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TaeoG

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Everything posted by TaeoG

  1. well, so far no issues with a server with only TFC, TTC and thaumcraft on it. Before I start adding mods one by one to see if I can find the incompatibility, I want you try my newest build, just to be sure I didn't accidentally fix this already. Stay tuned, I'll have a download link in a few minutes
  2. nope. I was mistaken. Same error.... well I'll see what I can find...
  3. Well the good news is, this is the error I fixed yesterday, the bad news is it isn't the same as the error you sent me last, which I'm sure is a complication with my world wrapper and either farseek or fastcraft. Since farseek is the requirement for Streams, one of my favourite mods, I'll definitely be looking into that when I can (although bugs and incompatibilities are more of a beta thing than an alpha thing) anyways, I need to make 2 textures for a couple items I just added and then I can do a new release today that will at least alleviate that issue
  4. solved the desync issue, by the way. If you ever use World.SpawnEntityInWorld(Entity), make sure you've called entity.setLocationAndAngles on that entity or it will just get deleted after a few seconds. Merely setting its posX, posY, posZ and such manually doesn't cut it
  5. no worries. send me a message with map seed, coords, and any other information you think might be helpful. I'll check it out in the morning EDIT: A list of mods would be a good idea too.
  6. ok, we'll see what we can find. The code that error points to doesn't throw that error, so I don't really have enough information yet to track down the issue. That code creates the aura nodes, which so far has been working fine. I'm worried that fastcraft is the culprit, as it sticks its fingers into a lot of stuff. We'll see.
  7. this fixed a crash I found on my own, and the others you've mentioned so far have already been fixed. This one that you've just posted, however, is new. Can you recreate it or was it a one time thing?
  8. well, I've fixed the issue with some hacky work-arounds. Not impressed that mojang and/or the forge guys decided to remove one of the World constructor classes on the server side, makes it much harder for me to get Thaumcraft world generation working. Either way, back to working on the desync bug.
  9. Doing some Multiplayer testing as I try to track down a desync bug with my blaze rod/magma cream code. Ran into another NoSuchMethod error, it seems almost completely random what code Minecraft has set to be client only, thereby causing crashes when the code on the server calls it. This is a serious issue, that makes my mod unusable in multiplayer at the moment. Its my first priority to fix.
  10. Yea, if I had to estimate when this port would be done, I'd say about 8 months ago. Unfortunately this is being programmed by one guy in his free time, so it's pretty hard to tell how long it will take. In my original post I give some information and estimated progress on various features. More features may be added, and the last 1% of code can sometimes take longer than the 99% that came before it. In other words, I dunno. For those of you testing my alpha versions, thank you for your help, please let me know of any bugs or inconsistencies you find. I'm still working on blaze rid/magma cream acquisition. I didn't want to do a simple crafting recipe but instead something interesting. Unfortunately "interesting" can sometimes take longer and have weird ass, hard to track down bugs.
  11. It goes without saying that any thaumcraft based recipe will be added to the thaumonomicon. Some are already in there, in fact. Since this is a port and not anadd-on, I didn't create my own tab, I put them in the normal categories. I will and have also altered some of the pre existing pages to reflect their new means of crafting, which will also be comprehensive by the time I'm done. Items that do not have recipes don't have a thaumonomicon entry however, for obvious reasons.
  12. I haven't finished recipes yet, no. Currently I'm working on ways to acquire nether materials. As you noticed, glowstone dust is now available, as well as soulsand and netherwart. Currently working on blaze rods and magma cream, while I have yet to devise a method for ghast tears or the nether star. Long story short, I'm trying to get the foundation in place for crafting materials to be available, before I focus heavily on the recipes they'll be used in.
  13. Bet you guys thought I forgot some of the wood items! Well I did! Should be done now though
  14. Thaumium armor does, but I haven't gotten to the other armors yet.
  15. oh, you're referring to the ingot stack container. Yes, that would be different as its a completely different item. Logs and coal will act the same, they're all just fancy chests, really. Not a big deal as you typically can't actually put those blocks into a cauldron, but they will eventually have some sort of aspect assigned to them for research points
  16. ah yes. Those aren't values provided by me, but are automatically calculated by thaumcraft due to the damage they do. I'll have to dial that back when I get to finishing the aspects I'm not sure what you mean about items having a different ID in hand than on the ground, that shouldn't be possible.
  17. just keep the bug reports coming
  18. I do inject some code into the getcoresample method, but it hasn't been changed between versions. Looks like this is just a dumb mistake on my part. Give this one a try Fixed TerraThaumcraft a0.4.5
  19. no it won't, but bibliocraft still allows you to build vanilla ones, doesn't it?
  20. if its a public stream, let me know when/where it is
  21. adding a fuel requirement to the arcane lamp seems a little mean, yet at the same time it makes sense in the context that permanent lights are supposed to be difficult/rare to come by in TFC. as for actually blocking mob spawns, that may be harder said than done. I'll have to do some research.
  22. yes... I'm going to have to carefully consider what to do with these elemental items. Its part of the reason I've left them alone so long while working on things that seem harder, like world generation and such. I'm ok with the items like the pickaxe of the core being OP, since its still a hazy plan for me to use "thaumic steel", a higher end thaumium, to make them. They will be quite hard to acquire.
  23. Ok, I've added a new recipe for enchanted cloth made of wool cloth and silk cloth instead of a wool block and string. a new recipe for arcane stone that uses smoothed stone instead of raw stone a new recipe for the boots of the traveler, using TFC leather boots and TFC fish. Any amount of fish will do, since the infusion system doesn't appear to have a way to verify any extra data, and I don't think its game breaking enough to warrant me revamping the infusion altar so people use more fish. I considered using an ink sac instead, but for now its fish. I'm still designing a system that will allow me to remove recipes from the arcane workbench and the infusion altar, so the old recipes are still functional, but that will change in the future. Also, new recipes may not show up in the book yet.
  24. I can see what you're saying about acquiring smooth stone in TFC, the whole mining around it until it falls free is definitely a labor-intensive process. I'll see what I can do about changing that recipe to use stone that's been chiseled smooth, since its much easier to get in bulk. And ya, I have no idea what to do with the axe of the stream, as its function is completely redundant at this point. Maybe have it drop extra wood, or maybe allowing the leaves to drop as well? I honestly don't know. I'll also throw in a new recipe for the boots for the next release, that should be easy enough.