If (in creative mode btw) I arrange nine light nexi in a 3*3 formation, then surround the outside with 12 conduits and crystal pillars, (three per side mid nexus) and place down a single fabricater, with the intention of powering the fabricater from the nexi; should one nexus drain empty, while the others remain untapped, even after the fabricater drains? Because that is what is happening, and it would be nice if the fabricater would go to one of the other eight nexi after sucking one completely dry.
If (in creative mode btw) I arrange nine light nexi in a 3*3 formation, then surround the outside with 12 conduits and crystal pillars, (three per side mid nexus) and place down a single fabricater, with the intention of powering the fabricater from the nexi; should one nexus drain empty, while the others remain untapped, even after the fabricater drains? Because that is what is happening, and it would be nice if the fabricater would go to one of the other eight nexi after sucking one completely dry.
It's done this way both for balance and to reduce lag. One way to get it to fail over is to break the conduit/nexus that is currently powering the fabricator. At this point, the fabricator will search for the next available conduit/nexus.
They will only check when the current path to the nexus is broken, not when it runs out of power. If it were to do that, you would have dozens of tile entities performing thousands of checks per tick (20 times per second), which just won't do. (10x10x10 radius check = 1000 blocks checked per tile entity - worst case scenario but still possible).
Just use a better nexus. That's why they're there; it's somewhat of an upgrade system. The light nexus isn't meant for anything other than to get you started.
No, I don't plan on adding a config for my mage spawning. Ever. I'd rather make them weaker (which I have already done with the next update).
See, the thing with the "Ad Hoc Network" is that Gateways don't work that way. Besides, what if you have more than 2 gateways with that same keystone? The way it is now is nice and simple - the keystone (or lack thereof) in your hand determines where you can go, and the keystone in the gateway (or lack thereof) determines who can arrive. You can control your destination much easier that way.
I'd rather improve keystones to be easier to use than change something that fundamental about how Gateways work. I have some ideas.
Well I'm excited to see what you have in store! The only thing that is a minor gripe is just having a bunch of keystones in my inventory, but if there is a change to how they work to reduce the number/increase the ease, then I'm all for it! Perhaps a keystone-ring type bag item?
First of all incredible mod, one of the best I've ever seen.
Here are some bugs I've noticed.
Mage house in village spawning seems glitchy, I've found many villages with no houses at all and many with half a dozen or more, none between the two.
Also(may have just been some one time glitch) I've seen mage houses spawn coincidentally with other village buildings(particularly a blacksmith)
Logging out takes an eternity sometimes(Might be forge)
Logging in sometimes takes a long time(also might be forge)
Save data sometimes glitches and exiting and entering a world might return me to the previous save data undoing anthing done.(Again, Forge?)
Some towers spawn hovering off the ground(Particularly the obsidian/endstone ones)
Light mages sometime accidentally hit eachother then engage in an eternal fight(they seem to heal themselves faster than they deal damage, or they just cant actually hurt eachother)
Sometimes a redstone current applied to a fabricator doesnt cause it to generate items even though it has sufficient essence.
Sometimes the fabricator produces items without using any essence.
Essence doesn't like flowing from multiple sources(Explanation:I tried to use multiple nexus' to power an area of various devices through one conduit and it refused to draw from more than 1 or 2 nexus')
Runes needed to craft spells seems to change(feature? also i might just be going crazy)
Magelight sometimes spawns 2 orbs instead of 1 if either is broken the light goes away(reloging seems to fix the lighting part)
Kiss of death seems to do nothing(I might just not know its actual effect)
Dryads following you due to a sapling stop randomly for a time but eventually start following you again.
Some mage towers seem to come with an enviroment that doesnt mesh with the existing one very well.(Particularly the giant tree.)
Vinetium ore is extremly rare(Not sure if intentional so I thought I'd mention it just in case)
Here are some spell ideas(Sorry if some exist already it's hard to keep track of so many spells)
Archmage Ascendance-different effect based on casting mode Reduced-Nothing Normal-Points you in general direction of the archmage tower(how general could be used for balance) Augmented-Teleports you to the archmage tower
Reasoning: the archmage tower is essential to game play but is nearly impossible to find. This spell would ease the process of finding it so players can move on to augmented mode. As it is now i have never once found the archmage tower and i have spent hours searching.
Ignition-Sets the target(only the target) on fire. duration based on cast mode.
Retain Essence- Drains essence from aoe/or target device/nexus and gives mana. Amount and perhaps aoe/target based on cast mode.
Heat-Sets ground on fire or creates lava/lavasource based on the block its cast on and cast mode(Magma needs more spells.)
Blast wave- Behaves similar to meteor jump in that it creates a crater, but without jumping. Crater size based on cast mode.
Null Magic Field- Behaves like the rune except it cast and temporary. Duration/size based on cast mode.
Wizard's Winter-Removes leaves from trees(like wizards autumn) removes tall grass and flowers and adds snow/ice(if watersource)aoe size based on cast mode
Wizard's Spring-Melts snow/ice (maybe causes trees to grow leaves?) causes flower/tall grass to grow.
Conjure Weapon- Conjures a weapon, quality based on cast mode.
Conjure Pickaxe- Conjures a pickaxe, quality based on cast mode.(Perhaps the other tools or even food too but I'm sure you get the idea.)
Deforest-Cuts down trees and decays leaves(As opposed to removing them so that they may drop saplings/apples) Radius based on cast mode.
Warp Time:Day- Makes it daytime(Universal cost)
Warp Time:Night- Makes it nighttime(Universal cost)
Whimsy Port- Teleports you to a random location cast mode could determine max distance
Track <Insert Mob type here>- Points you in the direction of the nearest of the mob type.
Avarice-Increases item drop rate from enemies and passives, cast mode determines duration
Banishment-Removes enemy from world, if player sends them to the nether.
Illuminate-Makes the player emit light, cast mode determines brightness.
And finally, here are some mechanics suggestions/block additions.
ability to craft affinity books, perhaps some device or essences around a book/spell tome.
Make light nexus' counteract dark nexus' corruption(or at least the alleged corruption on the wiki) or perhaps purify the surrounding area encouraging good things to spawn.(Dryads, light mages)
Some way to create diamond items from essence?
Allow the fabricator to, or create a new device that allows you to, duplicate items without crafting anything(Place iron block in flip redstone switch and recieve an iron block.)
Add a device that causes an aoe redstone effect powering nearby non-adjacent devices too.(or perhaps make the generator do this to make it more worthwhile)
Energy Storage Nexus, takes essence from nearby nexus' and consolidates it all into one nexus with a massive capacity but no way to make its own essence.
Barrier, prevents players without the proper keystone from approaching it.(Maybe mobs too,Upgraded astral barrier)
So are spell recipes going to work in the next version? me and my partner find the spells but cant make them because the runes dont work.
they are random as deafult, you will need to go to the config and turn off randon recepies to get the recepies that is the normal one for spells, by the way dont do this in an alredy generated world, the world will crash if you change this config, it will stop crashing if you turn the config back.
Hello, maybe the question has been asked before, but I must post it !
Is this possible to increase the cost's amount of essence of the magic fabricator ?
Because 15000 isn't enough for crafting some good items.
(Sorry for my bad english).
There's no way to increase it; this is on purpose. You're not supposed to be able to fabricate things like diamond items, emerald blocks, etc. At least not with the fabricator. I may add something later that allows it, but it would be balanced differently.
It's a conflict with one of your other mods. This issue has been fixed in the latest Dev build, and will be included in the next release.
There's no way to increase it; this is on purpose. You're not supposed to be able to fabricate things like diamond items, emerald blocks, etc. At least not with the fabricator. I may add something later that allows it, but it would be balanced differently.
Are you aware of what mods causing the conflicts, as the issue is resolved in the next release?
Another Factorization style error eh?
Are you aware of what mods causing the conflicts, as the issue is resolved in the next release?
Another Factorization style error eh?
AdvancedAlloys for IC2
Condensed Blocks
Optifine
I dont have these so it must be elsewhere
I don't know what it is, but I fixed the generic error in the next dev build that will stop it from happening.
It's a different issue than the Factorization one.
So far I'm a few hours into actively working through the mod, and I have to say I like it so far. The changes keep it interesting, and make it a little easier to "ease into" the magic.
# General #
- The new Inscription Table looks good, and as soon as I can find a chickens for some feathers I'll get to actually casting spells. (Seriously, the forest has been all sheep, pigs, and creepers.)
- There are new achievements, but for some reason the session after I earned the first Ars Magica achievement it reset ALL my Minecraft achievements. Including the "Sniper Duel" one, which I had done a lot to set up on a survival world. (I am likely going to wind up cheating and making a Creative world to quickly re-earn these achievements, including "on a rail" wherein one world with a huge abandoned mine system gave me roughly 50% of the rail I needed )
- I like the new spell recipe concept, that you need to find and learn them to build your spells. Again, soon as I actually get me some feathers I can start working on actually casting these spells.
- No sound for spells means Dark Magi have successfully ambushed and killed me a couple times. Once with a spell that seemed to inflict falling damage though I don't know how . . . not a complaint aside from "what happened with the sounds?", because their presence means night time got a bit more dangerous.
- The new flower, Blue Orchid, adds a very interesting feel since they glow slightly. It definitely has heightened the "magical" feel of the mod.
# Towers #
- The new towers I uncovered are very nicely done, and the "buried" mechanic worked well that I had to excavate the basement of one tower. Another tower I had to semi-cheat to get into (It was a massive treehouse and I could only get in by dropping dirt stepping stones to climb the outer wall . . . getting out was easy, that was a switch away!)
- The tower with an arched wall around it, about 20-25 blocks tall? I really liked the design of this one. The basement area was fun to excavate and it actually felt neat. There are two issues - I spawned my tower with a cave under it so one of the rooms had a bit of a problem with the Restone Lamps not having all the torches. I guess this could be kind of fixed by making it two blocks deeper and enclosing it . . . but it also had a lake/pond spawn on the surface which I then had to fill in and it left a hole I had to fill. But the second concern is the amount of chiseled stone bricks involved. I don't deconstruct these buildings . . . I'd rather move in, but someone who did tear this apart could easily have enough Chiseled Stone Bricks to build quite a few Essence Nexi around the world (assuming they had the chalk). This might be a balance issue?
- There is a tower with a blue roof which doesn't seem to have a chest in it. Rather, it has bookcases and Chiseled Stone Bricks. I cheerfully ripped out the bricks on this one, since they seemed to serve no structural or decorative purpose on the second floor. Though it spawned with a MESS of trees growing through it too.
- The "treehouse" tower which is massive . . . has no way to get in from the start unless you either tunnel in through the wood or build a block tower to get on top. (I did the latter.) It is, however, well-designed and kudos to that designer. I wonder if the basement room was supposed to have anything down there? I found what looked like an enchanting room but there was just a block of dirt in the center of the bookcases. Also, the switch didn't seem to do anything in that room.
- There is a structure like a stone circle with a huge tree within it. I also really like this one and wanted to give a thumbs-up to whomever designed it. There was a lot of wood there for me to harvest and I've found two close enough to each other to contemplate connecting them.
# Mob Specific #
- As mentioned, Dark Magi are still dangerous. I enjoy this fact immensely, because they're not unfairly dangerous or unavoidable in most situations. They merely promote a cautious exploration method, and not being cocky.
# Suggestions #
- Odd thought: is it possible to actually place spawners inside these randomly generated structures? Such as "hiding" a Skeleton/Zombie spawner inside a tomb-like structure? That'd be an interesting arrangement, will have to experiment sometime.
- If I had a house/tower to submit, what is the method of doing so? I had worked together a couple concepts but was still polishing them.
I don't know what it is, but I fixed the generic error in the next dev build that will stop it from happening.
It's a different issue than the Factorization one.
Excellent, perhaps we will see this patch soon then.
- The "treehouse" tower which is massive . . . has no way to get in from the start unless you either tunnel in through the wood or build a block tower to get on top. (I did the latter.) It is, however, well-designed and kudos to that designer. I wonder if the basement room was supposed to have anything down there? I found what looked like an enchanting room but there was just a block of dirt in the center of the bookcases. Also, the switch didn't seem to do anything in that room.
There is a way into that tower. If you circle around the base there is an indent somewhere in the tree where there is a wooden pressure plate. It is easy to miss if you don't know what you are looking for. After that you can either use that way to get or or use the other door.
- The "treehouse" tower which is massive . . . has no way to get in from the start unless you either tunnel in through the wood or build a block tower to get on top. (I did the latter.) It is, however, well-designed and kudos to that designer. I wonder if the basement room was supposed to have anything down there? I found what looked like an enchanting room but there was just a block of dirt in the center of the bookcases. Also, the switch didn't seem to do anything in that room.
There is indeed a way in. It's just disguised better than the exit. Originally there was an enchantment table in the basement, but Mithion thought that made the tower a bit op, so he removed it.
My intention is to do a bit of redesigning of the towers I've submitted to Mithion, including that one. I'll eliminate some of the excess blocks that spawn with it, which makes that particular structure sometimes spawn 4 or 5 blocks higher than the surrounding terrain. I plan to change that lever inside to a pressure plate so the door closes after you go through it. I'll probably leave the basement mostly as it is, but may put something AM related where the enchantment table was. I will fix the switch. I probably wired it wrong.
As for the chiseled stone bricks in towers, all the towers spawn frequently enough that if a player really wanted to he could find as much chiseled stone as he might ever be able to use. I like the patterns made by the different types of stone bricks and don't really want to change it. It should always generate with the proper redstone torches though. The schematica included enough blocks underneath to be sure they generated. Did you perhaps have another mod that could be interfering? (dunno that much about world gen)
As for the chiseled stone bricks in towers, all the towers spawn frequently enough that if a player really wanted to he could find as much chiseled stone as he might ever be able to use. I like the patterns made by the different types of stone bricks and don't really want to change it. It should always generate with the proper redstone torches though. The schematica included enough blocks underneath to be sure they generated. Did you perhaps have another mod that could be interfering? (dunno that much about world gen)
Ah, no. I only have one mod at a time working - it cuts down on the problems when I actually try them out. I'll try to explain. See, this tower spawned where there was a large cavern about 6-7 blocks under the surface. That meant right under one of those corner rooms there was nothing but empty space and thus only three Redstone Torches were there because the rest of the ground was empty air. This is similar to how you'll often find a whole tree growing integrated-like through a tower interior. From what I recall it was probably GRAVEL which had spawned there and then fallen due to no support under it. And right above that cavern on one end was a lake which went 2-3 deep, so it also dropped water to one block within that cross-shaped hallway between the four corners.
I *DO NOT* mind this as Mithion said he wanted an abandoned feeling . . . but it's a recommendation if you want the redstone to absolutely be part of it, maybe using those last two block layers to put down cobble or smooth stone under the torches so that it generates when it auto-spawns the tower would be useful.
The torches should be spawning on stone which generates with the world. Huh. I'll have to look at the schematic and see what's there for sure. It's been awhile since I did it. The air blocks within the structure can be replaced during gen with other stuff like trees, but the solid blocks should all place, including the layer that the torches attach to.
This mod is awesome, and can only get better in the future, but for now I wouldn't recommend playing it if you haven't installed it already.
I wanted to love this mod, but I have lost my mage levels so many times for no reason (just look down while playing and suddenly see that I am mage level 1 again) that I would not recommend it to anyone until it is fixed,sorry. No crash, no errors in console... just level 1. After playing this mod for 3 days, in 3 seperate (newly created) worlds, I have never been able to get to level 10 due to the lost levels.
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This mod is awesome, and can only get better in the future, but for now I wouldn't recommend playing it if you haven't installed it already.
I wanted to love this mod, but I have lost my mage levels so many times for no reason (just look down while playing and suddenly see that I am mage level 1 again) that I would not recommend it to anyone until it is fixed,sorry. No crash, no errors in console... just level 1. After playing this mod for 3 days, in 3 seperate (newly created) worlds, I have never been able to get to level 10 due to the lost levels.
Really? I only have this problem when I, say, travel to the Nether or another dimension a mod adds. Simply saving and reloading always fixes the desync. I've never actually lost any levels even though it doesn't sync right upon dimensional travel, it's always snapped back.
Not saying the problem doesn't exist, just curious if you knew about the desync problem.
Oh, thanks.
It's done this way both for balance and to reduce lag. One way to get it to fail over is to break the conduit/nexus that is currently powering the fabricator. At this point, the fabricator will search for the next available conduit/nexus.
They will only check when the current path to the nexus is broken, not when it runs out of power. If it were to do that, you would have dozens of tile entities performing thousands of checks per tick (20 times per second), which just won't do. (10x10x10 radius check = 1000 blocks checked per tile entity - worst case scenario but still possible).
Just use a better nexus. That's why they're there; it's somewhat of an upgrade system. The light nexus isn't meant for anything other than to get you started.
Well I'm excited to see what you have in store! The only thing that is a minor gripe is just having a bunch of keystones in my inventory, but if there is a change to how they work to reduce the number/increase the ease, then I'm all for it! Perhaps a keystone-ring type bag item?
Here are some bugs I've noticed.
Also(may have just been some one time glitch) I've seen mage houses spawn coincidentally with other village buildings(particularly a blacksmith)
Logging out takes an eternity sometimes(Might be forge)
Logging in sometimes takes a long time(also might be forge)
Save data sometimes glitches and exiting and entering a world might return me to the previous save data undoing anthing done.(Again, Forge?)
Some towers spawn hovering off the ground(Particularly the obsidian/endstone ones)
Light mages sometime accidentally hit eachother then engage in an eternal fight(they seem to heal themselves faster than they deal damage, or they just cant actually hurt eachother)
Sometimes a redstone current applied to a fabricator doesnt cause it to generate items even though it has sufficient essence.
Sometimes the fabricator produces items without using any essence.
Essence doesn't like flowing from multiple sources(Explanation:I tried to use multiple nexus' to power an area of various devices through one conduit and it refused to draw from more than 1 or 2 nexus')
Runes needed to craft spells seems to change(feature? also i might just be going crazy)
Magelight sometimes spawns 2 orbs instead of 1 if either is broken the light goes away(reloging seems to fix the lighting part)
Kiss of death seems to do nothing(I might just not know its actual effect)
Dryads following you due to a sapling stop randomly for a time but eventually start following you again.
Some mage towers seem to come with an enviroment that doesnt mesh with the existing one very well.(Particularly the giant tree.)
Vinetium ore is extremly rare(Not sure if intentional so I thought I'd mention it just in case)
Here are some spell ideas(Sorry if some exist already it's hard to keep track of so many spells)
Reasoning: the archmage tower is essential to game play but is nearly impossible to find. This spell would ease the process of finding it so players can move on to augmented mode. As it is now i have never once found the archmage tower and i have spent hours searching.
Ignition-Sets the target(only the target) on fire. duration based on cast mode.
Retain Essence- Drains essence from aoe/or target device/nexus and gives mana. Amount and perhaps aoe/target based on cast mode.
Heat-Sets ground on fire or creates lava/lavasource based on the block its cast on and cast mode(Magma needs more spells.)
Blast wave- Behaves similar to meteor jump in that it creates a crater, but without jumping. Crater size based on cast mode.
Null Magic Field- Behaves like the rune except it cast and temporary. Duration/size based on cast mode.
Wizard's Winter-Removes leaves from trees(like wizards autumn) removes tall grass and flowers and adds snow/ice(if watersource)aoe size based on cast mode
Wizard's Spring-Melts snow/ice (maybe causes trees to grow leaves?) causes flower/tall grass to grow.
Conjure Weapon- Conjures a weapon, quality based on cast mode.
Conjure Pickaxe- Conjures a pickaxe, quality based on cast mode.(Perhaps the other tools or even food too but I'm sure you get the idea.)
Deforest-Cuts down trees and decays leaves(As opposed to removing them so that they may drop saplings/apples) Radius based on cast mode.
Warp Time:Day- Makes it daytime(Universal cost)
Warp Time:Night- Makes it nighttime(Universal cost)
Whimsy Port- Teleports you to a random location cast mode could determine max distance
Track <Insert Mob type here>- Points you in the direction of the nearest of the mob type.
Avarice-Increases item drop rate from enemies and passives, cast mode determines duration
Banishment-Removes enemy from world, if player sends them to the nether.
Illuminate-Makes the player emit light, cast mode determines brightness.
And finally, here are some mechanics suggestions/block additions.
Make light nexus' counteract dark nexus' corruption(or at least the alleged corruption on the wiki) or perhaps purify the surrounding area encouraging good things to spawn.(Dryads, light mages)
Some way to create diamond items from essence?
Allow the fabricator to, or create a new device that allows you to, duplicate items without crafting anything(Place iron block in flip redstone switch and recieve an iron block.)
Add a device that causes an aoe redstone effect powering nearby non-adjacent devices too.(or perhaps make the generator do this to make it more worthwhile)
Energy Storage Nexus, takes essence from nearby nexus' and consolidates it all into one nexus with a massive capacity but no way to make its own essence.
Barrier, prevents players without the proper keystone from approaching it.(Maybe mobs too,Upgraded astral barrier)
Crash with Ars Magica, cant make it load. 1.4.7
It's a conflict with one of your other mods. This issue has been fixed in the latest Dev build, and will be included in the next release.
There's no way to increase it; this is on purpose. You're not supposed to be able to fabricate things like diamond items, emerald blocks, etc. At least not with the fabricator. I may add something later that allows it, but it would be balanced differently.
Are you aware of what mods causing the conflicts, as the issue is resolved in the next release?
Another Factorization style error eh?
I don't know what it is, but I fixed the generic error in the next dev build that will stop it from happening.
It's a different issue than the Factorization one.
# General #
- The new Inscription Table looks good, and as soon as I can find a chickens for some feathers I'll get to actually casting spells. (Seriously, the forest has been all sheep, pigs, and creepers.)
- There are new achievements, but for some reason the session after I earned the first Ars Magica achievement it reset ALL my Minecraft achievements. Including the "Sniper Duel" one, which I had done a lot to set up on a survival world. (I am likely going to wind up cheating and making a Creative world to quickly re-earn these achievements, including "on a rail" wherein one world with a huge abandoned mine system gave me roughly 50% of the rail I needed )
- I like the new spell recipe concept, that you need to find and learn them to build your spells. Again, soon as I actually get me some feathers I can start working on actually casting these spells.
- No sound for spells means Dark Magi have successfully ambushed and killed me a couple times. Once with a spell that seemed to inflict falling damage though I don't know how . . . not a complaint aside from "what happened with the sounds?", because their presence means night time got a bit more dangerous.
- The new flower, Blue Orchid, adds a very interesting feel since they glow slightly. It definitely has heightened the "magical" feel of the mod.
# Towers #
- The new towers I uncovered are very nicely done, and the "buried" mechanic worked well that I had to excavate the basement of one tower. Another tower I had to semi-cheat to get into (It was a massive treehouse and I could only get in by dropping dirt stepping stones to climb the outer wall . . . getting out was easy, that was a switch away!)
- The tower with an arched wall around it, about 20-25 blocks tall? I really liked the design of this one. The basement area was fun to excavate and it actually felt neat. There are two issues - I spawned my tower with a cave under it so one of the rooms had a bit of a problem with the Restone Lamps not having all the torches. I guess this could be kind of fixed by making it two blocks deeper and enclosing it . . . but it also had a lake/pond spawn on the surface which I then had to fill in and it left a hole I had to fill. But the second concern is the amount of chiseled stone bricks involved. I don't deconstruct these buildings . . . I'd rather move in, but someone who did tear this apart could easily have enough Chiseled Stone Bricks to build quite a few Essence Nexi around the world (assuming they had the chalk). This might be a balance issue?
- There is a tower with a blue roof which doesn't seem to have a chest in it. Rather, it has bookcases and Chiseled Stone Bricks. I cheerfully ripped out the bricks on this one, since they seemed to serve no structural or decorative purpose on the second floor. Though it spawned with a MESS of trees growing through it too.
- The "treehouse" tower which is massive . . . has no way to get in from the start unless you either tunnel in through the wood or build a block tower to get on top. (I did the latter.) It is, however, well-designed and kudos to that designer. I wonder if the basement room was supposed to have anything down there? I found what looked like an enchanting room but there was just a block of dirt in the center of the bookcases. Also, the switch didn't seem to do anything in that room.
- There is a structure like a stone circle with a huge tree within it. I also really like this one and wanted to give a thumbs-up to whomever designed it. There was a lot of wood there for me to harvest and I've found two close enough to each other to contemplate connecting them.
# Mob Specific #
- As mentioned, Dark Magi are still dangerous. I enjoy this fact immensely, because they're not unfairly dangerous or unavoidable in most situations. They merely promote a cautious exploration method, and not being cocky.
# Suggestions #
- Odd thought: is it possible to actually place spawners inside these randomly generated structures? Such as "hiding" a Skeleton/Zombie spawner inside a tomb-like structure? That'd be an interesting arrangement, will have to experiment sometime.
- If I had a house/tower to submit, what is the method of doing so? I had worked together a couple concepts but was still polishing them.
Excellent, perhaps we will see this patch soon then.
There is a way into that tower. If you circle around the base there is an indent somewhere in the tree where there is a wooden pressure plate. It is easy to miss if you don't know what you are looking for. After that you can either use that way to get or or use the other door.
There is indeed a way in. It's just disguised better than the exit. Originally there was an enchantment table in the basement, but Mithion thought that made the tower a bit op, so he removed it.
My intention is to do a bit of redesigning of the towers I've submitted to Mithion, including that one. I'll eliminate some of the excess blocks that spawn with it, which makes that particular structure sometimes spawn 4 or 5 blocks higher than the surrounding terrain. I plan to change that lever inside to a pressure plate so the door closes after you go through it. I'll probably leave the basement mostly as it is, but may put something AM related where the enchantment table was. I will fix the switch. I probably wired it wrong.
As for the chiseled stone bricks in towers, all the towers spawn frequently enough that if a player really wanted to he could find as much chiseled stone as he might ever be able to use. I like the patterns made by the different types of stone bricks and don't really want to change it. It should always generate with the proper redstone torches though. The schematica included enough blocks underneath to be sure they generated. Did you perhaps have another mod that could be interfering? (dunno that much about world gen)
Ah, no. I only have one mod at a time working - it cuts down on the problems when I actually try them out. I'll try to explain. See, this tower spawned where there was a large cavern about 6-7 blocks under the surface. That meant right under one of those corner rooms there was nothing but empty space and thus only three Redstone Torches were there because the rest of the ground was empty air. This is similar to how you'll often find a whole tree growing integrated-like through a tower interior. From what I recall it was probably GRAVEL which had spawned there and then fallen due to no support under it. And right above that cavern on one end was a lake which went 2-3 deep, so it also dropped water to one block within that cross-shaped hallway between the four corners.
I *DO NOT* mind this as Mithion said he wanted an abandoned feeling . . . but it's a recommendation if you want the redstone to absolutely be part of it, maybe using those last two block layers to put down cobble or smooth stone under the torches so that it generates when it auto-spawns the tower would be useful.
I wanted to love this mod, but I have lost my mage levels so many times for no reason (just look down while playing and suddenly see that I am mage level 1 again) that I would not recommend it to anyone until it is fixed,sorry. No crash, no errors in console... just level 1. After playing this mod for 3 days, in 3 seperate (newly created) worlds, I have never been able to get to level 10 due to the lost levels.
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Really? I only have this problem when I, say, travel to the Nether or another dimension a mod adds. Simply saving and reloading always fixes the desync. I've never actually lost any levels even though it doesn't sync right upon dimensional travel, it's always snapped back.
Not saying the problem doesn't exist, just curious if you knew about the desync problem.