (after rain) in spring, and dissapear in autumn.
    saplings, planted not in spring, would be restricted to smaller tree models.

    tempratures and humitidy would be adjusted so that mods like forestry, which have bees that are intolerant of the winter/summer condtitions, go inactive.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheFlyingBanana

    This one at least I'll comment on, since I may have been complaining about it before...

    It's not that they're difficult, they certainly aren't. Minecraft combat isn't difficult. It's that they're stupidly awful game design, where killing a zombie results in a net increase of zombies. There's no more difficulty from this change, just an artificial increase in the amount of time spent participating in the worst aspect of minecraft: the combat.


    Even in the early game, If I see a zombie. I kill the zombie. No armor and a stone sword. More might arrive. Kill them too and the swarm stops. I don't play on hard only because that makes village protection entirely impossible. Zombies being able to smash the only door villagers will recognize? really?

    I have simply never seen one of these zombie swarms that are claimed to be so unbalancing. And If I did encounter one I might make that claim to. The trick to dealing with zombies seems, however, not to be to switch to peacefull, but to either kill them on sight (preventing them from calling more) or just build a high wall around your work area, put a door in it and ignore them. A badly lit / "open plan" build coupled with non committal aggression seems to be the recipe for zombie swarm disaster. i.e. Either leave them alone or kill them and your game will play exactly the same way as it played in 1.4.7 or 1.5.2. Don't damage them and run away.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheFlyingBanana

    What do you mean? Other'n a few complaints about the research, no-one has mentioned the mod being difficult.


    Its hard work keeping up with this thread but in catching up with everything since last week I got that

    1. People seem to be being overrun with Zombie swarms, that either incorporate too many, or too few, Angry Zombies.
    2. Pickaxes don't last long enough in an Arcane Bore to complete a mining cycle.
    3. Repair is so tiresomely slow that it involves a degree in micromanagement to keep the repairing items on the hotbar long enough to get repaired.
    4. Its terribly difficult to find a magical forest if [biome-mod-x] is being used.
    5. If a magical forest biome is found, Pech's will steal all your stuff. And there won't be any silverwoods.
    6. If there are any silverwoods, their leaves will have mysteriously fallen off.
    7. Then a completely invisible hungry node will suddenly inexorably draw the player in and kill them.

    Are we reading the same thread?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I am clearly doing something wrong in my TC4. I play on normal, not easy. not peaceful. And am currently on 1.6.2, not 1.6.4 (Allthough I think the mod that was holding me back has finally updated).


    My EBXL world has Magical Forests.
    I built my tower on the edge of a village, that now sports 20+ Villagers and some of its own golems. Zombie hordes have so far failed to overwhelm me - or the village. I did find that putting a bloody door on the house, and sleeping at night. helped.
    My first roll of a thaumium pickaxe yielded an Repair II, Efficiency IV, Fortune III. In an arcane bore I frequently don't even see the damage bar it repairs fast enough to keep up. Even without using the enchanting altar, or infusion crafting - the application of Vazkii's spellcloth has allowed me to put Repair on most of my items - and I have to try really really hard to get them to stay damaged.
    I mostly have a massive surplus of research points, and the points I do have in short supply, quickly regenerate as bonus points in my research library.
    Oh. And invsible hungry nodes have failed to eat me. And - while I don't tend to use a thaumostatic harness, I do keep my principal wand equipped with Vazkii's uplift focus

    How do I activate the hardmode the rest of you seem to be getting?
    Posted in: Minecraft Mods
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    posted a message on Gravestone mod
    Quote from Laddeao

    Hey, don't know if anyone else is having this problem but is anyone else having an issue where gravestones turn into vortexes of death? I made a new world and spawned near a village and watched as a villager hovered in the air taking damage and died, I then watched a second villager die in the same manner. When I went to investigate I expected to find a cactus or some such that Villagers tend to die on but only found two gravestones stacked on top of each other. When I got within 4 blocks of it I got raised into the air and took repeated fall damage without touching the ground. This occurred twice as I thought the first death was a fluke of some kind. Is this an intended feature or one of the weirdest bugs ever?


    Do you have thaumcraft? sounds like a hungry node.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Windows XP x64 update done.

    1 Hr now. Far view distance. Fancy Graphics. Advanced OpenGL. 108fps. No problems. Whoooo!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    With Archimedes Ships, I installed an Arcane Bore on a floating platform. Every time I "decompile" the platform to move it, and it now has to to render all the tile entities itself, I get the following entry logged:


    2013-11-02 16:21:32 [SEVERE] [ArchimedesShipsMod] A tile entity render error has occured
    java.lang.NullPointerException
    at net.minecraft.tileentity.TileEntity.func_85027_a(TileEntity.java:283)
    at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:111)
    at shipmod.render.MobileChunkRenderer.renderTileEntity(MobileChunkRenderer.java:123)
    at shipmod.render.MobileChunkRenderer.render(MobileChunkRenderer.java:101)
    at shipmod.render.RenderShip.renderVehicle(RenderShip.java:41)
    at shipmod.render.RenderShip.func_76986_a(RenderShip.java:50)
    at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:312)
    at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:281)
    at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:524)
    at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:944)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:836)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:57)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
    2013-11-02 16:21:32 [SEVERE] [ArchimedesShipsMod] A tile entity render error has occured
    java.lang.NullPointerException
    at net.minecraft.tileentity.TileEntity.func_85027_a(TileEntity.java:283)
    at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:111)
    at shipmod.render.MobileChunkRenderer.renderTileEntity(MobileChunkRenderer.java:123)
    at shipmod.render.MobileChunkRenderer.render(MobileChunkRenderer.java:101)
    at shipmod.render.RenderShip.renderVehicle(RenderShip.java:41)
    at shipmod.render.RenderShip.func_76986_a(RenderShip.java:50)
    at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:312)
    at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:281)
    at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:524)
    at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:944)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:836)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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:57)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:18)

    Thaumcraft is not mentioned in the crashlog, but it is the only mod with non vanilla items on my ship other than an Iron chest from CPWs Iron Chests mod so I have to think that this is perhaps dues to the two arcane bore components.

    The crash is entirely harmless with no apparent problems. Well. Immediately apparent problems. The Ship files. Recompiles into the world, and the arcane bore - if on - seamlessly resumes mining.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Paceboy77

    Finally someone who shares my hate for Arbor and my desire to find a use for all the essentia you obtain. I think that if you made the infusion table able to create items that you would normally need a crucible for (with a heavier essentia cost) that would be awesome. An example would be a flesh golem: Instead of tossing in 8 spiritus, humanis, etc.. You could put a flesh block in the middle, then activate the alter and the alter would use up 12 spirit, humanis, etc.

    On a side note, does anyone have a thaumcraft 4 server that wouldn't require a ton of mods?


    but but but... you can take the essentia out the jars (via bottles) and toss it into the crucible to get the exact same effect: essentia used up and result!
    Posted in: Minecraft Mods
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