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Eruantien

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Jul 29, 2019
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Sounds like a mod interaction gone wrong then. Remove any mods with Thaumcraft integration(including addons) one at a time until the problem goes away.
Okay, are there any mods that you see here that could have a problem? I've checked all the major ones; tried deleting them and I still got the crash.
zul0IJc.png
 

jordsta95

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Jul 29, 2019
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Okay, are there any mods that you see here that could have a problem? I've checked all the major ones; tried deleting them and I still got the crash.
zul0IJc.png
Either:
Thaumcraft NEI plugins... never used it, so I dunno how good it is (and NEI has it's far share of bugs in 1.7)
Enchiliridon... IIRC that's a Thaumcraft Add-on?
ThaumicExploration... Dunno what this does, but it sounds like it could change scanning mechanics :p
 

Eruantien

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Jul 29, 2019
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Nope; not likely; and nope. I tried a fresh instance with these mods included and scanning is fine.
Enchiridion is actually made by joshie, for Mariculture.

Round 2, begin...
 

jordsta95

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Jul 29, 2019
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Nope; not likely; and nope. I tried a fresh instance with these mods included and scanning is fine.
Enchiridion is actually made by joshie, for Mariculture.

Round 2, begin...
Oh right. I never use Mariculture, that's why I don't know the mod much :p
 

DrowElf

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Jul 29, 2019
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Nope; not likely; and nope. I tried a fresh instance with these mods included and scanning is fine.
Enchiridion is actually made by joshie, for Mariculture.

Round 2, begin...
Try Technomancy and Forbidden Magic, those are the only TC addons left right?
 

efr44738

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Jul 29, 2019
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Right; however, they also have no issues in a clean instance. I'm completely stumped here.
So is the issue only in a map you already made or any map in the modpack you made? If it is only one map I would say back up the save then delete the player.dat and where ever thaumcraft stuff gets saved then try scanning stuff. If you can recreate the pack and everything works fine then something became corrupted along the line.
 

Eruantien

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Jul 29, 2019
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So is the issue only in a map you already made or any map in the modpack you made? If it is only one map I would say back up the save then delete the player.dat and where ever thaumcraft stuff gets saved then try scanning stuff. If you can recreate the pack and everything works fine then something became corrupted along the line.
This happens in any map within this modpack. Currently I'm trying a whole new instance of the pack, adding a few mods in at a time.
 

Someone Else 37

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Feb 10, 2013
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Its a custom one in singleplayer only so I can add whatever I want.

Currently I am liking the MFFS route so I'll add that. I also have RiM and Funky locomotion.

So with redstone (I also have project red) is there a way to say if the frame machine moved forward 1 block then move left 1 then back 1 then right 2 then forward 2 (etc so it just makes one huge consistent hole in the ground?) Can this be done easier with computer craft? Just be noted that I absolutely hate programming for ten minutes than setting up redstone for an hour and a half.
I don't think you can quite exactly do that without ComputerCraft and a lot of hassle, but you can make it dig out a long (and deep) trench in one direction.

Say you want to use a single mining well to dig a trench 16 blocks wide by zig-zagging back and forth, so a cokplete cycle moves the rig forward two blocks. You could use a ProjectRed Counter to keep track of the left-right position, and a Toggle Latch for whether it's going left or right.

First off, configure the counter to increment by 1, decrement by 16, and max out at 16. Connect a timer set to a bit longer than it takes your contraption to mine out a column of blocks to the '+' input of the counter, and feed the '+' output directly into the '-' input and into the toggle latch. This way, every 16 pulses from the timer, the counter will toggle the latch and reset itself.

Next, you'll want to connect either output of the counter to a State Cell with a delay just a bit longer than the delay on your timer. Wire the output of the state cell where the pointer usually rests to any of the inputs on the timer. Now, whenever the counter resets and toggles the latch, it also briefly disables the timer. This will become important later.

Now, you'll need a couple of AND gates. Connect both to the output of your timer, and one to each of the outputs on your toggle latch. Connect the outputs of these gates to whatever devices move your rig left and right.

Finally, connect the wire that toggles the latch, resets the counter, and disables the clock to whatever moves your contraption forward.

All in all, this setup *should* will move your rig to the left 15 times, then stop, move forward once, move to the right 15 times, move forward once more, and repeat.
 

Eruantien

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Jul 29, 2019
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Make sure you download every mod instead of copying just incase one is corrupted.
So now it works in a fresh instance, with every mod the same as before. Huh.
Must have been something with config files. I'll go back and check them next...
 

loboca

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Jul 29, 2019
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So now it works in a fresh instance, with every mod the same as before. Huh.
Must have been something with config files. I'll go back and check them next...
Not sure what version you're running (1.6.4 or 1.7.x) but in 1.6.4 there were instances where the Thaumcraft 'database' where it stored research, things you had unlocked, etc could be corrupted. I forget where it's stored, but you could try deleting it and seeing if scanning and everything starts working ok. It'll wipe out your progress in Thaumcraft, but at least that would narrow down the cause of the issues.
 

einsteinsci

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Jul 29, 2019
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Indeed. Point the level emitter at an ME Export Bus that itself is pointed at an ME Interface. Configure the level emitter to emit a signal when there are more than however many items in your network, and the export bus to only be active when given a signal. When you don't have enough of the item, the emitter will turn off, allowing the export bus to make some more items and dump them right back into the network.

If you want lots and lots of glass, say, you could instead dedicate a Redstone Furnace to glass production, have an export bus constantly stock it with sand, and have your level emitter turn the furnace itself off. You could, of course, still have the level emitter disable the export bus, but then the furnace would continue to cook the stack of sand in its input slot, so you'd wind up with up to 64 more sand than you had intended.

I was hoping for an alternative that doesn't require one setup per block, but I guess I'll need to make some space for a row of these Interface-Export Bus-Level Emitter setups.
 

Someone Else 37

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Feb 10, 2013
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I was hoping for an alternative that doesn't require one setup per block, but I guess I'll need to make some space for a row of these Interface-Export Bus-Level Emitter setups.
If you're using full-block interfaces (as opposed to AE2 interface covers), you can cluster four or five bus-emitter pairs around one interface. You can also use hoppers to feed the outputs of quite a few buses into an interface. However, it's still a minimum of 2.2 blocks per item to stock.
 

Eruantien

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Jul 29, 2019
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Not sure what version you're running (1.6.4 or 1.7.x) but in 1.6.4 there were instances where the Thaumcraft 'database' where it stored research, things you had unlocked, etc could be corrupted. I forget where it's stored, but you could try deleting it and seeing if scanning and everything starts working ok. It'll wipe out your progress in Thaumcraft, but at least that would narrow down the cause of the issues.
That might help a bit; depends on if it's world-specific. Thanks.
FWIW, it's not actually for Mariculture. It's essentially the guide book that was in Mariculture split off and made more generic so anyone can create their own books with it.
Oops. Excuuuuuse me.
 

hisagishi

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Jul 29, 2019
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Is there a mod out for 1.7.10 that adds items to dungeon chests to make them more exciting? Like Dartcrafts spoil bags or the hardcore maps bags (the ones you get for completing quests)
 

PhilHibbs

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I don't think you can quite exactly do that without ComputerCraft and a lot of hassle, but you can make it dig out a long (and deep) trench in one direction.
I wrote a turtle program that would make square rooms, by moving in an expanding spiral digging above and below to make a 3-high room, I'd place a second in the ceiling and set it going to make it 5 or 6 high. It went forward 1, right, forward 1, right, forward 2, right, forward 2, right, etc. until the desired size had been reached. So the logic can be done, the challenge is in the persistence, making sure that it keeps track of its position and never gets confused by being hard rebooted in between moving and recording that the move happened. Or, more importantly, in between turning and recording that the turn has happened. These things tend to start out making a neat expanding square, and then suddenly fly off and continue the spiral in a different direction.
 

jordsta95

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Jul 29, 2019
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Is there a mod out for 1.7.10 that adds items to dungeon chests to make them more exciting? Like Dartcrafts spoil bags or the hardcore maps bags (the ones you get for completing quests)
Not sure of a mod. But if you know what sorta things you want, you could always add in a load of possibilities to dungeon chests using Minetweaker :)