I do have some questions regarding World Gen'd stuff.
Right now, the way that the various structures work is that the blocks are added, but no other blocks are cleared out. or filled in. The result is that the basement levels of some of them are completely filled in, which, while an interesting idea and a niceway to make it a bit archaeological, is a bit grating considering that the ladders survive. Or, with practically any structure that spawns in the forest, trees have grown up inside them, with snow on the floor, etc. Also, the towers made of enderstone... what are they for? I've encountered half a dozen of them and all of them are empty on the inside with nothing on the top.
I have and error since I installed this mod. I took out Extra Biomes XL because of the terrain gen not being supported by this mod. I have since taken out other mods and put them back in and I have just put all the mods in. The error only occurs when creating a new world. I looked in the mods list in the main menu and MCore3.2.8.jar is listed as disabled??
java.lang.IllegalStateException: TickNextTick list out of synch
at in.a(WorldServer.java:536)
at in.b(WorldServer.java:178)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at in.a(WorldServer.java:536)
at in.b(WorldServer.java:178)
-- Affected level --
Details:
Level name: New World
All players: 0 total; []
Chunk stats: ServerChunkCache: 1735 Drop: 0
Level seed: -3440153297572618641
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (1715,4,278), Chunk: (at 3,0,6 in 107,17; contains blocks 1712,0,272 to 1727,255,287), Region: (3,0; contains chunks 96,0 to 127,31, blocks 1536,0,0 to 2047,255,511)
Level time: 1 game time, 1 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 20558 (now: false), thunder time: 24222 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Unfortunately, I haven't been successful using it with 1.4.7.
peace
Really? I have. I just have Forge and MCore installed (although it says MCore is turned off, it's still needed to run the mod. I've tried without it, and it blackscreens), as well as the ocarina mod and Majikguy's Marvelous Moon mod (try saying that 5 times fast). What mods are you using?
Hey everyone, I wrote down a couple of ideas I had while continuing to play this amazing mod, hopefully you will take some of them into consideration.
Spell converter block: Put 5 essences of the same type surrounding an unopened spell scroll into the block. When the block is supplied with power from a nexus, the spell and essences are sacrificed as a tribute to the arcane abyss, and the player is rewarded with knowledge of one random spell of the sacrificed essences type. This block provides an additional use for essences, while also allowing the player to have some control over the type of magic they use.
Essence potions: Made by brewing a potion of swiftness II with an essence of any type, when drunk, the potion provides a speed buff to cool downs and charge times of the spells of the essences type, while slowing spells of the opposite type. Only one of the essence buffs can be active at a time, and the potions can be made into splash potions by brewing with gunpowder. This provides an even greater need for essences as potions are consumable, and the potions, in addition to providing essence specific benefits, also can double as a deadly weapon in pvp as not only will it remove a hit players essence buff, it can also slow the spells they specialize in.
Essence imbued mage armor: Made by mixing various amounts of essences and a piece of armor together in a cauldron. Master=2 essences per piece, Archmage=4 essences per piece. Doing this will change the armors color to the color of the essence it was imbued with. Essences can be removed in the same way dyes are from leather armor, by right clicking on a cauldron. Wearing a full set of essence imbued armor reduces the cost of spells of its same type, while increasing the cost of spells of the opposing type (affinity tomes will no longer provide this benefit, but will still be plenty valuable for their removal of reagent costs). Essence imbued mage armor also provides increased protection against the type of magic it was imbued with, but also increased weakness to magic of its opposite. For example, fire imbued mage armor protects against fire damage and fire spells, while it is weak against drowning damage and water spells. Water imbued mage armor would do vice versa. This armor imbuing system, like the above, provides additional uses for essences, allows mage armor to be more customizable and fit the mage who wears it, while also making pvp between mages more interesting and involve more strategy in spell choice.
New Spell Ideas:
Army of the Dead: Summons 5 weak zombies to fight. Number of zombies changes with casting mode.
Entomb: Projectile explosion spell that makes all blocks that come in contact with explosion fall like sand. Size of explosion changes with casting mode.
Repel: Channeled spell that repels enemies and items away from the castor. Aoe size changes with casting mode.
Green Thumb: Plants seeds in inventory in a large area on farmland. Aoe size changes with casting mode. Castor will plant with seeds from a nearby inventory.
Drought: Projectile that deletes all water in its path. Size of projectile changes with casting mode.
Aqua II/waterball: Fire a projectile that spawns water on contact.
Divinity: Gives buff that allows walking on water and lava. Buff duration changes with casting mode.
Wall of Fire: Spawns a wall of fire much like wall of thorns spell.
Magmaball: Fire a projectile that spawns lava (non-source) on contact.
Arcane Beam: Channels a weak, continuous beam of arcane energy. Damage changes with casting mode.
Black Hole: Sucks blocks, items, mobs and players into a gravity well. Size changes with casting mode.
Dowse: Particles point to nearest ore, similar to clairvoyance spell. Normal casting ignores coal, augmented ignores iron and coal.
Frozen Earth: Projectile that explodes into a layer of snow when it makes contact. If projectile hits a mob or player, it is given a debuff that makes snow act like soulsand. Debuff length and snow aoe size changes with casting mode.
Improvements to existing spells/items:
Accelerate makes machines (such as brewing stand, furnace, calcefactor, etc) work faster.
Add a way to orient caster down or upwards.
Earth up and down spell work as projectiles when in castor, earth moving up/down acts like a piston (items, mobs and players move up/down with it). This would allow for the construction of magical elevators.
Add strong knockback effect to talons of the wind, simulating the wind blowing enemies away.
Add a way to put a castor in a minecart, maybe? The possibilities would be endless.....
Allow dig II to work as projectile when in the castor, with items dropping behind the castor.
Misc. low-priority aesthetic improvements:
Allow Blue Orchid/Desert Nova to be placed in a flower pot. Currently they are the only non crop plants that wont go in a flower pot.
Add particle effects to furnace touch, growth and dig to make them seem more magical.
Make Insect swarm look like insects instead of mini mage lights.
Give fire elemental and dryad a better model, a re-skinned player doesn't feel right/believable.
Change stone golem from retextured zombie to a stone textured, smaller iron golem.
When structures generate, have the wood blocks of trees replace the structures blocks, this way it seems as if the tree actually grew threw the floor, and didn’t just generate disembodied tree parts inside the building. Have stone, ore and sandstone turn into dirt or sand when generated inside buildings, I can understand dirt building up inside of the old buildings, but how would layers of stone or ore get in there? Any living plants such as flowers or hedges used in building design should be long dead, replace some of them with dead bushes and tallgrass. Cauldrons and any places where there was water should have evaporated and be empty. Farms should be overgrown with tallgrass and waterless with crops long dead. Torches should be long gone and extinguished, plus the darkness may spawn mobs which adds extra challenge. Maybe throw in a bit more cracked and mossy brick with vines, spiderwebs, and holes of decay in structures. (Also, yes, I do understand that many of the structures in ars magica aren't made by mithion, but it would be nice if the people building the structures would take some of this stuff into consideration.)
Really? I have. I just have Forge and MCore installed (although it says MCore is turned off, it's still needed to run the mod. I've tried without it, and it blackscreens), as well as the ocarina mod and Majikguy's Marvelous Moon mod (try saying that 5 times fast). What mods are you using?
I updated to a newer version of forge and it works fine. I'm not sure why, but when I used the "recommended" version of forge, I got a black screen, but with the "latest" version (6.6.0.499) it works again! Thanks Talimn for posting your version number, I never thought to do that.
I have and error since I installed this mod. I took out Extra Biomes XL because of the terrain gen not being supported by this mod. I have since taken out other mods and put them back in and I have just put all the mods in. The error only occurs when creating a new world. I looked in the mods list in the main menu and MCore3.2.8.jar is listed as disabled??
java.lang.IllegalStateException: TickNextTick list out of synch
at in.a(WorldServer.java:536)
at in.b(WorldServer.java:178)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at in.a(WorldServer.java:536)
at in.b(WorldServer.java:178)
-- Affected level --
Details:
Level name: New World
All players: 0 total; []
Chunk stats: ServerChunkCache: 1735 Drop: 0
Level seed: -3440153297572618641
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (1715,4,278), Chunk: (at 3,0,6 in 107,17; contains blocks 1712,0,272 to 1727,255,287), Region: (3,0; contains chunks 96,0 to 127,31, blocks 1536,0,0 to 2047,255,511)
Level time: 1 game time, 1 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 20558 (now: false), thunder time: 24222 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
I've noticed two name errors so far, and I think they should be fixed. The first is that in the description of Fire Burst, it says "Emit a blast for fire in all directions". The for should be of. The second is that Clairvoyance is called Clarivoyance.
For those of you having trouble with spoilers, it's:
[spoiler]Your text here[/spoiler]
In general, all bbcode is this thing: [ then the thing you want to use, such as spoiler, then ] which is then followed by the text you want affected. Then close it with [ and / and another ] to end it. So bolding text is: [ and b and ], then the text to bold, then closed by [ and / and b and ]. And there you go.
Everything was fine in my private modpack. Then I wnt on the ArsMagica's configs and changed "Random Spells Recipes" to false.
Now everytime I log my world, I can't open any GUI on it and only the chunk I'm on loads. The rest of the world never appears and I can't die or use any item. Then I try to save and quit of my world and it stucks on "Shutting down internal server".
Hey everyone, I wrote down a couple of ideas I had while continuing to play this amazing mod, hopefully you will take some of them into consideration.
Spell converter block: Put 5 essences of the same type surrounding an unopened spell scroll into the block. When the block is supplied with power from a nexus, the spell and essences are sacrificed as a tribute to the arcane abyss, and the player is rewarded with knowledge of one random spell of the sacrificed essences type. This block provides an additional use for essences, while also allowing the player to have some control over the type of magic they use.
Essence potions: Made by brewing a potion of swiftness II with an essence of any type, when drunk, the potion provides a speed buff to cool downs and charge times of the spells of the essences type, while slowing spells of the opposite type. Only one of the essence buffs can be active at a time, and the potions can be made into splash potions by brewing with gunpowder. This provides an even greater need for essences as potions are consumable, and the potions, in addition to providing essence specific benefits, also can double as a deadly weapon in pvp as not only will it remove a hit players essence buff, it can also slow the spells they specialize in.
Essence imbued mage armor: Made by mixing various amounts of essences and a piece of armor together in a cauldron. Master=2 essences per piece, Archmage=4 essences per piece. Doing this will change the armors color to the color of the essence it was imbued with. Essences can be removed in the same way dyes are from leather armor, by right clicking on a cauldron. Wearing a full set of essence imbued armor reduces the cost of spells of its same type, while increasing the cost of spells of the opposing type (affinity tomes will no longer provide this benefit, but will still be plenty valuable for their removal of reagent costs). Essence imbued mage armor also provides increased protection against the type of magic it was imbued with, but also increased weakness to magic of its opposite. For example, fire imbued mage armor protects against fire damage and fire spells, while it is weak against drowning damage and water spells. Water imbued mage armor would do vice versa. This armor imbuing system, like the above, provides additional uses for essences, allows mage armor to be more customizable and fit the mage who wears it, while also making pvp between mages more interesting and involve more strategy in spell choice.
New Spell Ideas:
Army of the Dead: Summons 5 weak zombies to fight. Number of zombies changes with casting mode.
Entomb: Projectile explosion spell that makes all blocks that come in contact with explosion fall like sand. Size of explosion changes with casting mode.
Repel: Channeled spell that repels enemies and items away from the castor. Aoe size changes with casting mode.
Green Thumb: Plants seeds in inventory in a large area on farmland. Aoe size changes with casting mode. Castor will plant with seeds from a nearby inventory.
Drought: Projectile that deletes all water in its path. Size of projectile changes with casting mode.
Aqua II/waterball: Fire a projectile that spawns water on contact.
Divinity: Gives buff that allows walking on water and lava. Buff duration changes with casting mode.
Wall of Fire: Spawns a wall of fire much like wall of thorns spell.
Magmaball: Fire a projectile that spawns lava (non-source) on contact.
Arcane Beam: Channels a weak, continuous beam of arcane energy. Damage changes with casting mode.
Black Hole: Sucks blocks, items, mobs and players into a gravity well. Size changes with casting mode.
Dowse: Particles point to nearest ore, similar to clairvoyance spell. Normal casting ignores coal, augmented ignores iron and coal.
Frozen Earth: Projectile that explodes into a layer of snow when it makes contact. If projectile hits a mob or player, it is given a debuff that makes snow act like soulsand. Debuff length and snow aoe size changes with casting mode.
Improvements to existing spells/items:
Accelerate makes machines (such as brewing stand, furnace, calcefactor, etc) work faster.
Add a way to orient caster down or upwards.
Earth up and down spell work as projectiles when in castor, earth moving up/down acts like a piston (items, mobs and players move up/down with it). This would allow for the construction of magical elevators.
Add strong knockback effect to talons of the wind, simulating the wind blowing enemies away.
Add a way to put a castor in a minecart, maybe? The possibilities would be endless.....
Allow dig II to work as projectile when in the castor, with items dropping behind the castor.
Misc. low-priority aesthetic improvements:
Allow Blue Orchid/Desert Nova to be placed in a flower pot. Currently they are the only non crop plants that wont go in a flower pot.
Add particle effects to furnace touch, growth and dig to make them seem more magical.
Make Insect swarm look like insects instead of mini mage lights.
Give fire elemental and dryad a better model, a re-skinned player doesn't feel right/believable.
Change stone golem from retextured zombie to a stone textured, smaller iron golem.
When structures generate, have the wood blocks of trees replace the structures blocks, this way it seems as if the tree actually grew threw the floor, and didn’t just generate disembodied tree parts inside the building. Have stone, ore and sandstone turn into dirt or sand when generated inside buildings, I can understand dirt building up inside of the old buildings, but how would layers of stone or ore get in there? Any living plants such as flowers or hedges used in building design should be long dead, replace some of them with dead bushes and tallgrass. Cauldrons and any places where there was water should have evaporated and be empty. Farms should be overgrown with tallgrass and waterless with crops long dead. Torches should be long gone and extinguished, plus the darkness may spawn mobs which adds extra challenge. Maybe throw in a bit more cracked and mossy brick with vines, spiderwebs, and holes of decay in structures. (Also, yes, I do understand that many of the structures in ars magica aren't made by mithion, but it would be nice if the people building the structures would take some of this stuff into consideration.)
These are some EXCELLENT suggestions.
In particular:
General:
Spell Conversion Block - with a little tweaking, this is a fantastic idea. Well, it's already fantastic, but I'ma change it anyway.
Essence Potions & Essence Armor - not really where I am going with this. I may have another use for essence armor though. I like affinities the way they are, and how much of a choice it is to switch them (as opposed to just having multiple sets of armor), but I may make them do something else if I add it.
Spells:
Army of the Dead - this has been requested numerous times, and while I will not be adding it, the next update will allow a variant of this effect to be achieved.
Entomb - cool. Not sure how laggy it might get with that many spawn packets (as each falling block is: block update packet (remove existing), spawn packet (for the falling entity), block update (on land))
Repel - I like it, though it will need to be balanced quite a bit
Green Thumb - already exists in the next update
Drought - an interesting idea
Divinty - already achievable through various means
Wall of Fire - Yes.
Magma Ball - already exists in next update
Arcane Beam - again, yes.
Black Hole - exists, Telekinesis and Vortex
Dowse - not something I would add, seems a little OP. Besides, it's already not too hard to find ores.
Frozen Earth - very unique! I like it. I'll probably add an equivalent called Molten Earth as well, because magma needs some spells...
Changes:
Accelerate changes: waaaaayyyyy too OP.
Caster orientation: Sure.
Earth Up/Down as projectile - they'll remain the way they are, caster elevators are something to work towards though.
Talons of the Wind doesn't need KB, there's already plenty of KB in wind - it's meant to be a spammable little damage spell.
Flower pots don't have the ability to extend what is allowed in them (though I haven't updated forge to 1.4.7 yet, so that may have been added). This would be possible with base edits of course, but I don't want to make them.
Growth and Furnace touch do have PFX (though small), Dig I changed in a different way to look cooler.
Insect Swarm does need a new texture
Fire Elemental, Dryad, Earth Golem will stay the way they are - it's a nice look back at how far this mod has come. The earth elemental was the first new entity I ever made!
Everything was fine in my private modpack. Then I wnt on the ArsMagica's configs and changed "Random Spells Recipes" to false.
Now everytime I log my world, I can't open any GUI on it and only the chunk I'm on loads. The rest of the world never appears and I can't die or use any item. Then I try to save and quit of my world and it stucks on "Shutting down internal server".
Speaking of suggestions, please give us config options to disable your mobs. Travelling a kilometer to find wool or dyes only for a Dark Wizard to kill you and burn your house down on the way back is extremely frustrating and ruins what would be an otherwise good mod.
Another suggestion would be to up the brightness on the symbols on the runes, or to at least give their ghosts a tooltip. As it stands, making a spell requires me to squint at the screen if I want to tell what color the runes are supposed to be.
Yes, those spells do pull items and mobs to the castor, but I was thinking they could be pulled into a stationary gravity well that disappears after a amount of time. Maybe it could be triggered like a runic trap?
I was thinking that it could provide maybe just a minor speed boost, so I could have a castor setup that increases efficiency. Maybe the same could be done with plant growth, as now it just acts like a rather insane, mildly op aoe growth spell.
The server that I play on is 1.4.7 and we are playing with Ars Magica fine. Only something pops up every now and then that is unexpected.
Right now, the way that the various structures work is that the blocks are added, but no other blocks are cleared out. or filled in. The result is that the basement levels of some of them are completely filled in, which, while an interesting idea and a niceway to make it a bit archaeological, is a bit grating considering that the ladders survive. Or, with practically any structure that spawns in the forest, trees have grown up inside them, with snow on the floor, etc. Also, the towers made of enderstone... what are they for? I've encountered half a dozen of them and all of them are empty on the inside with nothing on the top.
I have and error since I installed this mod. I took out Extra Biomes XL because of the terrain gen not being supported by this mod. I have since taken out other mods and put them back in and I have just put all the mods in. The error only occurs when creating a new world. I looked in the mods list in the main menu and MCore3.2.8.jar is listed as disabled??
[spoiler]--- Minecraft Crash Report ----
// You're mean.Time: 15/01/13 9:13 PM
Description: Exception ticking world
java.lang.IllegalStateException: TickNextTick list out of synch
at in.a(WorldServer.java:536)
at in.b(WorldServer.java:178)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at in.a(WorldServer.java:536)
at in.b(WorldServer.java:178)
-- Affected level --
Details:
Level name: New World
All players: 0 total; []
Chunk stats: ServerChunkCache: 1735 Drop: 0
Level seed: -3440153297572618641
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (1715,4,278), Chunk: (at 3,0,6 in 107,17; contains blocks 1712,0,272 to 1727,255,287), Region: (3,0; contains chunks 96,0 to 127,31, blocks 1536,0,0 to 2047,255,511)
Level time: 1 game time, 1 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 20558 (now: false), thunder time: 24222 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_11, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 646275696 bytes (616 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xmx1g -Xms1g
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_A3 15 mods loaded, 14 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ArsMagica [Ars Magica] (ArsMagica_RC_5.32.272.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Backpack [Backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChickenChunks [ChickenChunks] (ChickenChunks 1.2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.8.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
modRFL [Rotten Flesh to Leather] (Rotten Flesh to Leather - Forge 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SoulShards [SoulShards] (SoulShards-v1.26-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MCore [MCore] (coremods) Unloaded->Disabled
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml' [/spoiler]
Thanks everyone for the help
EDIT:
Sorry I tried to put in a spoiler didn't work oh well please forgive me thanks
Really? I have. I just have Forge and MCore installed (although it says MCore is turned off, it's still needed to run the mod. I've tried without it, and it blackscreens), as well as the ocarina mod and Majikguy's Marvelous Moon mod (try saying that 5 times fast). What mods are you using?
Wait, what?
Spell converter block: Put 5 essences of the same type surrounding an unopened spell scroll into the block. When the block is supplied with power from a nexus, the spell and essences are sacrificed as a tribute to the arcane abyss, and the player is rewarded with knowledge of one random spell of the sacrificed essences type. This block provides an additional use for essences, while also allowing the player to have some control over the type of magic they use.
Essence potions: Made by brewing a potion of swiftness II with an essence of any type, when drunk, the potion provides a speed buff to cool downs and charge times of the spells of the essences type, while slowing spells of the opposite type. Only one of the essence buffs can be active at a time, and the potions can be made into splash potions by brewing with gunpowder. This provides an even greater need for essences as potions are consumable, and the potions, in addition to providing essence specific benefits, also can double as a deadly weapon in pvp as not only will it remove a hit players essence buff, it can also slow the spells they specialize in.
Essence imbued mage armor: Made by mixing various amounts of essences and a piece of armor together in a cauldron. Master=2 essences per piece, Archmage=4 essences per piece. Doing this will change the armors color to the color of the essence it was imbued with. Essences can be removed in the same way dyes are from leather armor, by right clicking on a cauldron. Wearing a full set of essence imbued armor reduces the cost of spells of its same type, while increasing the cost of spells of the opposing type (affinity tomes will no longer provide this benefit, but will still be plenty valuable for their removal of reagent costs). Essence imbued mage armor also provides increased protection against the type of magic it was imbued with, but also increased weakness to magic of its opposite. For example, fire imbued mage armor protects against fire damage and fire spells, while it is weak against drowning damage and water spells. Water imbued mage armor would do vice versa. This armor imbuing system, like the above, provides additional uses for essences, allows mage armor to be more customizable and fit the mage who wears it, while also making pvp between mages more interesting and involve more strategy in spell choice.
New Spell Ideas:
Army of the Dead: Summons 5 weak zombies to fight. Number of zombies changes with casting mode.
Entomb: Projectile explosion spell that makes all blocks that come in contact with explosion fall like sand. Size of explosion changes with casting mode.
Repel: Channeled spell that repels enemies and items away from the castor. Aoe size changes with casting mode.
Green Thumb: Plants seeds in inventory in a large area on farmland. Aoe size changes with casting mode. Castor will plant with seeds from a nearby inventory.
Drought: Projectile that deletes all water in its path. Size of projectile changes with casting mode.
Aqua II/waterball: Fire a projectile that spawns water on contact.
Divinity: Gives buff that allows walking on water and lava. Buff duration changes with casting mode.
Wall of Fire: Spawns a wall of fire much like wall of thorns spell.
Magmaball: Fire a projectile that spawns lava (non-source) on contact.
Arcane Beam: Channels a weak, continuous beam of arcane energy. Damage changes with casting mode.
Black Hole: Sucks blocks, items, mobs and players into a gravity well. Size changes with casting mode.
Dowse: Particles point to nearest ore, similar to clairvoyance spell. Normal casting ignores coal, augmented ignores iron and coal.
Frozen Earth: Projectile that explodes into a layer of snow when it makes contact. If projectile hits a mob or player, it is given a debuff that makes snow act like soulsand. Debuff length and snow aoe size changes with casting mode.
Accelerate makes machines (such as brewing stand, furnace, calcefactor, etc) work faster.
Add a way to orient caster down or upwards.
Earth up and down spell work as projectiles when in castor, earth moving up/down acts like a piston (items, mobs and players move up/down with it). This would allow for the construction of magical elevators.
Add strong knockback effect to talons of the wind, simulating the wind blowing enemies away.
Add a way to put a castor in a minecart, maybe? The possibilities would be endless.....
Allow dig II to work as projectile when in the castor, with items dropping behind the castor.
Allow Blue Orchid/Desert Nova to be placed in a flower pot. Currently they are the only non crop plants that wont go in a flower pot.
Add particle effects to furnace touch, growth and dig to make them seem more magical.
Make Insect swarm look like insects instead of mini mage lights.
Give fire elemental and dryad a better model, a re-skinned player doesn't feel right/believable.
Change stone golem from retextured zombie to a stone textured, smaller iron golem.
When structures generate, have the wood blocks of trees replace the structures blocks, this way it seems as if the tree actually grew threw the floor, and didn’t just generate disembodied tree parts inside the building. Have stone, ore and sandstone turn into dirt or sand when generated inside buildings, I can understand dirt building up inside of the old buildings, but how would layers of stone or ore get in there? Any living plants such as flowers or hedges used in building design should be long dead, replace some of them with dead bushes and tallgrass. Cauldrons and any places where there was water should have evaporated and be empty. Farms should be overgrown with tallgrass and waterless with crops long dead. Torches should be long gone and extinguished, plus the darkness may spawn mobs which adds extra challenge. Maybe throw in a bit more cracked and mossy brick with vines, spiderwebs, and holes of decay in structures. (Also, yes, I do understand that many of the structures in ars magica aren't made by mithion, but it would be nice if the people building the structures would take some of this stuff into consideration.)
I updated to a newer version of forge and it works fine. I'm not sure why, but when I used the "recommended" version of forge, I got a black screen, but with the "latest" version (6.6.0.499) it works again! Thanks Talimn for posting your version number, I never thought to do that.
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
That's happened to me before. Have you tried revisiting one of the newly created worlds that crashed? Revisiting it worked for me.
EDIT: Dangit. I tried to fix the spoiler. How do you add spoilers!?
Wait, what?
Wait, what?
In general, all bbcode is this thing: [ then the thing you want to use, such as spoiler, then ] which is then followed by the text you want affected. Then close it with [ and / and another ] to end it. So bolding text is: [ and b and ], then the text to bold, then closed by [ and / and b and ]. And there you go.
Now everytime I log my world, I can't open any GUI on it and only the chunk I'm on loads. The rest of the world never appears and I can't die or use any item. Then I try to save and quit of my world and it stucks on "Shutting down internal server".
This is the ForgeModLoader-client-0.log:
http://www.mediafire.com/?aq9a6c9nl24jqt2
(pastebin wouldn't let me upload this, too long!)
But basically it's
Like a million times.
WHAT am I supposed to do to resolve this error?
That's the reason for your crash. Currently, Ars Magica only works with random spell recipes.
These are some EXCELLENT suggestions.
In particular:
General:
Set random spell recipes to true for the time being - I will have this fixed in the next update.
There's actually a mod that does this already you might be interested in:
http://www.minecraftforum.net/topic/1611327-146147forge-painters-flower-pot-v12
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
Yes, those spells do pull items and mobs to the castor, but I was thinking they could be pulled into a stationary gravity well that disappears after a amount of time. Maybe it could be triggered like a runic trap?
Thank you for replying by the way, I'm glad you like some of my ideas and I love how active you are within your mods community.
Actually clairvoyance is the proper spelling.
@Mithion Love the mod. You've done some amazing work. Definitely going to keep playing with it.
Thanks that worked