Really? Hrm... I've been testing it with various plugins that prevent block breaks with dig spells. I wonder if the functionality is well-implemented in MCPC yet. It's supposedly been added
As a side-note, while testing, Null Magic Runes don't prevent the use of touch dig spells. Do they need to be powered?
The Meaning of Life, the Universe, and Everything.
Join Date:
12/8/2011
Posts:
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I'm pretty sure no one wants to see a sneak peak of the 1.1 patch notes. I think you should hold onto them, maybe hide them away forever? Delay the next patch indefinitely. Instead, you could start a new mod that's all about filing taxes.
...
OF COURSE WE WANT TO SEE THE 1.1 PATCH NOTES YOU DOOFUS!!!!!!!!
this is needed to use sigils at all, sigils are applied to this block. Multiple sigils can exist on the same stand (max 3)
sigils can be disabled with redstone
All sigils can be upgraded by making an inlay ring around the sigil stand. Gold > Iron > Redstone. Different things are upgraded with each specific sigil, but almost all share a range upgrade of some sort.
The compendium will have more detailed information
Sigil of the Felled Oak
Slowly cuts down trees in a 9x9 around it
Sigil of Nature's Bounty
Increases growth rate of plants in a 9x9 around it
Sigil of Gentle Rains
Hydrates soil in a 9x9 around it
Sigil of the Flat Lands
Breaks all full blocks above it in a 9x9x4 radius (starting at the sigil itself, moving up)
Sigil of the Packed Earth
Fills all spaces below it in a 9x9x4 radius (starting at the sigil itself, moving down)
Sigil of Butchery
Kills animals within a 9x9 if there are more than 2 of that specific animal detected
Sigil of Progeny
Causes animals within a 9x9 to mate periodically
Sigil of Containment
Creates an invisible 9x9 barrier that non-players cannot leave
Stacks with Sigil of Interdiction
Sigil of Interdiction
Creates an invisible 9x9 barrier that non-players cannot enter
Stacks with Sigil of Containment
Sigil of the Light
Causes the Sigil Stand to emit light, and also creates lights in a 16x16 range
Sigil of Lunar Tides
Attracts Moonstone meteors in a 128x128 radius
Added Magic Broom
Picks up items within a radius and deposits them in its assigned chest
Added alternate crafting recipes for potions because brewing is messed up
Added AM ores to ore dictionary
Added magician's workbench
Remembers recipes for the last 8 things that have been crafted on it, has internal inventory and has multiple crafting grids
Can be upgraded to do better things
Added Everstone
Can be "broken" but will slowly regenerate (time is configurable)
Can be reclaimed with a crystal wrench
Can mimic any standard block that doesn't use a custom renderer
Added Witchwood Forest Biome
Added Liquid Essence Lakes that spawn in magical biomes making liquid essence much more prevalent
Added a config option to disable worldgen entirely in specific dimensions
Added a variant to illusion blocks that is always passable and doesn't lose its texture with true sight (named Ethereal Illusion Blocks)
It still emits particles with true sight, however.
Added "Drown" component for water magi
Shuffled the offense tree around
Added IMC support for blacklisting mob spawns in either biomes or dimensions
Send AM's Entity class name to blacklist and the biome or dimension ID
Biome: "bsb", "EntityDryad|22"
Dimension: "dsb", "EntityDryad|22"
Added the rest of the Boss Drop Items for the current bosses in the mod
Winter's Grasp
Arcane Spellbook
Fire Antenna
Earth Armor
Water Orbs
Air Sled
Added config for "ID Range" (one for blocks, one for items)
this causes AM to use the configured number as the start of its range when re-generating configs
this should make it easier for server owners to re-assign item ID ranges
set this config, then delete all the configs for block IDs and item IDs
when you re-run the game, the configs will begin at the number you specified and then increment from there
Added a config option for UI only visible when spell/spell book is equipped.
Added a config option for UI to turn the armor display off/on
Added Affinity UI
Occulus Page for detailed info
shows each icon and depth
mousing over the icon shows current advantages/disadvantages
In-game HUD that shows your primary/secondary affinity + depth
can be further configured with /amuicfg (show numerics)
Templated in Armor XP Infusion
This is not fully implemented yet (targetting 1.1.1)
Armors currently just sit hardcoded at 50% power
Compendium reflects this
Implemented Binding Shape
Old Stuff That's Different: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Calefactors now implement ISidedInventory, so hoppers and pipes should work just fine. Any side can import/export.
Arcane reconstructor now implements ISidedInventory
Halved the mana cost of beam spells
Buffed the higher tier mana potions
Standard Illusion Blocks respond much more accurately to True Sight, texture wise.
Life tap now only applies to the caster, even if targeting others. Beware!
With the exception of Telekinesis and Attract (due to their special functionality and more or less requiring channeled), channeled spells now only affect the caster, and apply their effect more slowly
The Grow spell component now works on sand, making desert novas renewable.
The AoE shape now targets a radius even on Diminished
Slightly increased moonstone meteor spawn chance
Baby Hecates now render smaller than their adult counterparts
Spell recipe books include blank rune and spell parchment
Spell recipe books now list components in order
Compendium indicates that light nexus only charges during the day unless moonstone caps
Compendium is more clear where vinteum torches go with the earth guardian
Boosted the amount of poison/wither damage resistance that ender affinity grants from 50% to 75% (at max depth)
The crafting altar block now changes its underlying texture to blend in with the rest of the multiblock
Things that don't break anymore: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fixed Chain so it works properly after other shapes
Fixed a duplication bug with Dig
Fixed a crashing bug with the compendium and certain recipes, such as reflect
Fixed the compendium timing bug
Fixed a bug with MCPC+ that caused data duplication in the player's SpellKnowledge file
Fixed forward/flee behavior in particle emitters
Fixed the Seventh Sanctum suggestions
Added packets for spell client particles/sounds
Fixed the compendium text spacing issues due to optifine
Fixed a visual bug where the XP bar would overflow
Fixed the bug where a summon spell would summon thousands of the same creature and then crash the game
Fixed a bug with AoE+Dig digging behind walls under certain circmstances
I already mentioned this one and the only reason I'm mentioning it again is because I really REALLY want this implemented. I know I'm being bold, if not brash, wanting this feature bad enough that I'd ask for it again, but it would help us out on the Magipunk server so much. And I can use mana cakes instead of mana potions sometimes (also, I like food so that's a plus). But you have the final say, Mithion.
Please, pretty please make it so that the Grow spell will grow desert novas while on sand or on sand only when in a desert. Deserts are very rare on our server because of ATG (Alternate Terrain Generator) and Biomes O' Plenty. They make the landscape look nice and make it more challenging to traverse (ATG mountains everywhar), but it also makes deserts very far and few between, which mean Desert Novas easily passed diamonds on the "most expensive item" on our server. You'd have to trade something a Pech's Curse foci from Thaumcraft or a crapton of diamonds or Silverwood saplings just to get like one from someone else, who is already on short supply with the novas.
Well, I've said my piece and hope it's implemented. If not, I'll be sad, but I'll keep playing AM2 cause it is still cool, nonetheless.
UPDATE: WOW, I saw that another post was made while I was making this and didn't even think it was Mithion posting that! You implemented it! Thank you, thank you, thank you! -does flips of happiness-
Maybe I am missing it somewhere but... is there a way to move the AM2 GUI elements around while 'in game', or am I required to do it via config file?
Use the /amuicfg command
Rollback Post to RevisionRollBack
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
I have liked Ars Magica so far. But I'm not sure about that new Sigil things. I think I hate it. I hope it can be disabled.
Wow really? You haven't even tried it. If its the principle of automation you hate, then just don't use it. Lots of people like automation, which is better than the dull repetitiveness of farming and gathering wood. This is magic, we have better things to do. These Sigils look hard to make, and are a welcome reward for high level magi.
Thank you Mithion.
For anyone else, care to explain what the Accelerate spell does, and what it goes well with?
Wow really? You haven't even tried it. If its the principle of automation you hate, then just don't use it. Lots of people like automation, which is better than the dull repetitiveness of farming and gathering wood. This is magic, we have better things to do. These Sigils look hard to make, and are a welcome reward for high level magi.
Thank you Mithion.
For anyone else, care to explain what the Accelerate spell does, and what it goes well with?
I find that degree of automation ridiculous.
And the "hard to make" aspect has been discussed in a lot of other places (specially equivalent exchange) and I'm on the side that "the fact an item is ridiculously expensive to make doesn't mean it doesn't break the game".
I would like a config line to disable sigils in my server.
And the "hard to make" aspect has been discussed in a lot of other places (specially equivalent exchange) and I'm on the side that "the fact an item is ridiculously expensive to make doesn't mean it doesn't break the game".
I would like a config line to disable sigils in my server.
It was stated somewhere that it would be allowed to disable it in some form or shape, no need to get bent out of shape over a little time saver.
There was even talk of splitting it off into an add-on mod.
Personally I'm all for something that means I get more time exploring and building and less time spent on harvesting hundreds of trees and picking berries all my life, but some people want to spend more time on everything I can understand that simple fact.
I find that degree of automation ridiculous.And the "hard to make" aspect has been discussed in a lot of other places (specially equivalent exchange) and I'm on the side that "the fact an item is ridiculously expensive to make doesn't mean it doesn't break the game".I would like a config line to disable sigils in my server.
I agree. Even if it's expensive, its just too simple. If I want to make a tree farm, I want to struggle to think of how I can use the resources I have in a combination of machines that will complete my task. These sigils, although expensive, remove the entire problem solving aspect of figuring out how to make an automated farm. And yeah what does Accelerate do?
Really? Hrm... I've been testing it with various plugins that prevent block breaks with dig spells. I wonder if the functionality is well-implemented in MCPC yet. It's supposedly been added
As a side-note, while testing, Null Magic Runes don't prevent the use of touch dig spells. Do they need to be powered?
XX
O. YYYYYYYYYYYYEEEEEEEEEEEESSSSSSSSSSSS. (Or) (read in a fancy ascent) why indeed we would all love to see it
Yes please!
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and where do hell cows spawn and/or how do i get there? i also cant seem to find a compendium entry on witch wood not that i need one or anything....
and (yes ANOTHER question) will the 1.1 patch include an easy way to check your affinities because THAT. would be pretty cool
Hell cows spawn in a super secret extra dimension. I'm told you need to craft a peg leg with something, and then stuff the result in a gateway...
PS. I, too, am interested in seeing the 1.1 patch notes.
Everyone
そう~なのか~? :D
...
OF COURSE WE WANT TO SEE THE 1.1 PATCH NOTES YOU DOOFUS!!!!!!!!
Just spent day going through id's after another mod update...
=========================================
New Stuff:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
... *waggles eyebrows*
Please, pretty please make it so that the Grow spell will grow desert novas while on sand or on sand only when in a desert. Deserts are very rare on our server because of ATG (Alternate Terrain Generator) and Biomes O' Plenty. They make the landscape look nice and make it more challenging to traverse (ATG mountains everywhar), but it also makes deserts very far and few between, which mean Desert Novas easily passed diamonds on the "most expensive item" on our server. You'd have to trade something a Pech's Curse foci from Thaumcraft or a crapton of diamonds or Silverwood saplings just to get like one from someone else, who is already on short supply with the novas.
Well, I've said my piece and hope it's implemented. If not, I'll be sad, but I'll keep playing AM2 cause it is still cool, nonetheless.
UPDATE: WOW, I saw that another post was made while I was making this and didn't even think it was Mithion posting that! You implemented it! Thank you, thank you, thank you! -does flips of happiness-
Use the /amuicfg command
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
Wow really? You haven't even tried it. If its the principle of automation you hate, then just don't use it. Lots of people like automation, which is better than the dull repetitiveness of farming and gathering wood. This is magic, we have better things to do. These Sigils look hard to make, and are a welcome reward for high level magi.
Thank you Mithion.
For anyone else, care to explain what the Accelerate spell does, and what it goes well with?
I find that degree of automation ridiculous.
And the "hard to make" aspect has been discussed in a lot of other places (specially equivalent exchange) and I'm on the side that "the fact an item is ridiculously expensive to make doesn't mean it doesn't break the game".
I would like a config line to disable sigils in my server.
It was stated somewhere that it would be allowed to disable it in some form or shape, no need to get bent out of shape over a little time saver.
There was even talk of splitting it off into an add-on mod.
Personally I'm all for something that means I get more time exploring and building and less time spent on harvesting hundreds of trees and picking berries all my life, but some people want to spend more time on everything I can understand that simple fact.