So, it appears that Calcinators don't count as inventories for the purposes of Pipes, Tubes, Conduits, Golems, and even Vanilla Hoppers, is this intentional?
So, I was playing KOTOR II again last night, and I was reminded of how their saber modifications worked, and I was wondering if we would be seeing something like that for our lightsabers?
Basically, in KOTOR II you would customize the Lens, the Power Cell, and the Crystals in your saber, and each would add different effects, with the cells and the lenses adding only minor to moderate boosts (small to moderate bonuses to damage and defense, etc) while the crystals (of which you could have two non-color crystals that added effects to the blade) would add different powers and abilities to it (such as large bonuses to stats, or powerful damage bonuses, or bonuses to health regeneration, etc).
Anyway, I was just wondering if we might be seeing anything like that for Saber Customization, or perhaps a Tinker's Construct kind of approach.
Something I'd like to suggest for the Planter. Currently it only plants on the first level (above the soil) so if you're using cocoa beans and a fruit picker you can only automate one layer of planting. Would it be possible to add a "Vertical" upgrade that can fit into the planter's slot and extend it's range upwards?
The problem is I'm trying to make very compact automated farms, and while I can farm Mana Beans and Cocoa this way I feel like I'm not using the Fruit Picker to it's fullest potential since it will harvest more than just the first layer if planted, coupled with the fact that the harvester used to work the same way (before the introduction of the fruit picker as the main harvester for tree based plant life) it kind of feels like I'm being forced to replace one machine with a machine that in theory is better for this except that we can't take full advantage of it because we don't have the tools to do so. (in summary it's only as effective as the harvester was, despite being a better option.)
Edit: I read this and felt I was unclear about exactly what I wanted, it kind of struck me as an "Constructive Criticism" with all the criticism and none of the constructive, which was not the point at all. What I want is a way to upgrade the planter so that it can plant upwards along a stack of wood (so if I have three wood pieces on top of eachother it will plant Cocoa on all three pieces of wood rather than just the bottom one). This would allow us to take full advantage of the fruit picker which will pick everything on a stack of logs rather than just what's on the bottom.
I don't know if you've already done this or not, as I'm not sure what's all coming in the next update. But would it be possible to move all the research your mod adds to it's own tab?
There are two reasons I ask this. The first is pretty straight forward and kind of makes me sound like a jerk but I'm gonna post it here anyway because it's announcement on the thaumcraft forum got buried pretty quick so it's likely a lot of people missed it. But Azanor did ask that all addons add their own tab for their own research to keep it neat, tidy, and make things easy to find.
The second is more down to earth, with so many mods adding stuff the tabs start to overlap, meaning research can actually end up being impossible to get as you either can't see it or it's been overwritten by something else. For instance, I've completed all the research in our mod pack, and was unable to find the Everfull Urn, so I finally broke down and used the cheatonomicon and it still didn't show up. I'm pretty sure it's hidden behind something or overwritten, but I couldn't even begin to tell you what.
Anway, I hope this didn't sound rude or like some mean criticism, as that's not how it's meant.
If you don't want people to act like that towards you don't act like that towards others. Where I come from it's called the golden rule and is part of polite society, unfortunately for you I have no issue being a smartass after the person I'm talking to has already displayed their willingness to be the same.
First of all, yes, they are called Staves in the entry. Congratulations, you found that. Now go tell that to many of the other people who want to believe "Staffs" are the same as "Staves".
I don't have to, given your acidic vociferousness on the subject I'm sure most of them already know and are now doing it just to spite you, as I might given that you're still failing to impress with either your intellect or knowledge and yet still attempting to project an air of smug superiority.
Second, I did not one in any way state that I "dislike" anything about Thaumcraft or the changes. I said, the pipes did not have an improvement. Let me be clear: The pipes, while having been optimized for server play, still did not get an overall improvement. Let's list the changes and look, shall we?
You should try re-reading the very last paragraph of the onerous and taxing diatribe that you spewed all over these forums and I responded to. You specifically used the word "distaste" which means "mild dislike or aversion", given that you seem so caught up on the misuse of "Staffs" one would think you're capable of knowing exactly what the words you happen to be using mean, sorry for assuming you were bothering to read what you wrote.
Change #1: Pipes no longer transport multiple types at once. (Nerf)
so, just like every single piping system aside from Extra Utilities which doesn't actually allow you to dictate where specific liquids go aside from what will and will not accept them. Seems more like a re-balancing than a Nerf.
Change #3: Existing piping systems which previously worked to transport essentia, no longer work. (Nerf)
The fact that you have to re-design a system is not a Nerf, you should probably look up what that word actually means, as I'm beginning to think your love of literature doesn't actually extend to knowing most of what you're using.
Change #4: Suction now controls how pipes work overall, making it nearly impossible for a single piping system to function as system for transferring multiple types of essentia to multiple types of jars, regardless of using filtered pipes with labels (Nerf)
This goes along with number one. I don't know about you but I've never used the same pipes to move both lava and water to two different tanks on the same system. It would require exceptionally finite control as even a small amount of either type left in any of the pipes would completely block up the flow. You're argument here is basically "It's more realistic and balanced. So I don't like it."
Hmm, I see 3 negatives and 2 positives. According to basic math rules, 3 negatives plus 2 positives, still equals a negative. Take note here: even with Change #3 removed, there is still not an overall positive. An overall positive implies that there are more positive changes than there are negative. If I've missed something, feel free to point it out, bear in mind I am specifically referring to Pipe changes only. I spent a few hours myself, trying to build a complex system for allowing multiple types to get where they needed to go, after 4.1 changes were implemented, and it just barely, was able to function properly for a small number of jars. Not all jars, just a small number. The ability to turn off certain paths for the pipes, in its current state, sucks. It does not allow for small and compact builds that are cleanly organized.
According to advanced math, what you have is an imaginary number, given that any mathematician can tell you those don't exist, we can only assume you're problem is along the same lines.
Current Vanilla TC wand implementations take a steep increase in difficulty with very little interim between tiers. This could easily be solved by adjusting the storage capacities of wands, and the difficulties of obtaining them. Greatwood trees are considered to be a magical tree of lesser quality than silverwood, yet the method for the greatwood core does not require anything close to the steps of the silverwood core. The usefulness of the greatwood wand also wears out very quickly, since you find yourself really only needing it in order to complete the silverwood wand. Silverwood wands are lacking, for all their actual worth in the creation time and resources. The Primal Staff should be intended for End Game, correct, but it should have a wand of somewhat equivalent value. The Silverwood wand, is not this equivalent. Staves cannot be used in tables, making their overall usages limited to other features such as traveling, node capturing, or other overworld features. This is great and all, but a higher tier wand, or some sort of arcane crafting altar, would be welcomed with open arms.
I will agree on the point about wands, and I have raised it myself as well, especially where the caps are concerned as I don't think anyone anywhere actually uses the Copper, or Silver caps at all, even as an intermediate step. If only your other complaints were even nearly as usefully constructive as what you just wrote here.
Eyes of the beholder here. Golems rely on "handicap accessible" building layouts in order to function properly, figuratively speaking. Complex layouts would see them falling from heights or narrow paths consistently, thus becoming useless.
Then you must have terrible eyesight, I suggest you see an Optometrist post-haste, as anyone that's actually played with them can tell you there are very simple and easy ways to keep your golems on pre-determined paths. Beyond that, what exactly are you asking that they do? Have the acumen of an Olympic gymnast? Unless you're jar room has some particularly outlandish setup I doubt you'd have the kind of problem you seem to be implying. I suppose maybe if you wanted to put them up on a wall and require the use of stairs to access, but even then I've never had a problem with golems navigating stairs, so you're going to have to do better than some vague assertions about what they can and can not handle.
My distaste and disinterest does not mean that I shun the TC mods. There are some very useful mechanics that some of them provide to the game. Advanced Thaumaturgy is a mod I've been following for quite some time, and I find myself wanting to see how it turns out. I tend to keep an open mind about things, regardless of my initial disinterest, interest, or frustration. Things can always improve.
Did you not explicitly state above that you didn't have a distaste for Thaumcraft? This seems like more than a bit of a contradiction. Please do sort out your personal feelings before you start attempting to defend their existence or lack there of.
You are entitled to your own opinion about my view on things about TC. Feel free to throw insults about left and right, none of it will phase me one bit. Some of your post is something of which I did not know of, but that's mostly due to my lack of interest in following the TC thread because of its sheer size.
Given how freely you do so yourself, I see no need to hold back, I'd say I look forward to your rebuttal but I am sadly certain it will still have all the charm of a dead dog left on your porch in the middle of the night.
I highlighted the thing I have an issue with in bold, and while the grammar bothers me as well, the intended message is the real problem.
These so called "Improvements" that were made in TC4.1, some of them are not "Improvements" at all, but are instead extreme (for lack of a better term) nerfs.
Hell, as far as I am aware, one of the staves (note: "staffs" is not in any way, shape or form, related to "staff" when used in the context of not implying "people") is not even craftable using the table, because you would need a mod that adds a stronger wand in order to do so. Granted, I haven't looked into it myself, because I find myself no longer all that interested in TC4, ever since 4.1, so this is all hearsay.
Which is probably why their Thaumonomicon entry calles them Staves instead of Staffs, just sayin.
Okay, so, basically what you've said here is "he's done something to the mod that he personally created, oversees, and works on in his spare time free of charge that I personally dislike and has even added something that we can't currently use in it's most powerful form."
I've highlighted the thing I have an issue with in bold.
Yes, he's decided to take his mod in a different direction than what you imagined and or preferred. I'm not sure how exactly that's rant worthy but I've had some issues that made no sense to anyone else during my time so I'll grant you that.
The issue with the Staves isn't that they can't all be crafted. Let me be clear. Every stave can be crafted.
The issue is that not every stave can be crafted with Thaumium Wand Caps. Which is what people are moaning about. Given that the most powerful stave, The Primal Stave Core, Regenerates every single aspect when it drops below 10% and can store 250 of each kind (meaning that it starts to regen when you hit 24 and will always be able to have 25 in it regardless of a dearth of nodes) I don't really understand exactly why it needs to have an extra 20% Vis discount on top of that, I mean sure it's nice, but it's not exactly going to kill you to do without.
To be perfectly honest, Azanor himself really hasn't even started on "End Game" thaumcraft items, most of the ones to be found are in addons to his mod. Clearly the Primal Stave Core with Thaumium Caps is meant to be closer to End Game than to Mid Game, which is a design choice I can't fault him for. It only really becomes an issue when you start comparing it to addons that focus more on end game content, such as TT Kami and Advanced Thaumaturgy. Which are SUPPOSED to have powerful items that you can attain once you've got a stable resource base. Things which, not to put too fine a point on it, Thaumcraft was never balanced for play with from the start, so you really can't blame him for continuing on the path that he already determined for his mod despite what others may be doing.
4.1 greatly changed the way people did infusion to a point that it is not an improvement. Not now, not ever. Sure, he might have "fixed" something he deemed as a "flaw". But in doing so, he has essentially forced people to do something that most didn't really care for. Golems are fine and all, but why should we be forced to use them if we don't want to, just so we can have a system for essentia transfer that isn't supposed to suck, but manages to anyway due to the tedium? There are ways around the piping changes, but only if you have tons of resources, and tons of time, in order to set up a series of extremely complex tunnels leading to jars every which way. "Improvements", I don't see it. I see a modder who noticed his mod wasn't being used how he wanted, that suddenly decided to force his ideals upon everyone else. An improvement to the pipes, would have been to make them multipart compatible. That's an improvement.
There are other notable nerfs that 4.1 applied to the mod, but the piping one is by far the most notable. It is not an improvement, it was never intended to improve the piping system, it was intended to nerf them. If it was an improvement, no one would have been required to redo all piping systems to their jars in order to viably use them.
Sorry, but, you're dead wrong. It is an improvement in one very important way, which you would probably know if you bothered to actually read those posts you claim to have at one point followed. Any large mass of pipes pre 4.1 had a very horrible flaw. Too many of them, connected or not, actually started to eat up a server's processing capabilities like candy. At one point my server was brought figuratively to it's knees by an overambitious player who created a pipe network of over 500 jars, we were forced to ban them (the pipes, not the player). This new pipe system is painful, true, but it's lightweight, it also prevents the kind of massive system that was causing the problem.
Due to the aforementioned pipe problem I got very familiar with the alchemical golems and I can quite honestly say that they're not anywhere near as bad as you like to claim, they have a lot of things going for them to be honest. The first and foremost among them being that they're super easy on servers, never once have I had any TPS drops due to golems, and I had well over fifty of them at one point doing various tasks all around my base.
The only flaw I could find in the Alchemy golems is their inability to fill labeled jars first, something that I'm hoping will be fixed in the 1.7 update. Other than that they worked quite fine, and allowed me to fill up a startling number of jars autonomously, all I ever had to do was swap out the filled ones, or place down a void jar if I decided I didn't want any more of that type.
I used to get very excited for new TC4 mods and addons, but then 4.1 hit and the ceiling came down with it, leaving me to develop a distaste for it. I've always found Golems tedious, and more of a pain in the ass than helpful. The pathfinding AI is horrid, and doesn't leave much room for it to be more useful over a direct piping system that acts faster, and with less failure. That could change, but I don't see it happening.
Then why are you sitting here lamenting to us about it? Honestly, for someone with such a distaste and disinterest you're doing a whole lot of whining on a forum specifically for a Thaumcraft Addon. One would think that you could find much better things to waste your time on, after all there have to be dozens of other mods you do like that could suffer... I mean.. benefit, from your brand of "constructive criticism", it might behoove you to go and find one and leave the Thaumcraft community in peace for a while. Who knows, maybe you'll find a more sympathetic eye elsewhere.
Alright, so, I recall this being a problem earlier, but I'd thought it fixed (in fact I there was some discussion along those lines a while back) so I'm assuming that something is wrong on my end, however I'm not qualified to read these reports and get anything truly meaningful out of them.
We recently had a player who couldn't log in and kept being kicked back to the launcher with this crash:
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 3/25/14 2:32 PM
Description: Ticking screen
java.lang.NullPointerException
at java.io.ByteArrayInputStream.<init>(Unknown Source)
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.<init>(ByteStreams.java:291)
at com.google.common.io.ByteStreams.newDataInput(ByteStreams.java:272)
at thaumcraft.common.lib.PacketHandler.onPacketData(PacketHandler.java:132)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1580)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
Stacktrace:
at java.io.ByteArrayInputStream.<init>(Unknown Source)
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.<init>(ByteStreams.java:291)
at com.google.common.io.ByteStreams.newDataInput(ByteStreams.java:272)
at thaumcraft.common.lib.PacketHandler.onPacketData(PacketHandler.java:132)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
after some googling I found that it had to do with a player having too much research data saved on their character, however all the reports of this were literally months old (like, almost a full 200 pages back on this forum) and I swear I read somewhere that it was fixed in 4.1.0. So I can only assume that we've got something weird going on on our end. If you see anything like that in here, please let us know.
(the actual problem was that the player had scanned too many nodes (over 1000) I cut out about half of them and the size of his file dropped by 4kb, I'm going to tell him to just stop scanning nodes.)
Sorry if this has been reported, however it appears there's still a bit of an incompatibility with Pam's Harvestcraft. All of the plants have the ability to be planted strait from their end product (in the same fashion of potatoes and carrots) however the planter won't recognize them as useable in this fashion, allowing only the seeds to be used, however the fully grown plants don't put out seeds, they just put out the end product, meaning it's impossible to fully automate without a third step to change the plant into it's seed. There's no real rush but if you get the time to fix that it'd be really great.
Node Amplifier is in Advanced Thaumaturgy and is called Node Modifier ( on second thoughts If you will create device that will only rejuvenate node thats ok)
the node modifier doesn't appear to be what's implied here.
Thaumic Generator is also in Advanced Thaumaturgy and is called Essentia Engine (however it is unbalanced)
There are actually multiple mods that add generators, specifically Advanced Thaumaturgy (which adds a BC engine), Technomancy (which adds TE Dynamos), and Electro-Magic Tools (which adds EU engines). Not that should stop you from making one if you want to, but it seems like it might be more worthwhile to put it on the back burner and work on something no one else has done.
Something like your Resonator can also be find in there and is called Flux Dissipator, but is still WIP.
the Flux Dissipator is nothing like the Resonator as described here, all it does is clean up flux goo and gas, the kind you get from an overfull crucible or from an infusion going wrong, it won't do anything for taint.
Thank you MDiyo, that was actually quite helpful, after a bit of tinkering I did manage to get all of them and it's working fine now, however I've still no idea what exactly caused this problem.
Might I ask what makes you conclude that this crash report is "relating to Bukkit"? While we have Bukkit installed the crash seems to indicate that it's a Tinker's Construct problem, and I'd like to be sure it's not before I got to their devs and they tell me "Sorry, this is a Tinker's Construct problem, go bug them about it"
0
0
0
Basically, in KOTOR II you would customize the Lens, the Power Cell, and the Crystals in your saber, and each would add different effects, with the cells and the lenses adding only minor to moderate boosts (small to moderate bonuses to damage and defense, etc) while the crystals (of which you could have two non-color crystals that added effects to the blade) would add different powers and abilities to it (such as large bonuses to stats, or powerful damage bonuses, or bonuses to health regeneration, etc).
Anyway, I was just wondering if we might be seeing anything like that for Saber Customization, or perhaps a Tinker's Construct kind of approach.
0
Like, will there be Droids for things like Farming and defense, will we get Gungan style force fields? Perhaps mining lasers like in KOTOR II?
0
The problem is I'm trying to make very compact automated farms, and while I can farm Mana Beans and Cocoa this way I feel like I'm not using the Fruit Picker to it's fullest potential since it will harvest more than just the first layer if planted, coupled with the fact that the harvester used to work the same way (before the introduction of the fruit picker as the main harvester for tree based plant life) it kind of feels like I'm being forced to replace one machine with a machine that in theory is better for this except that we can't take full advantage of it because we don't have the tools to do so. (in summary it's only as effective as the harvester was, despite being a better option.)
Edit: I read this and felt I was unclear about exactly what I wanted, it kind of struck me as an "Constructive Criticism" with all the criticism and none of the constructive, which was not the point at all. What I want is a way to upgrade the planter so that it can plant upwards along a stack of wood (so if I have three wood pieces on top of eachother it will plant Cocoa on all three pieces of wood rather than just the bottom one). This would allow us to take full advantage of the fruit picker which will pick everything on a stack of logs rather than just what's on the bottom.
0
0
There are two reasons I ask this. The first is pretty straight forward and kind of makes me sound like a jerk but I'm gonna post it here anyway because it's announcement on the thaumcraft forum got buried pretty quick so it's likely a lot of people missed it. But Azanor did ask that all addons add their own tab for their own research to keep it neat, tidy, and make things easy to find.
The second is more down to earth, with so many mods adding stuff the tabs start to overlap, meaning research can actually end up being impossible to get as you either can't see it or it's been overwritten by something else. For instance, I've completed all the research in our mod pack, and was unable to find the Everfull Urn, so I finally broke down and used the cheatonomicon and it still didn't show up. I'm pretty sure it's hidden behind something or overwritten, but I couldn't even begin to tell you what.
Anway, I hope this didn't sound rude or like some mean criticism, as that's not how it's meant.
1
If you don't want people to act like that towards you don't act like that towards others. Where I come from it's called the golden rule and is part of polite society, unfortunately for you I have no issue being a smartass after the person I'm talking to has already displayed their willingness to be the same.
I don't have to, given your acidic vociferousness on the subject I'm sure most of them already know and are now doing it just to spite you, as I might given that you're still failing to impress with either your intellect or knowledge and yet still attempting to project an air of smug superiority.
You should try re-reading the very last paragraph of the onerous and taxing diatribe that you spewed all over these forums and I responded to. You specifically used the word "distaste" which means "mild dislike or aversion", given that you seem so caught up on the misuse of "Staffs" one would think you're capable of knowing exactly what the words you happen to be using mean, sorry for assuming you were bothering to read what you wrote.
so, just like every single piping system aside from Extra Utilities which doesn't actually allow you to dictate where specific liquids go aside from what will and will not accept them. Seems more like a re-balancing than a Nerf.
Congratulations, you found that.
The fact that you have to re-design a system is not a Nerf, you should probably look up what that word actually means, as I'm beginning to think your love of literature doesn't actually extend to knowing most of what you're using.
This goes along with number one. I don't know about you but I've never used the same pipes to move both lava and water to two different tanks on the same system. It would require exceptionally finite control as even a small amount of either type left in any of the pipes would completely block up the flow. You're argument here is basically "It's more realistic and balanced. So I don't like it."
The main issue as you see it doesn't exist, and therefore can't be solved, sorry to burst your bubble.
According to advanced math, what you have is an imaginary number, given that any mathematician can tell you those don't exist, we can only assume you're problem is along the same lines.
I will agree on the point about wands, and I have raised it myself as well, especially where the caps are concerned as I don't think anyone anywhere actually uses the Copper, or Silver caps at all, even as an intermediate step. If only your other complaints were even nearly as usefully constructive as what you just wrote here.
Then you must have terrible eyesight, I suggest you see an Optometrist post-haste, as anyone that's actually played with them can tell you there are very simple and easy ways to keep your golems on pre-determined paths. Beyond that, what exactly are you asking that they do? Have the acumen of an Olympic gymnast? Unless you're jar room has some particularly outlandish setup I doubt you'd have the kind of problem you seem to be implying. I suppose maybe if you wanted to put them up on a wall and require the use of stairs to access, but even then I've never had a problem with golems navigating stairs, so you're going to have to do better than some vague assertions about what they can and can not handle.
Did you not explicitly state above that you didn't have a distaste for Thaumcraft? This seems like more than a bit of a contradiction. Please do sort out your personal feelings before you start attempting to defend their existence or lack there of.
Given how freely you do so yourself, I see no need to hold back, I'd say I look forward to your rebuttal but I am sadly certain it will still have all the charm of a dead dog left on your porch in the middle of the night.
1
Which is probably why their Thaumonomicon entry calles them Staves instead of Staffs, just sayin.
Okay, so, basically what you've said here is "he's done something to the mod that he personally created, oversees, and works on in his spare time free of charge that I personally dislike and has even added something that we can't currently use in it's most powerful form."
I've highlighted the thing I have an issue with in bold.
Yes, he's decided to take his mod in a different direction than what you imagined and or preferred. I'm not sure how exactly that's rant worthy but I've had some issues that made no sense to anyone else during my time so I'll grant you that.
The issue with the Staves isn't that they can't all be crafted. Let me be clear. Every stave can be crafted.
The issue is that not every stave can be crafted with Thaumium Wand Caps. Which is what people are moaning about. Given that the most powerful stave, The Primal Stave Core, Regenerates every single aspect when it drops below 10% and can store 250 of each kind (meaning that it starts to regen when you hit 24 and will always be able to have 25 in it regardless of a dearth of nodes) I don't really understand exactly why it needs to have an extra 20% Vis discount on top of that, I mean sure it's nice, but it's not exactly going to kill you to do without.
To be perfectly honest, Azanor himself really hasn't even started on "End Game" thaumcraft items, most of the ones to be found are in addons to his mod. Clearly the Primal Stave Core with Thaumium Caps is meant to be closer to End Game than to Mid Game, which is a design choice I can't fault him for. It only really becomes an issue when you start comparing it to addons that focus more on end game content, such as TT Kami and Advanced Thaumaturgy. Which are SUPPOSED to have powerful items that you can attain once you've got a stable resource base. Things which, not to put too fine a point on it, Thaumcraft was never balanced for play with from the start, so you really can't blame him for continuing on the path that he already determined for his mod despite what others may be doing.
Sorry, but, you're dead wrong. It is an improvement in one very important way, which you would probably know if you bothered to actually read those posts you claim to have at one point followed. Any large mass of pipes pre 4.1 had a very horrible flaw. Too many of them, connected or not, actually started to eat up a server's processing capabilities like candy. At one point my server was brought figuratively to it's knees by an overambitious player who created a pipe network of over 500 jars, we were forced to ban them (the pipes, not the player). This new pipe system is painful, true, but it's lightweight, it also prevents the kind of massive system that was causing the problem.
Due to the aforementioned pipe problem I got very familiar with the alchemical golems and I can quite honestly say that they're not anywhere near as bad as you like to claim, they have a lot of things going for them to be honest. The first and foremost among them being that they're super easy on servers, never once have I had any TPS drops due to golems, and I had well over fifty of them at one point doing various tasks all around my base.
The only flaw I could find in the Alchemy golems is their inability to fill labeled jars first, something that I'm hoping will be fixed in the 1.7 update. Other than that they worked quite fine, and allowed me to fill up a startling number of jars autonomously, all I ever had to do was swap out the filled ones, or place down a void jar if I decided I didn't want any more of that type.
Then why are you sitting here lamenting to us about it? Honestly, for someone with such a distaste and disinterest you're doing a whole lot of whining on a forum specifically for a Thaumcraft Addon. One would think that you could find much better things to waste your time on, after all there have to be dozens of other mods you do like that could suffer... I mean.. benefit, from your brand of "constructive criticism", it might behoove you to go and find one and leave the Thaumcraft community in peace for a while. Who knows, maybe you'll find a more sympathetic eye elsewhere.
0
We recently had a player who couldn't log in and kept being kicked back to the launcher with this crash:
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 3/25/14 2:32 PM
Description: Ticking screen
java.lang.NullPointerException
at java.io.ByteArrayInputStream.<init>(Unknown Source)
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.<init>(ByteStreams.java:291)
at com.google.common.io.ByteStreams.newDataInput(ByteStreams.java:272)
at thaumcraft.common.lib.PacketHandler.onPacketData(PacketHandler.java:132)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1580)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
Stacktrace:
at java.io.ByteArrayInputStream.<init>(Unknown Source)
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.<init>(ByteStreams.java:291)
at com.google.common.io.ByteStreams.newDataInput(ByteStreams.java:272)
at thaumcraft.common.lib.PacketHandler.onPacketData(PacketHandler.java:132)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
-- Affected screen --
Details:
Screen name: ~~ERROR~~ NullPointerException: null
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [GCCorePlayerSP]
Chunk stats: MultiplayerChunkCache: 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-122,66,475), Chunk: (at 6,4,11 in -8,29; contains blocks -128,0,464 to -113,255,479), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 82823480 game time, 69188549 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: 1 total; [GCCorePlayerSP]
Retry entities: 0 total; []
Server brand: mcpc,craftbukkit,fml,forge
Server type: Non-integrated multiplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2312)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:856)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 629364704 bytes (600 MB) / 1283981312 bytes (1224 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2048m -XX:MaxPermSize=256m
AABB Pool Size: 10817 (605752 bytes; 0 MB) allocated, 10817 (605752 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 6, tallocated: 62
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 156 mods loaded, 156 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{6.4.49.965} [Forge Mod Loader] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{9.11.1.965} [Minecraft Forge] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PCLCoreModASM{1.0} [PCLCoreModASM] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenModsCore{0.2} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
bspkrsCore{v5.2(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
APUnofficial{2.6.0} [Additional Pipes] (AdditionalPipes2.6.0-BC4.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NetherOres{1.6.2R2.2.1} [Nether Ores] (NetherOres-2.2.1-14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.69-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgeMultipart{1.0.0.227} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IC2{2.0.397-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.397-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ImmibisCore{57.1.9} [Immibis Core] (immibis-core-57.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AdvancedMachines{57.3.2} [Advanced Machines] (advanced-machines-57.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL{3.14.5} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.4-3.14.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded{1.6.2R2.7.5} [MineFactory Reloaded] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForestryPre{1.6.2R2.7.5} [MFR Compat: Forestry (part 2)] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forestry{2.3.1.0} [Forestry for Minecraft] (forestry-A-2.3.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Thaumcraft{4.1.0g} [Thaumcraft] (Thaumcraft4.1.0g.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Waila{1.5.1} [Waila] (Waila_1.5.1a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AdvancedThaumaturgy{0.0.25} [Advanced Thaumaturgy] (AdvancedThaumaturgy-1.6.4-0.0.25.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BCTools{1.4-a-16} [Buildcraft Tools] (bcTools-v1.4-a-16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioCraft{1.5.5} [BiblioCraft] (BiblioCraft[v1.5.5].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioWoodsForestry{1.3} [BiblioWoods Forestry Edition] (BiblioWoods[Forestry][v1.3].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Natura{2.1.14} [Natura] (Natura_mc1.6.X_2.1.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioWoodsNatura{1.1} [BiblioWoods Natura Edition] (BiblioWoods[Natura][v1.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ComputerCraft{1.58} [ComputerCraft] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Mekanism{6.0.3} [Mekanism] (Mekanism-6.0.3.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BigReactors{0.3.0rc2} [Big Reactors] (BigReactors-0.3.0rc2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BinnieCore{1.8-dev2} [Binnie Core] (binnie-mods-1.8-dev2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtraBees{1.8-dev2} [Extra Bees] (binnie-mods-1.8-dev2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtraTrees{1.8-dev2} [Extra Trees] (binnie-mods-1.8-dev2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Additional-Buildcraft-Objects{1.0.7.560} [Additional Buildcraft Objects] (buildcraft-Z-additional-buildcraft-objects-1.0.7.560.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CarpentersBlocks{2.0.4} [Carpenter's Blocks] (Carpenter's Blocks v2.0.4 - MC 1.6+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
chococraft{3.0.3} [Torojima's ChocoCraft] (Chococraft_3.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CCTurtle{1.58} [ComputerCraft Turtles] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Railcraft{8.4.0.0} [Railcraft] (Railcraft_1.6.4-8.4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DartCraft{Beta 0.2.17} [DartCraft] (DartCraft Beta 0.2.17.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Tombenpotter's ElectricMagicTools{1.0.7} [Electric Magic Tools] (ElectricMagicTools-1.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
emashercore{1.2.3.3} [Emasher Resource] (EmasherResource-1.2.3.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EnderIO{0.11.2} [Ender IO] (EnderIO-1.6.4-0.11.2.325.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EnderTanks{1.7} [Ender Tanks] (EnderTanks-1.7b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
eng_toolbox{1.1.8.1} [Engineer's Toolbox] (EngineersToolbox-1.1.8.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LogisticsPipes|Main{0.7.4.dev.108} [Logistics Pipes] (LogisticsPipes-MC1.6.4-0.7.4.dev.108.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
extracells{1.6.7c} [ExtraCells] (ExtraCells-1.6.7c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
KeithyUtils{1.2} [Keithy Utils] (KeithyUtils-1.6.2-1.2b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Metallurgy3Core{3.2.3} [Metallurgy 3 Core] (Metallurgy-1.6.4-3.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Metallurgy3Base{3.2.3} [Metallurgy 3 Base] (Metallurgy-1.6.4-3.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TConstruct{1.6.X_1.5.4dev} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.4d4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtraTiC{0.7.6} [ExtraTiC] (ExtraTiC-1.6.4-0.7.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtraUtilities{1.0.3a} [Extra Utilities] (extrautils-1.0.3a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForestryExtras{0.6.4} [Forestry Extras] (ForestryExtras v0.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GalacticraftCore{2.0.11} [Galacticraft Core] (Galacticraft-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GalacticraftMars{2.0.11} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
gascraft{2.0.4.3} [GasCraft] (GasCraft-2.0.4.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
HardcoreEnderExpansion{1.4.2} [Hardcore Ender Expansion] (HardcoreEnderExpansion.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
HeldCore{01.03.03.00} [HeldCore] (HeldCore-1.6.4-01.03.03.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ImmibisPeripherals{57.0.1} [Immibis's Peripherals] (immibis-peripherals-57.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
InfernalMobs{1.4.4} [Infernal Mobs] (InfernalMobs_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LanteaCraft{RC1-22} [LanteaCraft] (LanteaCraft-RC1-22.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
magicalcrops{3.2.1} [Magical Crops] (magical_crops_1.6.4_3.2.0_BETA_15a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
standardcrops{1.1.0} [Magical Crops - Crops & Food] (magical_crops_1.6.4_3.2.0_BETA_15a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThaumicTinkererKami{1.0} [Thaumic Tinkerer KAMI] (ThaumicTinkererKAMI_j6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenMods{0.2} [OpenMods] (OpenModsLib-0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Transmission{1.0} [ProjRed|Transmission] (ProjectRedIntegration-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenPeripheralCore{0.3.1} [OpenPeripheralCore] (OpenPeripheralCore-0.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThaumicTinkerer{2.3-130} [Thaumic Tinkerer] (ThaumicTinkerer-2.3-130.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MagicBees{2.1.12} [Magic Bees] (magicbees-2.1.12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MekanismTools{6.0.3} [MekanismTools] (MekanismTools-6.0.3.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Metallurgy3Machines{3.2.3} [Metallurgy 3 Machines] (Metallurgy-1.6.4-3.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Metallurgy3Vanilla{3.2.3} [Metallurgy 3 Vanilla] (Metallurgy-1.6.4-3.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
examplemod{1.0} [examplemod] (Minechem-4.3.1-40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
minechem{@VERSION@} [MineChem] (Minechem-4.3.1-40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MFR Compat Forestry Trees{1.0} [MFR Compat Forestry Trees] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MFR Compat Extra Trees{1.0} [MFR Compat Extra Trees] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatAppliedEnergistics{1.6.2R2.7.5} [MFR Compat: Applied Energistics] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatAtum{1.6.2R2.7.5} [MFR Compat: Atum] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatBackTools{1.6.2R2.7.5} [MFR Compat: BackTools] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatBuildCraft{1.6.2R2.7.5} [MFR Compat: BuildCraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatChococraft{1.6.2R2.7.5} [MFR Compat: Chococraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatExtraBiomes{1.6.2R2.7.5} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForestry{1.6.2R2.7.5} [MFR Compat: Forestry] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForgeMicroblock{1.6.2R2.7.5} [MFR Compat: ForgeMicroblock] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatIC2{1.6.2R2.7.5} [MFR Compat: IC2] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatMystcraft{1.6.2R2.7.5} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
pamharvestcraft{1.0} [Pam's HarvestCraft Base] (Pam's HarvestCraft 1.6.4 v1.1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatPams{1.6.2R2.7.5} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Core{4.2.2.19} [ProjectRed] (ProjectRedBase-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Exploration{1.0} [ProjRed|Exploration] (ProjectRedWorld-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatProjRed{1.6.2R2.7.5} [MFR Compat ProjectRed] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatRailcraft{1.6.2R2.7.5} [MFR Compat: Railcraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatRP2{1.6.2R2.7.5} [MFR Compat: RP2] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatSufficientBiomes{1.6.2R2.7.5} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatThaumcraft{1.6.2R2.7.5} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatThermalExpansion{1.6.2R2.7.5} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatTwilightForest{1.6.2R2.7.5} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatVanilla{1.6.2R2.7.5} [MFR Compat: Vanilla] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatXyCraft{1.6.2R2.7.5} [MFR Compat: XyCraft] (MineFactoryReloaded-2.7.5-352.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
numina{0.1.1-53} [Numina] (Numina-1.6.2-0.1.1-53.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
powersuits{0.9.0-89} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.9.0-89.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIAddons{1.10.4.64} [NEI Addons] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIAddons|AE{1.10.4.64} [NEI Addons: Applied Energistics] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIAddons|MiscPeripherals{1.10.4.64} [NEI Addons: Misc Peripherals] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIAddons|ExtraBees{1.10.4.64} [NEI Addons: Extra Bees] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIAddons|Forestry{1.10.4.64} [NEI Addons: Forestry] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIAddons|CraftingTables{1.10.4.64} [NEI Addons: Crafting Tables] (neiaddons-mc164-1.10.4.64.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIPlugins{1.1.0.6} [NEI Plugins] (NEIPlugins-1.1.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NoVoidfog{1.0.0} [No Voidfog No Dimming] (noVoidFogNoDimmingModloaderForge1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenPeripheral{0.1.1} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenBlocks{1.2.5} [OpenBlocks] (OpenBlocks-1.2.5-snapshot-257.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GetAllTheSeeds{1.6} [Pam's Get all the Seeds!] (Pam's Get all the Seeds 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
pamweeeflowers{1.1} [Pam's Weee! Flowers] (Pam's Weee Flowers 1.6.4 v1.04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PowerConverters{1.6.4R2.3.2B1} [Power Converters] (PowerConverters-1.6.4-39.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Compatibility{1.0} [ProjRed|Compatibility] (ProjectRedCompat-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Integration{1.0} [ProjRed|Integration] (ProjectRedIntegration-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Illumination{1.0} [ProjRed|Illumination] (ProjectRedLighting-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Expansion{1.0} [ProjRed|Expansion] (ProjectRedMechanical-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Transportation{1.0} [ProjRed|Transportation] (ProjectRedMechanical-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Redstone Arsenal{1.0.0.0} [Redstone Arsenal] (RedstoneArsenal-1.0.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
xreliquary{1.1.2} [Xeno's Reliquary] (Reliquary-1.1.2b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
SS2{2 (build 2)} [Soul Shards 2] (SoulShards-2.0.15-universal-srg.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
StevesCarts{2.0.0.b10} [Steve's Carts 2] (StevesCarts2.0.0.b10.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
technom{0.0.1} [Technomancy] (Technomancy 0.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThaumicExploration{0.5.1} [Thaumic Exploration] (Thaumic Exploration 0.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThaumicReliquary{1.0.0} [Thaumic Reliquary] (Thaumic Reliquary 1.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
McMultipart{1.0.0.227} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEI-Mystcraft-Plugin{01.05.01.00} [NEI Mystcraft Plugin] (MystNEI-Plugin-1.6.4-01.05.01.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgeMicroblock{1.0.0.227} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TConstruct Environment: Sane and ready for action. Bugs may be reported.
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: Intel(R) HD Graphics 4000 GL version 4.0.0 - Build 9.17.10.2867, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
after some googling I found that it had to do with a player having too much research data saved on their character, however all the reports of this were literally months old (like, almost a full 200 pages back on this forum) and I swear I read somewhere that it was fixed in 4.1.0. So I can only assume that we've got something weird going on on our end. If you see anything like that in here, please let us know.
(the actual problem was that the player had scanned too many nodes (over 1000) I cut out about half of them and the size of his file dropped by 4kb, I'm going to tell him to just stop scanning nodes.)
0
0
the node modifier doesn't appear to be what's implied here.
There are actually multiple mods that add generators, specifically Advanced Thaumaturgy (which adds a BC engine), Technomancy (which adds TE Dynamos), and Electro-Magic Tools (which adds EU engines). Not that should stop you from making one if you want to, but it seems like it might be more worthwhile to put it on the back burner and work on something no one else has done.
the Flux Dissipator is nothing like the Resonator as described here, all it does is clean up flux goo and gas, the kind you get from an overfull crucible or from an infusion going wrong, it won't do anything for taint.
0
Fantastic! I've wanted a way to convert between the two for ages! I totally forgot that sewers could do that though.
Edit: Now, I just need a way to turn Tinker's Construct Concentrated essence berries into liquid xp....
0
0
Might I ask what makes you conclude that this crash report is "relating to Bukkit"? While we have Bukkit installed the crash seems to indicate that it's a Tinker's Construct problem, and I'd like to be sure it's not before I got to their devs and they tell me "Sorry, this is a Tinker's Construct problem, go bug them about it"