Ok so, one issue i run into with Sorcery. Unless I am missing something the Spells don't Scale very well. atleast not in the version for 1.5.2i hit a regular Zombie with Lightning Strike twice and still had to beat it down with my GreyLoard Axe(TC Axe 5.5 Heart Damage...) and thats a what i would assume a powerful spell. and the thing is i am building a Private Mod Pack for me and my IRL buddy. its just several Mods with Ore Processing, Weapons, and then the main Point is a couple RPG MODs like The Aether 2 and a RogueLike Dungeon MOD(really cool and love it alot.) My Issue is that even if i was playing With my Buddy we would have difficulties with me using Sorcery Spells since they are not as powerful as building a TC weapon. is your new Spell System going to incorporate a better Scaling with spells? We are Running 1.6.2 but if Sorcery Beta 1.1 is better than its MC 1.5.2 version i will update to 1.6.4 and use Sorcery.
I am a major Fan of Spellcasting Mods, ArsMagica and Sorcery are my favorites and ArsMagica2 is exciting me. So i am really Esxcited to see the changes Sorcery is going to make and hopefully the Spell System gives it a better power for us Dungeon Delvers.
I agree completely. Sorcery's spell system, in its current state, sucks. It was rushed and I hate it. All of the spells were done in a time space of about 2 days, and haven't been very polished at all. All of the combat spells are very underpowered and pretty useless in actual combat scenarios.
In the upcoming update (Will probably be released for MC 1.7 or later), the spell system will be completely revamped and hopefully scale well. I'm trying to allow players to access magic in the early game, but there will be limits on the sorts of spells they can cast. As they progress through the game, the range of spells players will be able to write and cast will increase. There is going to be a heavy focus on PvP and PvM for the spell writing system, with many spell types such as conjuration, hexing, and summoning. All of these spells will be completely customisable and will be able to be as weak or as powerful as the player desires. I'm also going to do extensive multiplayer testing with the new spell system before release to ensure that everything is balanced and works well. It might take me a while, but it should be fantastic when it's done.
I agree completely. Sorcery's spell system, in its current state, sucks. It was rushed and I hate it. All of the spells were done in a time space of about 2 days, and haven't been very polished at all. All of the combat spells are very underpowered and pretty useless in actual combat scenarios.
In the upcoming update (Will probably be released for MC 1.7 or later), the spell system will be completely revamped and hopefully scale well. I'm trying to allow players to access magic in the early game, but there will be limits on the sorts of spells they can cast. As they progress through the game, the range of spells players will be able to write and cast will increase. There is going to be a heavy focus on PvP and PvM for the spell writing system, with many spell types such as conjuration, hexing, and summoning. All of these spells will be completely customisable and will be able to be as weak or as powerful as the player desires. I'm also going to do extensive multiplayer testing with the new spell system before release to ensure that everything is balanced and works well. It might take me a while, but it should be fantastic when it's done.
I have heard Controversy regarding MC 1.7, that people are saying its going to make Modders cringe and potentially halt Modding while Modders essentially "rewrite" their Mods. and that this is revolving around the change from BlockIDs to some kind of Array?
I do like the Rune System, Its kinda why i decided to play with Sorcery when i break from ArsMagica2. Although i do Agree that a RuneBag should be implimented, and maybe have it upgradable. I do like the Rune System so hopefully you keep it as part of the Mod, its what makes me think of Sorcery vs ArsMagica. You use Runes to cast Spells, ArsMagica uses them to Craft Spells. That is a good Destinction between them.
Reccomendations, If you havn't Looked at Ars Magica 2 I would give it a glance. I say this because i would Avoid the Skill Tree system they are using for Spell Creation now. This is more for a sake of further indiviuality, i don;t know about the rest of the Magic User community but i for one don't like to play a Mod that feels like another Mod, Its why i Play with BC or IC2 although the new IC(3?) for 1.6 looks really awesome. AM2 flat has you make your Spells from what types of Modifiers you know. So my Suggestion to you is Maybe have a Base Spell that you can modify. I definitely recomend some kind of Mechanic thats better than buying the Testificate Spell Page, although from what i read thats already planned lol. I definitely like the Spell Book you have set up. Binding the Spells to my arrow keys is pretty kewl, easy to do and you get all the information right there. One other thing, Do away with Wild Nether Wart make regular Nether Wart what is Used. Even if someone is growing NetherWart for Potions they will grow more than enough to also use for Crafting Runes. this way If the Players are playigng with Biome MODs they are are not searching for hours to find one of those Lava Huts to get Wild NEther Wart that out Produces what you use, just like NetherWart. this way NEther Fortress is all you need to Find. I like the Machines and the Multi-Tier of Machines. A little more use fromt he Tinkering Station would be nice. like allow it to be considered a regular Work bench as well. I love the Rune System so i am greatly Hopeing that you keep with it. the Crafting of Runes and how they are used is what really turns me on to Sorcery, takes me back to Runescape days lol.
I have provided you with my Feedback, in no way shape or form should you think my word is Law. its merely some thoughts i had for you to take into Consideration while you Are refining your Mod. Thank you for reading my Wall of Text lol
I haven't done much research into 1.7 yet, but if it's anything like the past few updates, updating Sorcery is going to take a while. There have been some pretty major changes to some behind the scenes stuff as of late and updating has been a massive pain in the ass; I guess this next update won't be any different. Oh well, It's very unlikely I'll have anything to release by the time 1.7 rolls around anyway so there's already going to be a delay in the release.
I am definitely keeping the runes as part of Sorcery, although they will no longer be the only way to cast spells. With the update I'm planning, I'd like to make magic available in the early parts of the game. Very primitive spells and such will be available, and there'll be a limit to the mojo cost of spells for the very first wand. Seeing as the player will have no way of obtaining a runic infuser this early in the game, Runes are going to become the mid-tier reagent item. For the early game, you'll have to fill bottles with runic energy.... somehow. I haven't figured out the specifics yet but I'd like to do that. These bottles will not stack, and each one will hold a maximum of 10 energy, so the energy per stack (EPS) of these items will be quite low. Moving up to runes, the EPS increases to a maximum of 64. You'll be able to obtain them once you've gone to the nether, got yourself some onyx, and set up one of the new Elemental Infusers. They'll work very differently to the way that the Runic Infuser works currently. The Elemental Infuser will require these new things called Arcane Colliders to be placed around it. The Arcane Colliders are kind of like big laser beams that fire off raw energy into whatever they're focused on. To get a proper Infuser setup going, you'll need a couple of Colliders, as the Infuser will be given some new recipes which will require multiple elements instead of just one. As you progress up the tech tree, you'll find that you're able to make elemental capacitors, they're basically batteries that can hold runic energy. They will have a very high EPS and possibly be able to store multiple elements in one stack.
The way I'd like to do the spell writing system is 100% research based. Sorcery research will be very hands-on, requiring you to actively search for things, as well as perform experiments in your lab. You'll be able to uncover remnants of the past through archaeology. Archaeology is an entirely new concept I'm working on, with a bunch of new structures in the world for you to dig up and loot. Ancient structures will have old magical relics and such in them, which you'll be able to inspect and learn from. Everything you find will be automatically written down in your Research Journal. You'll also be able to inspect random things you find in the world, including blocks, items, and mobs. The lab side of research includes Arcane Colliders again. You'll need to set up a new, as of yet, unnamed machine and surround it with colliders. This machine has no recipes or anything, you don't actually craft anything here. Instead, you smash elements together and see what happens. For example, combining fire and water creates steam, and combining dirt and wind creates dust.
When you're out in the field researching, you will stumble across old books pertaining to different branches of magic, like summoning. From these books, you can learn how to go about writing their corresponding spell. Once you find and read one of these books, basic information is added to your journal and you are given the ability to write those spells at your desk, but before you can do that, you need to find something you can summon, you need modifiers, and even secondary actions if you're more advanced.
A basic summoning spell might be structured as follows:
Action - Modifier - Sub-modifier - Focus
Summon a fast, very tough, flaming Spirit Golem.
In order to be able to write this spell, you'd need to first uncover the summoning branch of magic, then find out about speed, toughness, and fire, and finally research into golems.
That is how I'd like to spell research and development system to work. As to whether or not it actually turns out like that, well, we'll see. As for the tinkering station and stuff, I do feel like it's underused, and I do plan on giving it a bunch of new recipes in this update. Pretty much all of the sorcery crafting recipes used to be tinkering recipes, until I decided to refine what tinkering actually was. I'll also take your suggestion about the wild nether wart into consideration. Adding it was a kind of spur of the moment thing. I felt like adding some stuff to the nether, so I did. Looking back, it probably wasn't the best idea considering I'll need to change a bunch of those nether structures to work with the new archaeology system.
I do appreciate your suggestions and feedback. I have no experience in game development or anything, this is really just a learning project of mine, so any insight into how I should go about balancing stuff and making sure everything gets a use is welcomed, and really, I don't mind walls of text, as I tend to make quite a few of those myself. Thanks for your help.
Had a crash with sorcery. Only have the latest Sorcery, ChickenCore 0.9.0.6, NEI 1.6.1.5, and the latest Sorcery NEI plugin. Have forge 9.11.1.933.
Crash report:
---- Minecraft Crash Report ----
// Would you like a cupcake?
java.lang.NoSuchFieldError: width
at sorcery.nei.MixerRecipeHandler.handleTooltip(MixerRecipeHandler.java:196)
at codechicken.nei.recipe.GuiRecipe.handleTooltip(GuiRecipe.java:158)
at codechicken.nei.forge.GuiContainerManager.renderToolTips(GuiContainerManager.java:386)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:229)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1036)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at sorcery.nei.MixerRecipeHandler.handleTooltip(MixerRecipeHandler.java:196)
at codechicken.nei.recipe.GuiRecipe.handleTooltip(GuiRecipe.java:158)
at codechicken.nei.forge.GuiContainerManager.renderToolTips(GuiContainerManager.java:386)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:229)
Not sure if this is a bug or just my spazzy computer, but whenever I put items into the far left slot of the forge, I begin to lag heavily, but it's not game-breaking, just very difficult. Please notify me if anyone else experiences this?
I've never experienced this before. What are your PC's specs?
Had a crash with sorcery. Only have the latest Sorcery, ChickenCore 0.9.0.6, NEI 1.6.1.5, and the latest Sorcery NEI plugin. Have forge 9.11.1.933.
Crash report:
~snip~
This should already be fixed in the most recent release. Re-download the NEI plugin from the main thread.
Love this mod, but was there a bug with the forge not allowing you to make orbs? because i seem to have a problem. no crashes just put the mould, glass, crystals and magic crystal in the forge and get nothing. also a small favor perhaps, if you could touch up your wiki, because the getting started is a little vague. im not asking for handholding, but a little more info on making the things in this awesome mod.
*edit*
just got a crash when trying to make arcane orbs with magic orb in the runic fuser.
If you're not using sounds from Spyro the Dragon for the spellcasting. I can say they are really REALLY look-alike. (At least from Spyro 3: Year of the Dragon on PS1)
If you're not using sounds from Spyro the Dragon for the spellcasting. I can say they are really REALLY look-alike. (At least from Spyro 3: Year of the Dragon on PS1)
Yes, I did borrow some sounds from the original Spyro games. I've been playing around with audacity trying to make some of my own sounds, but nothing I've made sounds any good. The spellcasting sounds are all from various Spyro games, and the sound an Egg makes when it hatches in the Incubator is the Egg Crack sound from Spyro 3.
Interesting. I've not encountered any such bugs with the Forge or the Infuser, but I'll look into those before the next release (which probably won't be for a while). Again, I apologise for the complete lack of documentation. I'm pretty busy with schoolwork at the moment, but I will make an attempt to work on the Wiki whenever I can. As it stands, a lot of the information I could put on the Wiki now will be outdated when the next Sorcery update comes out, as a lot of stuff is getting reworked.
Seeing as Minecraft 1.7.2 has been released, I should probably make an announcement about the future of Sorcery on this version. From what it looks like, Forge is going to take quite a while to update, as it seems a lot has changed behind the scenes, so don't expect an updated version of Sorcery for a very long time (Aiming for late December). I've got an absolute ton of stuff that needs doing before I can get work done on Sorcery, and even then, there is a massive amount of new and changed content coming in this next update, at least 3 times as much content as already exists in the mod. Lots of stuff to do. For now, I recommend you remain on 1.6.4, as it'll take most of your favourite mods quite a while to get running on 1.7.2.
Description: Soon after I got my first spell and was ready to start making runestones to use, the screen said "Shutting down internal server...". Minecraft closed and the launcher opened with an error report that I can put in a reply if you need me to. Another bug is that some achievements do not work when I complete the task.
Steps to Reproduce: I guess you could simply craft a wand and spellbook and start just walking around or something. I cannot remember exactly what I was doing when it crashed, but I remember opening the spellbook GUI and clicking on the Open Ender Chest spell I found to see the runestones needed before I started getting ready to make them. I do not think I was doing anything though when the game crashed. The crash might have been triggered somehow buy using the spellbook or maybe that specific spell. I also right clicked a few times with the wand after I equiped the Ender Chest Spell, but I never got the runestones to use it. To reproduce the achievement bug, you can just do the tasks to earn some of the achievements. I think I remember having to make a forge and a tinkering station twice to get their achievements. I also did not get an achievement for making a wand or a mixer or a runic infuser. I never tried making two of those items I just mentioned, though, because I did not want to waste materials.
If you could please make these fixes as soon as you can it would be appreciated, because any time I try to open the world that I play on with sorcery. I was going to make another world and use sorcery features, and I will let you know if it crashes again and what I was doing when it crashed.
Yes, I did borrow some sounds from the original Spyro games. I've been playing around with audacity trying to make some of my own sounds, but nothing I've made sounds any good. The spellcasting sounds are all from various Spyro games, and the sound an Egg makes when it hatches in the Incubator is the Egg Crack sound from Spyro 3.
Interesting. I've not encountered any such bugs with the Forge or the Infuser, but I'll look into those before the next release (which probably won't be for a while). Again, I apologise for the complete lack of documentation. I'm pretty busy with schoolwork at the moment, but I will make an attempt to work on the Wiki whenever I can. As it stands, a lot of the information I could put on the Wiki now will be outdated when the next Sorcery update comes out, as a lot of stuff is getting reworked.
Seeing as Minecraft 1.7.2 has been released, I should probably make an announcement about the future of Sorcery on this version. From what it looks like, Forge is going to take quite a while to update, as it seems a lot has changed behind the scenes, so don't expect an updated version of Sorcery for a very long time (Aiming for late December). I've got an absolute ton of stuff that needs doing before I can get work done on Sorcery, and even then, there is a massive amount of new and changed content coming in this next update, at least 3 times as much content as already exists in the mod. Lots of stuff to do. For now, I recommend you remain on 1.6.4, as it'll take most of your favourite mods quite a while to get running on 1.7.2.
I dont mind the wait. but can I ask a small favor? could you add a spawn egg for the village wizard? because I would like to have him spawn in a tower i built in a Minecraft Comes Alive village. also maybe some MCA support so that the testificate texture can be replaced by a man/woman witch/wizard.
I downloaded this mod, but 4 some reason it doesnt work. I tried to delete it and remove it from the mods folder but it wont let me.
I plan to try downloading it again but i cant if i cant remove the sorcery mod. It says I need to close anything that has anything to do with this mod and i have, but i still cant re-download this mod. Someone please help!
Rollback Post to RevisionRollBack
All the mods, resource packs and maps that I support all go in this awesome sentence.
Now that Forge for 1.7.2's officially been released, I feel I should make an official statement regarding the future of Sorcery. Despite my massive lack of inactivity, I am still working on Sorcery. The update I'm working on (1.2 beta, hopefully the last beta before the full release) is a large overhaul of the mod, completely replacing much of what already exists and massively extending that which escapes the rapture. I very much doubt that I will end up releasing anything for 1.7.2, possibly not even for 1.8. I've still got so much to finish and then there's balance testing and all that jazz. Long story short: No, I have not forgotten about Sorcery, but it will be a long time before we see a stable release again.
I agree completely. Sorcery's spell system, in its current state, sucks. It was rushed and I hate it. All of the spells were done in a time space of about 2 days, and haven't been very polished at all. All of the combat spells are very underpowered and pretty useless in actual combat scenarios.
In the upcoming update (Will probably be released for MC 1.7 or later), the spell system will be completely revamped and hopefully scale well. I'm trying to allow players to access magic in the early game, but there will be limits on the sorts of spells they can cast. As they progress through the game, the range of spells players will be able to write and cast will increase. There is going to be a heavy focus on PvP and PvM for the spell writing system, with many spell types such as conjuration, hexing, and summoning. All of these spells will be completely customisable and will be able to be as weak or as powerful as the player desires. I'm also going to do extensive multiplayer testing with the new spell system before release to ensure that everything is balanced and works well. It might take me a while, but it should be fantastic when it's done.
I have heard Controversy regarding MC 1.7, that people are saying its going to make Modders cringe and potentially halt Modding while Modders essentially "rewrite" their Mods. and that this is revolving around the change from BlockIDs to some kind of Array?
I do like the Rune System, Its kinda why i decided to play with Sorcery when i break from ArsMagica2. Although i do Agree that a RuneBag should be implimented, and maybe have it upgradable. I do like the Rune System so hopefully you keep it as part of the Mod, its what makes me think of Sorcery vs ArsMagica. You use Runes to cast Spells, ArsMagica uses them to Craft Spells. That is a good Destinction between them.
Reccomendations, If you havn't Looked at Ars Magica 2 I would give it a glance. I say this because i would Avoid the Skill Tree system they are using for Spell Creation now. This is more for a sake of further indiviuality, i don;t know about the rest of the Magic User community but i for one don't like to play a Mod that feels like another Mod, Its why i Play with BC or IC2 although the new IC(3?) for 1.6 looks really awesome. AM2 flat has you make your Spells from what types of Modifiers you know. So my Suggestion to you is Maybe have a Base Spell that you can modify. I definitely recomend some kind of Mechanic thats better than buying the Testificate Spell Page, although from what i read thats already planned lol. I definitely like the Spell Book you have set up. Binding the Spells to my arrow keys is pretty kewl, easy to do and you get all the information right there. One other thing, Do away with Wild Nether Wart make regular Nether Wart what is Used. Even if someone is growing NetherWart for Potions they will grow more than enough to also use for Crafting Runes. this way If the Players are playigng with Biome MODs they are are not searching for hours to find one of those Lava Huts to get Wild NEther Wart that out Produces what you use, just like NetherWart. this way NEther Fortress is all you need to Find. I like the Machines and the Multi-Tier of Machines. A little more use fromt he Tinkering Station would be nice. like allow it to be considered a regular Work bench as well. I love the Rune System so i am greatly Hopeing that you keep with it. the Crafting of Runes and how they are used is what really turns me on to Sorcery, takes me back to Runescape days lol.
I have provided you with my Feedback, in no way shape or form should you think my word is Law. its merely some thoughts i had for you to take into Consideration while you Are refining your Mod. Thank you for reading my Wall of Text lol
I haven't done much research into 1.7 yet, but if it's anything like the past few updates, updating Sorcery is going to take a while. There have been some pretty major changes to some behind the scenes stuff as of late and updating has been a massive pain in the ass; I guess this next update won't be any different. Oh well, It's very unlikely I'll have anything to release by the time 1.7 rolls around anyway so there's already going to be a delay in the release.
I am definitely keeping the runes as part of Sorcery, although they will no longer be the only way to cast spells. With the update I'm planning, I'd like to make magic available in the early parts of the game. Very primitive spells and such will be available, and there'll be a limit to the mojo cost of spells for the very first wand. Seeing as the player will have no way of obtaining a runic infuser this early in the game, Runes are going to become the mid-tier reagent item. For the early game, you'll have to fill bottles with runic energy.... somehow. I haven't figured out the specifics yet but I'd like to do that. These bottles will not stack, and each one will hold a maximum of 10 energy, so the energy per stack (EPS) of these items will be quite low. Moving up to runes, the EPS increases to a maximum of 64. You'll be able to obtain them once you've gone to the nether, got yourself some onyx, and set up one of the new Elemental Infusers. They'll work very differently to the way that the Runic Infuser works currently. The Elemental Infuser will require these new things called Arcane Colliders to be placed around it. The Arcane Colliders are kind of like big laser beams that fire off raw energy into whatever they're focused on. To get a proper Infuser setup going, you'll need a couple of Colliders, as the Infuser will be given some new recipes which will require multiple elements instead of just one. As you progress up the tech tree, you'll find that you're able to make elemental capacitors, they're basically batteries that can hold runic energy. They will have a very high EPS and possibly be able to store multiple elements in one stack.
The way I'd like to do the spell writing system is 100% research based. Sorcery research will be very hands-on, requiring you to actively search for things, as well as perform experiments in your lab. You'll be able to uncover remnants of the past through archaeology. Archaeology is an entirely new concept I'm working on, with a bunch of new structures in the world for you to dig up and loot. Ancient structures will have old magical relics and such in them, which you'll be able to inspect and learn from. Everything you find will be automatically written down in your Research Journal. You'll also be able to inspect random things you find in the world, including blocks, items, and mobs. The lab side of research includes Arcane Colliders again. You'll need to set up a new, as of yet, unnamed machine and surround it with colliders. This machine has no recipes or anything, you don't actually craft anything here. Instead, you smash elements together and see what happens. For example, combining fire and water creates steam, and combining dirt and wind creates dust.
When you're out in the field researching, you will stumble across old books pertaining to different branches of magic, like summoning. From these books, you can learn how to go about writing their corresponding spell. Once you find and read one of these books, basic information is added to your journal and you are given the ability to write those spells at your desk, but before you can do that, you need to find something you can summon, you need modifiers, and even secondary actions if you're more advanced.
A basic summoning spell might be structured as follows:
Action - Modifier - Sub-modifier - Focus
Summon a fast, very tough, flaming Spirit Golem.
In order to be able to write this spell, you'd need to first uncover the summoning branch of magic, then find out about speed, toughness, and fire, and finally research into golems.
That is how I'd like to spell research and development system to work. As to whether or not it actually turns out like that, well, we'll see. As for the tinkering station and stuff, I do feel like it's underused, and I do plan on giving it a bunch of new recipes in this update. Pretty much all of the sorcery crafting recipes used to be tinkering recipes, until I decided to refine what tinkering actually was. I'll also take your suggestion about the wild nether wart into consideration. Adding it was a kind of spur of the moment thing. I felt like adding some stuff to the nether, so I did. Looking back, it probably wasn't the best idea considering I'll need to change a bunch of those nether structures to work with the new archaeology system.
I do appreciate your suggestions and feedback. I have no experience in game development or anything, this is really just a learning project of mine, so any insight into how I should go about balancing stuff and making sure everything gets a use is welcomed, and really, I don't mind walls of text, as I tend to make quite a few of those myself. Thanks for your help.
Had a crash with sorcery. Only have the latest Sorcery, ChickenCore 0.9.0.6, NEI 1.6.1.5, and the latest Sorcery NEI plugin. Have forge 9.11.1.933.
Crash report:
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 21/10/13 11:51
Description: Rendering screen
java.lang.NoSuchFieldError: width
at sorcery.nei.MixerRecipeHandler.handleTooltip(MixerRecipeHandler.java:196)
at codechicken.nei.recipe.GuiRecipe.handleTooltip(GuiRecipe.java:158)
at codechicken.nei.forge.GuiContainerManager.renderToolTips(GuiContainerManager.java:386)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:229)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1036)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at sorcery.nei.MixerRecipeHandler.handleTooltip(MixerRecipeHandler.java:196)
at codechicken.nei.recipe.GuiRecipe.handleTooltip(GuiRecipe.java:158)
at codechicken.nei.forge.GuiContainerManager.renderToolTips(GuiContainerManager.java:386)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:229)
-- Screen render details --
Details:
Screen name: codechicken.nei.recipe.GuiUsageRecipe
Mouse location: Scaled: (143, 191). Absolute: (286, 97)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Steps to reproduce:
Look for the uses of wild nether wart with NEI.
I've never experienced this before. What are your PC's specs?
Thank you!
This should already be fixed in the most recent release. Re-download the NEI plugin from the main thread.
Oh, thanks, got confused with the same version numbers.
*edit*
just got a crash when trying to make arcane orbs with magic orb in the runic fuser.
Love conquers all, but creeper love conquers YOU.
Yes, I did borrow some sounds from the original Spyro games. I've been playing around with audacity trying to make some of my own sounds, but nothing I've made sounds any good. The spellcasting sounds are all from various Spyro games, and the sound an Egg makes when it hatches in the Incubator is the Egg Crack sound from Spyro 3.
Interesting. I've not encountered any such bugs with the Forge or the Infuser, but I'll look into those before the next release (which probably won't be for a while). Again, I apologise for the complete lack of documentation. I'm pretty busy with schoolwork at the moment, but I will make an attempt to work on the Wiki whenever I can. As it stands, a lot of the information I could put on the Wiki now will be outdated when the next Sorcery update comes out, as a lot of stuff is getting reworked.
Seeing as Minecraft 1.7.2 has been released, I should probably make an announcement about the future of Sorcery on this version. From what it looks like, Forge is going to take quite a while to update, as it seems a lot has changed behind the scenes, so don't expect an updated version of Sorcery for a very long time (Aiming for late December). I've got an absolute ton of stuff that needs doing before I can get work done on Sorcery, and even then, there is a massive amount of new and changed content coming in this next update, at least 3 times as much content as already exists in the mod. Lots of stuff to do. For now, I recommend you remain on 1.6.4, as it'll take most of your favourite mods quite a while to get running on 1.7.2.
Description: Soon after I got my first spell and was ready to start making runestones to use, the screen said "Shutting down internal server...". Minecraft closed and the launcher opened with an error report that I can put in a reply if you need me to. Another bug is that some achievements do not work when I complete the task.
Steps to Reproduce: I guess you could simply craft a wand and spellbook and start just walking around or something. I cannot remember exactly what I was doing when it crashed, but I remember opening the spellbook GUI and clicking on the Open Ender Chest spell I found to see the runestones needed before I started getting ready to make them. I do not think I was doing anything though when the game crashed. The crash might have been triggered somehow buy using the spellbook or maybe that specific spell. I also right clicked a few times with the wand after I equiped the Ender Chest Spell, but I never got the runestones to use it. To reproduce the achievement bug, you can just do the tasks to earn some of the achievements. I think I remember having to make a forge and a tinkering station twice to get their achievements. I also did not get an achievement for making a wand or a mixer or a runic infuser. I never tried making two of those items I just mentioned, though, because I did not want to waste materials.
If you could please make these fixes as soon as you can it would be appreciated, because any time I try to open the world that I play on with sorcery. I was going to make another world and use sorcery features, and I will let you know if it crashes again and what I was doing when it crashed.
I dont mind the wait. but can I ask a small favor? could you add a spawn egg for the village wizard? because I would like to have him spawn in a tower i built in a Minecraft Comes Alive village. also maybe some MCA support so that the testificate texture can be replaced by a man/woman witch/wizard.
Love conquers all, but creeper love conquers YOU.
I plan to try downloading it again but i cant if i cant remove the sorcery mod. It says I need to close anything that has anything to do with this mod and i have, but i still cant re-download this mod. Someone please help!
I, too, am also considering an ETA for the next version. All I can say right now is that it'll be a while. Possibly a few months.