java.lang.IllegalArgumentException: Cannot get property PropertyInteger{name=power, clazz=class java.lang.Integer, values=[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]} as it does not exist in BlockState{block=minecraft:lit_redstone_ore, properties=[]}
at net.minecraft.block.state.BlockState$StateImplementation.func_177229_b(BlockState.java:165)
at codechicken.nei.DefaultHighlightHandler.handleTextData(DefaultHighlightHandler.java:32)
at codechicken.nei.api.ItemInfo.getText(ItemInfo.java:498)
at codechicken.nei.HUDRenderer.renderOverlay(HUDRenderer.java:52)
at codechicken.nei.ClientHandler.tickEvent(ClientHandler.java:157)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_68_ClientHandler_tickEvent_RenderTickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:381)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1058)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:345)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
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-- Head --
Stacktrace:
at net.minecraft.block.state.BlockState$StateImplementation.func_177229_b(BlockState.java:165)
at codechicken.nei.DefaultHighlightHandler.handleTextData(DefaultHighlightHandler.java:32)
at codechicken.nei.api.ItemInfo.getText(ItemInfo.java:498)
at codechicken.nei.HUDRenderer.renderOverlay(HUDRenderer.java:52)
at codechicken.nei.ClientHandler.tickEvent(ClientHandler.java:157)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_68_ClientHandler_tickEvent_RenderTickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
CodeChickenCorePlugin (CodeChickenCore-1.8-1.0.5.34-universal.jar)
codechicken.core.asm.InterfaceDependancyTransformer
codechicken.core.asm.TweakTransformer
codechicken.core.asm.DelegatedTransformer
codechicken.core.asm.DefaultImplementationTransformer
NEICorePlugin (NotEnoughItems-1.8-1.0.5.82-universal.jar)
codechicken.nei.asm.NEITransformer
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.4.0' Renderer: 'GeForce GTX 760/PCIe/SSE2'
Launched Version: 1.8-forge1.8-11.14.3.1521
LWJGL: 2.9.1
OpenGL: GeForce GTX 760/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Now idk if this is your issue, but did you by any chance have the world info tooltip (box at the top when NEI is on) on and were you looking at "activated" redstone ore?
Looking through the log, it looks like that is the case. I had this issue and every time I would load my game it would crash. Only fix is to somehow remove the tooltip from NEI, remove NEI, or use MCedit to move the player to not look at the redstone so i could log in and disable the tooltip.
After a brief failed experiment of getting rid of a hungry node by merging a pure node with it, does anyone know if there's a priority to what a node becomes when two merge? Like Hungry > Pure > Normal, it becomes whichever is highest?
There are hungry nodes in TC5??? Has my favorite harbinger of death found another victim?
From what I've read, the larger node comes out when two of them merge.
"Node Stabelizer" In a world with only primal nodes (no compounds) this one could actually work out quite well. With compound nodes it quickly becomes overpowered though. This really expensive device stops nodes with different aspects from attracting each other. This means you can have 1 of primal nodes in close vicinity. Perhaps also creating a slow trickly of flux.
I think you should do more exploring in your world if you think there are no compound nodes.At my base I have a pure vitium node and i've seen a motus while out and about.
Also the node stabilizer is a cool idea, but using node magnets it is possible to do the same thing although fairly tricky
So idk if this is intentional, but nodes seem to act like falling sand or gravel. They can easily be moved via anything that would push falling sand (Primal foci, tnt, sword of zephyr)
That's what I was afraid of. The only Magic Forest I found is a long way away from my base which means wisp farming is going to be a pain (each essence only gives 1 aurum now).
So I seem to be in a bit of a bind with progression. I need a lot of auram and at least a tainted shard to proceed, but I don't know good ways to go about getting either.
Aurum only comes from wisps, rings, or things made of Aurum. To that end, wisps seem to be the only real source of Aurum. Does anyone know the spawn rules for wisps, or ways to encourage their spawning?
I am a bit lost on the tainted shards part too. I assume that they can be found where there is a tainted biome, but I can't find one (not due to a lack of searching). Is there a way to produce these shards by pumping taint into the atmosphere or something?
So here I am, learning the ins and outs of TC5, trying to make a large pure aqua node because my region has almost none of it, when suddenly I make a silverwood tree with 2 nodes, which combined to form a node large enough to eat my aqua node...
Now I may have a problem, not because of the fact my aqua node is gone, but because of the type of vis in the node.
The corruption engine he is referring to is a design he came up with that utilizes flux goo and liquid death to farm massive amounts of vitium. It is not an ingame design or anything like that, simply a name he put to his build.
I just made an advanced alchemical furnace and i have an energized pure primal node but it wont heat up and i have left it for ages, whats up???
The problem is that the furnace is REALLY weird. Place the vis relay further away from the energized node and from the Furnace. Try placing it on the back wall in the screenshot 2 blocks from the ground
Ever have a large hungry node (200+ aspects) that you wish you could energize but the blocks are always consumed? Fear not! as you can simply convert the Hungry Node into a Tainted Node and energize it then!
What is the use of the Crimson Rites book that we get from Crimson clerics? I opened up the portal and went in there, but I still got some of those books left around. Cant open it or read or anything.
The only use of the books would be that it enables you to open the portal, beyond that there no use for them
(When u don't get spoilered , dont look into the spoiler)
I killed the Kermasinkult portal but nothing special happend o.O Now i don't know what i should to do xD
How i can get the last researches??
Thats the portal that spawns the crimson cultists right? The same thing happened to me, but when I did it in a creative test world, the portal dropped the pearl just fine. I think the problem involves how to portal automatically losses hp over time. When the portal "kills itself" meaning it losses hp and goes out, the pearl doesn't spawn but if you were to kill the portal yourself, then the pearl drops.
-don't quote me on this as I haven't done extensive testing on this-
In order to get those researches, you need only to scan the primordial pearl
So I had a cool thought. In addition to the aura mechanics, a hungry node would be a super valuable node to "obtain" but would be VERY risky. Currently Hungry Nodes consume items and turn the essentia in the item into vis. If this could be translated into an addition to the aura mechanics of a pool per chunk (so on so forth), it would mean that a Hungry Node could effectively take items and help add them to the local aura.
In a sense, the Hungry Node would be eating the physical world and converting the consumed materials into aura. This could be insanely op, "just make a cobble-farm right?" To counteract this, the current aura in the chunk would directly influence a Hungry Node's drag strength, radius, and speed at which it consumes the world (blocks). This would cause a Thaumaturge who isn't careful to accidentally destroy his base or, if the node is in a "safe", make the base be very difficult to move around in as the Node would be pulling on you. Additional effects of overfeeding a Hungry Node could be the conversion of nodes into hungry nodes or, a much darker side effect could occur. If the Node is overfed too far the "rift", as thats what Nodes are, will begin to tear at the fabric of the world and could even rip a hole in the fabric of space, thus causing a new (mini) Hungry Node to come into being.
(mini Hungry Nodes don't open their own new "rifts" and if the aura level falls down to normal levels the mini hungry nodes will close up and cease to exist.)
This brings me to the "capturing" of a Hungry Node. In order to safely build an apparatus around the node that would enable feeding the node, and yet not be destroyed, a Thaumaturge would realistically need to drain the area of its aura. Doing so would "disable" the Hungry Node because the Node's strength is directly affected by the aura. This is extremely dangerous because it requires an enormous amount of planning in order to not use up too much aura from surrounding chunks, yet make the Hungry Node weak enough to work with.
Risk vs Reward, the constant struggle of thaumaturgy...
ps: On a side note, this thread is growing EXTREMELY fast, it grows over 3 pages per day it seems...
0
Now idk if this is your issue, but did you by any chance have the world info tooltip (box at the top when NEI is on) on and were you looking at "activated" redstone ore?
Looking through the log, it looks like that is the case. I had this issue and every time I would load my game it would crash. Only fix is to somehow remove the tooltip from NEI, remove NEI, or use MCedit to move the player to not look at the redstone so i could log in and disable the tooltip.
0
There are hungry nodes in TC5??? Has my favorite harbinger of death found another victim?
From what I've read, the larger node comes out when two of them merge.
0
I think you should do more exploring in your world if you think there are no compound nodes.At my base I have a pure vitium node and i've seen a motus while out and about.
Also the node stabilizer is a cool idea, but using node magnets it is possible to do the same thing although fairly tricky
0
So idk if this is intentional, but nodes seem to act like falling sand or gravel. They can easily be moved via anything that would push falling sand (Primal foci, tnt, sword of zephyr)
0
That's what I was afraid of. The only Magic Forest I found is a long way away from my base which means wisp farming is going to be a pain (each essence only gives 1 aurum now).
0
So I seem to be in a bit of a bind with progression. I need a lot of auram and at least a tainted shard to proceed, but I don't know good ways to go about getting either.
Aurum only comes from wisps, rings, or things made of Aurum. To that end, wisps seem to be the only real source of Aurum. Does anyone know the spawn rules for wisps, or ways to encourage their spawning?
I am a bit lost on the tainted shards part too. I assume that they can be found where there is a tainted biome, but I can't find one (not due to a lack of searching). Is there a way to produce these shards by pumping taint into the atmosphere or something?
0
Does anyone have a tip for getting Aurum essentia? The only way I've found is killing every wisp you see
0
So here I am, learning the ins and outs of TC5, trying to make a large pure aqua node because my region has almost none of it, when suddenly I make a silverwood tree with 2 nodes, which combined to form a node large enough to eat my aqua node...
Now I may have a problem, not because of the fact my aqua node is gone, but because of the type of vis in the node.
Should I be concerned?
0
The corruption engine he is referring to is a design he came up with that utilizes flux goo and liquid death to farm massive amounts of vitium. It is not an ingame design or anything like that, simply a name he put to his build.
0
The problem is that the furnace is REALLY weird. Place the vis relay further away from the energized node and from the Furnace. Try placing it on the back wall in the screenshot 2 blocks from the ground
0
0
The only use of the books would be that it enables you to open the portal, beyond that there no use for them
0
Thats the portal that spawns the crimson cultists right? The same thing happened to me, but when I did it in a creative test world, the portal dropped the pearl just fine. I think the problem involves how to portal automatically losses hp over time. When the portal "kills itself" meaning it losses hp and goes out, the pearl doesn't spawn but if you were to kill the portal yourself, then the pearl drops.
-don't quote me on this as I haven't done extensive testing on this-
In order to get those researches, you need only to scan the primordial pearl
1
In a sense, the Hungry Node would be eating the physical world and converting the consumed materials into aura. This could be insanely op, "just make a cobble-farm right?" To counteract this, the current aura in the chunk would directly influence a Hungry Node's drag strength, radius, and speed at which it consumes the world (blocks). This would cause a Thaumaturge who isn't careful to accidentally destroy his base or, if the node is in a "safe", make the base be very difficult to move around in as the Node would be pulling on you. Additional effects of overfeeding a Hungry Node could be the conversion of nodes into hungry nodes or, a much darker side effect could occur. If the Node is overfed too far the "rift", as thats what Nodes are, will begin to tear at the fabric of the world and could even rip a hole in the fabric of space, thus causing a new (mini) Hungry Node to come into being.
(mini Hungry Nodes don't open their own new "rifts" and if the aura level falls down to normal levels the mini hungry nodes will close up and cease to exist.)
This brings me to the "capturing" of a Hungry Node. In order to safely build an apparatus around the node that would enable feeding the node, and yet not be destroyed, a Thaumaturge would realistically need to drain the area of its aura. Doing so would "disable" the Hungry Node because the Node's strength is directly affected by the aura. This is extremely dangerous because it requires an enormous amount of planning in order to not use up too much aura from surrounding chunks, yet make the Hungry Node weak enough to work with.
Risk vs Reward, the constant struggle of thaumaturgy...
ps: On a side note, this thread is growing EXTREMELY fast, it grows over 3 pages per day it seems...
0