you should fix somer tower problem cause of your block protect some tower canot be enter without destroying it-- in the latest version
im runing it with the 1.52 version of minecrfat i like that mod alot but tower that canot be destroid at all is kind of null got one tower in the nether that i coud not get to the top cause i cant nreak trought fix it please so all tower can be destroid that block protector is a pain too destroy to of put a magic of sort too destroy that block even if it block some were of invisible so if a problem ocur we can at least go in
Structures have some sort of magic around them that makes it so I cannot modify them? I found a normal stone house and tried to put a button on the wall so I could open the iron door. Won't let me place a button. Won't let me destroy any of the blocks to get inside. Is this a glitch or is this intentional? Either way, how do I get around it?
Beginning to think that, perhaps, the better idea for "end game exploration" should be to put indestructible rooms in Mage Towers (not the whole tower, just a specific room, big or small) that require a gate to get through to, and the idea would be that you have to figure out what key they require. There could be a hint given by placing wool blocks in the correct colors, but not necessarily the correct pattern, in the outer walls of this room. This would, basically, make it a requirement that you're at "end game" in order to get into these places. I think it would solve the issue of the protector confusing everyone and making issues with the environment, while encouraging the idea of exploration and revisitation that you seem to be going for. I like that idea, too. It makes maps a good idea, or at least the writing down of coordinates.
Also, I cannot blink into or around towers now. I can blink outside of their area, but any part protected by the tower protector doesn't allow me to blink. I would *love* this if it weren't that a few towers require blink in order to get everything in them. That, and True Sight is also not working properly (as mentioned a few posts up).
You know you've made a good mod, though, when I remove it for a little bit, to avoid the crashing bugs, and then find myself regretting the decision. I also tried to get into Thaumcraft by removing everything but that, just so I didn't have any distractions, and found myself getting into fights and thinking to myself, "if I had Arcane Bolt, right now, you'd all be SO DEAD."
Would it be possible to have a blacklist-type config settings for what Arcane Reconstructor should ignore? There are couple items in other mods that shouldn't really be fixed, but can be fixed through reconstructor. Forestry Frames and Mo'Creatures' Wyvern Lair Staff for a few.
Also, I would like to suggest the ability to either use whole numbers or a percentage for magic levels lost upon death. I just like the idea of the penalty getting bigger as you level up, rather than just being a set x levels. 50%, for example. At level 4 it's only 2 levels, but at level 50 you lose 25 levels.
Bug report : Fireball block destroy makes the dropped block reset its metadata to 0 causing it to alter the block drop.
Issue mainly on mod blocks.
For example, Block of Lead has ID of 4097 and Block of Silver has ID of 4097:1 (metadata 1). If a fireball is cast upon block of silver, it will drop Block of Leads instead.
Anyone else (that uses 100+ mods) seeing it take around 2 minutes for Ars Magica (v5.52.010) to do power lookups? It does this when it loads the world, and not just once - it does it every time you load the game. If I save the world and go back to the main menu, then load the world, it loads quickly. I can load another world and it loads quickly too. I seem to remember the power lookups occuring during game-load, not during world-load, and it never took 2 minutes in the past.
Kinda like this, and note the time in bold font:
2013-05-30 16:55:21 [INFO] [ForgeModLoader] Ars Magica >> Initializing power lookups
2013-05-30 16:56:12 [INFO] [ForgeModLoader] [Thaumcraft] Removed -16 aura nodes when world 20 unloaded.
2013-05-30 16:56:12 [INFO] [ForgeModLoader] Unloading dimension 20
2013-05-30 16:56:12 [INFO] [ForgeModLoader] [Thaumcraft] Removed -16 aura nodes when world -17 unloaded.
2013-05-30 16:56:12 [INFO] [ForgeModLoader] Unloading dimension -17
2013-05-30 16:56:12 [INFO] [ForgeModLoader] [Thaumcraft] Removed -16 aura nodes when world 7 unloaded.
2013-05-30 16:56:12 [INFO] [ForgeModLoader] Unloading dimension 7
2013-05-30 16:56:12 [INFO] [ForgeModLoader] [Thaumcraft] Removed -16 aura nodes when world 1 unloaded.
2013-05-30 16:56:12 [INFO] [ForgeModLoader] Unloading dimension 1
2013-05-30 16:57:19 [INFO] [ForgeModLoader] Ars Magica >> Power Lookups Completed.
It didn't used to do this. It's like I hit a magic number of items that makes it bog waaay down. I believe I have close to 10,000 items in game from ~108 mods.
Can we disable the power lookup or make it save the lookup results so it doesn't have to keep doing this? It was already slow to load a world when it was taking 20 or 30 seconds. This 2 and a half minute load time is gonna kill me!
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First I want to say this this is my favourite mod, of any game, and that means a lot.
but the whole you can't destroy towers until you destroy the block thing can get a bit annoying if the entrance is blocked off by trees or something, or if the part with the tower block is cut off by another construction, usually from another mod.
It's not that bad because I can always go find another one, and having to actually go through the tower to get the stuff is cool, it's just a bit bothersome.
Maybe I'm just confused, but I found one of those giant tree house towers, and could only get in by placing a block under me and quickly jumping before it disappeared to get up 2 block inclines. I might just not have looked the entrance enough though. I did finally get in, but I think that I accidentally destroyed an illusion block, creating a magic wall preventing me from getting to one of the blocks.
all I'm saying is that it could be a better system.
EDIT: also, I think that casting spells to lvl your magic wouldn't be as fun, I would prefer just playing the game, killing zombies, smelting ingots, and breeding animals to stupidly throwing fireballs into the air until you lvl up. casting a spell like growth should be because you want to grow a plant, not just to cast over and over again and rank up.
I'm not sure if this is just a bloop bug or just some oddity with Optifine and this mod.
But the top bar[which is new], and the spell book quick bar blink.
Is there a way to fix this or as I stated before a possible oddity bloop with Optifine?
I have this problem as well, but only with the top bar. I don't use Optifine and have found my particular issue to be with Zan's Minimap. Neither repositioning the HUD elements of Ars Magica and Zan's Minimap nor disabling the minimap items helped; only uninstalling the minimap mod fixed the blinking.
I have a problem, it seems that every spell i use one shots everything... i mean everything. Now that may seem like an awesome thing BUT enemy casters also one shot me. The mods i use are thaumcraft, milleinaire, optifine and ars magica (obviously). Is there any known bug between them that causes that?
Sand is WAY better then a diamond sword. What's better than diamond? Nothing.
But sand is better than nothing, right? Diamond < Nothing < Sand. Thusly, sand is better than a diamond sword.
I have a problem, it seems that every spell i use one shots everything... i mean everything. Now that may seem like an awesome thing BUT enemy casters also one shot me. The mods i use are thaumcraft, milleinaire, optifine and ars magica (obviously). Is there any known bug between them that causes that?
Suggestion: For the level thing, you would need some items found in dungeons AND levels on your spell to upgrade it. Every spell level wil make it stronger, but it is limited. To increase it after the max level you have to upgrade the spell, this stops people trying to get super strong spells with mob traps and cuz its cool.
Also, the spell should only use more mana when it gets to 20% of the bar for example.
Think with spells. If something is blocked or if a maze is missing parts of the wall. Use... Blink... It's seriously not that difficult to just jump through the walls when you run into a glitch. Also when you break the purple black and gold block at the middle of the building it lets you break everything in the tower.
Another thing you can do is lure a creeper over to the building because creepers CAN blow up the blocks you cannot.
Suggestion: For the level thing, you would need some items found in dungeons AND levels on your spell to upgrade it. Every spell level wil make it stronger, but it is limited. To increase it after the max level you have to upgrade the spell, this stops people trying to get super strong spells with mob traps and cuz its cool.
Also, the spell should only use more mana when it gets to 20% of the bar for example.
Post it in the Ars Magica 2 suggestion thread linked in the main page
EDIT: also, I think that casting spells to lvl your magic wouldn't be as fun, I would prefer just playing the game, killing zombies, smelting ingots, and breeding animals to stupidly throwing fireballs into the air until you lvl up. casting a spell like growth should be because you want to grow a plant, not just to cast over and over again and rank up.
I just think that would promote grinding.
Post it in the Ars Magica 2 suggestion thread linked in the main page
im runing it with the 1.52 version of minecrfat i like that mod alot but tower that canot be destroid at all is kind of null got one tower in the nether that i coud not get to the top cause i cant nreak trought fix it please so all tower can be destroid that block protector is a pain too destroy to of put a magic of sort too destroy that block even if it block some were of invisible so if a problem ocur we can at least go in
Also, I cannot blink into or around towers now. I can blink outside of their area, but any part protected by the tower protector doesn't allow me to blink. I would *love* this if it weren't that a few towers require blink in order to get everything in them. That, and True Sight is also not working properly (as mentioned a few posts up).
You know you've made a good mod, though, when I remove it for a little bit, to avoid the crashing bugs, and then find myself regretting the decision. I also tried to get into Thaumcraft by removing everything but that, just so I didn't have any distractions, and found myself getting into fights and thinking to myself, "if I had Arcane Bolt, right now, you'd all be SO DEAD."
Issue mainly on mod blocks.
For example, Block of Lead has ID of 4097 and Block of Silver has ID of 4097:1 (metadata 1). If a fireball is cast upon block of silver, it will drop Block of Leads instead.
Kinda like this, and note the time in bold font:
2013-05-30 16:55:21 [INFO] [ForgeModLoader] Ars Magica >> Initializing power lookups
2013-05-30 16:56:12 [INFO] [ForgeModLoader] [Thaumcraft] Removed -16 aura nodes when world 20 unloaded.
2013-05-30 16:56:12 [INFO] [ForgeModLoader] Unloading dimension 20
2013-05-30 16:56:12 [INFO] [ForgeModLoader] [Thaumcraft] Removed -16 aura nodes when world -17 unloaded.
2013-05-30 16:56:12 [INFO] [ForgeModLoader] Unloading dimension -17
2013-05-30 16:56:12 [INFO] [ForgeModLoader] [Thaumcraft] Removed -16 aura nodes when world 7 unloaded.
2013-05-30 16:56:12 [INFO] [ForgeModLoader] Unloading dimension 7
2013-05-30 16:56:12 [INFO] [ForgeModLoader] [Thaumcraft] Removed -16 aura nodes when world 1 unloaded.
2013-05-30 16:56:12 [INFO] [ForgeModLoader] Unloading dimension 1
2013-05-30 16:57:19 [INFO] [ForgeModLoader] Ars Magica >> Power Lookups Completed.
It didn't used to do this. It's like I hit a magic number of items that makes it bog waaay down. I believe I have close to 10,000 items in game from ~108 mods.
Can we disable the power lookup or make it save the lookup results so it doesn't have to keep doing this? It was already slow to load a world when it was taking 20 or 30 seconds. This 2 and a half minute load time is gonna kill me!
but the whole you can't destroy towers until you destroy the block thing can get a bit annoying if the entrance is blocked off by trees or something, or if the part with the tower block is cut off by another construction, usually from another mod.
It's not that bad because I can always go find another one, and having to actually go through the tower to get the stuff is cool, it's just a bit bothersome.
Maybe I'm just confused, but I found one of those giant tree house towers, and could only get in by placing a block under me and quickly jumping before it disappeared to get up 2 block inclines. I might just not have looked the entrance enough though. I did finally get in, but I think that I accidentally destroyed an illusion block, creating a magic wall preventing me from getting to one of the blocks.
all I'm saying is that it could be a better system.
EDIT: also, I think that casting spells to lvl your magic wouldn't be as fun, I would prefer just playing the game, killing zombies, smelting ingots, and breeding animals to stupidly throwing fireballs into the air until you lvl up. casting a spell like growth should be because you want to grow a plant, not just to cast over and over again and rank up.
I just think that would promote grinding.
I have this problem as well, but only with the top bar. I don't use Optifine and have found my particular issue to be with Zan's Minimap. Neither repositioning the HUD elements of Ars Magica and Zan's Minimap nor disabling the minimap items helped; only uninstalling the minimap mod fixed the blinking.
One shot them before they one shot you
So, on a server, how do I make it so dying only lowers a level by 1? Losing 5 levels every time we die is ridiculous.
Go to AM_Main.cfg under .minecraft/configs/ArsMagica, and find these entries:
B:Death_AffinityLoss=true
I:Death_Mana_Levels_Lost=5
Change them to whatever you want.
Edit: Sorry the image is really small but basically the spell scrolls are above there usually spot and are intersecting with the gui on the left!
Also, the spell should only use more mana when it gets to 20% of the bar for example.
Thanks.
there is a black box hidden in the buildings with purple markings and golden corners, destroy that block and the building's shield will drop.
Another thing you can do is lure a creeper over to the building because creepers CAN blow up the blocks you cannot.
I destroyed, but the magic wall keep alive. :/
Only once it works, when I was testing stuff.
Its a bug happened to me a few time unfortunately there is nothing that can be done. I wonder if Mithion knows?
Post it in the Ars Magica 2 suggestion thread linked in the main page
Post it in the Ars Magica 2 suggestion thread linked in the main page