i don't mean an enormous village but it'd be nice to see something different, you know? i know that mods like to just add onto the existing villages, but imo it just feels bland to add onto the already existing one. i mean if it's that hated i can just do the villager in existing village.
Indeed it was. Also, on the theme of the structures, I remember the archmage tower that allowed you to unlock the augmented casting mode way back in AM1, It gave me an idea, how about "special" structures that can be used to summon one of the guardians, but just for decorative uses, and obviously they would be in disrepair, but, again, they are just for aesthetic purposes.
Indeed it was. Also, on the theme of the structures, I remember the archmage tower that allowed you to unlock the augmented casting mode way back in AM1, It gave me an idea, how about "special" structures that can be used to summon one of the guardians, but just for decorative uses, and obviously they would be in disrepair, but, again, they are just for aesthetic purposes.
This is a very good idea!
I love the idea of fancied up arenas for each guardian, that spawn a bit broken down but more or less ready for use! A floating ocean temple for water, a sky-temple waaaay up high for the air guardian, etc etc!
i don't mean an enormous village but it'd be nice to see something different, you know? i know that mods like to just add onto the existing villages, but imo it just feels bland to add onto the already existing one. i mean if it's that hated i can just do the villager in existing village.
I like the idea of completely magic themed villages, I would make them spawn totally different than normal villages though perhaps? Maybe even make the villagers a bit different than normal even, as in, not just reskinned testificates with different trades.. but rather, mage skinned, battle-capable mages than can be traded with like villagers? Idk that part might be wanting too much..
But having the villages be very different I think is the right idea.. Like, a floating city with very magey styled homes? A huge bonus would be to have them spawn like villages do, meaning rather than a copypasta city, they spawn procedurally with different configurations and paths between the houses? I don't know exactly how tough that is to code, but I'd figure you'd just have to copy the village coding and modify it to your needs? Idk, this would look really badass though..
Just imagine, a city with a big mage tower, a few libraries, a prebuilt crafting altar (probably a low-tier one, but it could vary a little). That'd be an awesome thing to stumble across! Maybe I'll make a city as an example and share some screen shots? I suppose I could even export it into recurrent complex if it turns out decent
I love the idea of fancied up arenas for each guardian, that spawn a bit broken down but more or less ready for use! A floating ocean temple for water, a sky-temple waaaay up high for the air guardian, etc etc!
Just imagine, a city with a big mage tower, a few libraries, a prebuilt crafting altar (probably a low-tier one, but it could vary a little). That'd be an awesome thing to stumble across! Maybe I'll make a city as an example and share some screen shots? I suppose I could even export it into recurrent complex if it turns out decent
This. This is what ars needs to bring back the exploration feeling, and also the feeling that you are part of some mage society... or something along the lines. I remember Mithion once mentioning to add back structure generation, because to be honest, I really don't like the idea of spending a point to unlock augmented casting, it just doesn't feel like you acomplished something.
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Member Details
I'm really against the addition of structures.
One of the plus sides of AM2 to me is that it doesn't change the world itself a lot, aside from some ores and magical fluids here and there.
Having lots of structures already made by the world means less using structures/things you made by yourself. There's already plenty of mods that add many(amazing) structures, anyone can use those as their base or whatever for any Ars Magica stuff, But if I constantly depend on those structures that spawn all around the globe to do basic mod stuff then the mod will change in a negative way.
In short, I think ArsMagica remain focused on player centric magic, and people should get other mods more based around exploration to complement it if the games doesn't feel explorey enough.
Having mod stuff on the chest pools would be great though, that's reason to explore/find things without adding unnecessary pre-made buildings.
But if I constantly depend on those structures that spawn all around the globe to do basic mod stuff then the mod will change in a negative way.
In short, I think ArsMagica remain focused on player centric magic, and people should get other mods more based around exploration to complement it if the games doesn't feel explorey enough.
Having mod stuff on the chest pools would be great though, that's reason to explore/find things without adding unnecessary pre-made buildings.
The idea is for them to be purely aesthetical, to be used if you want to, not to replace things like the crafting altar and such, and in any case this is a sandbox game, you could also dismantle and transport the structure in any case, I think most of the ars magica stuff is craftable and the few that aren't are the tecnical blocks like the broken power link and the like. Also to kind of go into the same direcction as your idea, a config to prevent structure generation from spawning in the world would be neat, if it's going to be implemented in ann case
How about this. A new dimension. Now, hear me out.
I know there use to be the Hell Cow dimension, but that was removed because it was coded badly.
There can be lore to this. "The mages and others that studied the arcane were driven out of the world by various peoples, including squid lookig humanoids. These mages of yore combined their magic powers and constructed a dimension through a tear in the fabric of time, and closed the gate behind them."
You can have these villages that spawn around in the end. I'm thinking of a world that looks much like the Aether or the Sky Dimension (from the Rediscovered mod). Possibly 2 or 3 biomes. This dimension would spawn mage towers and mage villages, and rarely structures that can be used to spawn the guardians. I think it would be a good idea that you find a "torn page" in a dungeon chest, or maybe trading with a villager, that when it gets in your inventory you unlock the "Sky Gateway" tab in the arcane compendium. There it will tell you how to build a multiblock structure portal that will transport you there.
Just a thought, because there seems to be people that don't like the world gen. More ideas to come. (I can help code this, if you please)
Lurking a bit. Didn't see a suggestion area on the github so I'm posting here. I'll toss in my thoughts on structures and how I feel they should be approached if you were looking for ideas. Brainstorming is fun. I used to work on a game in Unity3d and I used a similar mechanic in it before it went up in flames. (rip HDD)
Structures will need to keep 3 things in mind:
Capable Of Retrogen in older worlds.
Incapable of being griefed or being used to grief.
Unique in each instance.
Anyway, here's the gist.
-Generate "Pillars" throughout the world. Not super large, magical looking etc. (3000> blocks from the origin. Each must be at least 200+ blocks apart.)
-Each "Pillar" is unique. It represents an Element (fire, earth, etc) and there cannot be more than one of each "Pillar" in the world.
--These pillars can be activated with a spell, key or whatever prerequisite you'd like. Then a portal appears at the "Pillar" for 10-15 seconds.
-Entering the portal will teleport you to a "chamber" where you can fight the elemental guardian of whatever type of "Pillar" you entered.
-After your boss battle, loot drops or whatever and then you have 30 seconds to get the hell out through an exit portal before the "chamber" collapses. (Kills you.)
-After you're back in the outside world, the Pillar disappears and a new one is generated somewhere else in the world.
The key idea is that these "pillars" can be used to create small or even large areas of playable content without directly impacting the worldgen in an obtrusive or repetitive way. At the same time, the aspect of them disappearing and generating in another location is meant to make Ars Magica not only more unique and interesting, but perhaps also contribute to competition on MP server. (Ha, I destroyed the Fire Pillar near your base; Now all that magic stuff inside is mine! I'll be the best sorcerer that no-one ever was)
In regards to what Aridhol was talking about; having "chambers" that can be entered also opens up the possibility of having a full fledged magic town inside. Perhaps more enduring chambers / content areas should be grief proof somehow. I had originally imagined spheres for the chambers that were invisible from the outside, but allowed people inside to see out. Could be something similar to how 3 strongholds are generated in each world for something like a magic town. I'll put the inspiration of that is somewhere in between Harry Potter and Dalaran -- take your pick.
Finally, generating "Pillars" doesn't sound too difficult but you might be wondering how to implement "chambers." Originally I figured another dimension being generated would be the simplest solution although it could be a turn off to some server operators. Maybe generating the chambers underneath bedrock in the same chunk could be a solution. Who knows.
So, I installed the mod to my minecraft and I got this crash. Can anyone tell me what mods are conflicting with eachother? I'd appreciate it.
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 11/21/16 11:45 PM
Description: Initializing game
java.lang.RuntimeException: Biome ID 100 was overridden by the biome WitchwoodForest (am2.worldgen.BiomeWitchwoodForest)!
at com.shinoow.abyssalcraft.AbyssalCraft.checkBiomeIds(AbyssalCraft.java:2136)
at com.shinoow.abyssalcraft.AbyssalCraft.postInit(AbyssalCraft.java:1409)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.shinoow.abyssalcraft.AbyssalCraft.checkBiomeIds(AbyssalCraft.java:2136)
at com.shinoow.abyssalcraft.AbyssalCraft.postInit(AbyssalCraft.java:1409)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Well, I think there's a biome id conflict, between Ars magica (witchwood forest) and Abysalcraft, both using biome id 100. Try making a NEI id dump, and changing the ids so they no longer conflict. Or, if you're lazy, just increase the Witchwood forest id value so it no longer crashes
I have a question regarding how AM2 interacts with TiC's Iguanas Tinker Tweaks, which among other things allows one to customize the harvest level for ores and other materials. The problem I'm facing is that ITT allows me to set harvest levels for ores and materials that extend well beyond the reach of AM2's default and maximum harvest levels (before/after mining level upgrades) for the dig spell.
Is there any way to customize the harvest levels for AM2's dig spell and mining level spell modifier components? I'd like to be able to scale the dig spell alongside our adjustments with ITT so that it remains relevant.
If there's a method of doing so, it's not jumping out at me when browsing the config files and my Googlefu avails me no better; I cant see a solution anywhere.
Excuse me if my information is outdated, but I never heard if Growlithe actually got permission from Mithion to port the mod and if he hasn't, then probably he would not be allowed to post Ars Magica (3?) on CurseForge at all.
I'm pretty sure it'd be fine for the most part as Ars Magica has been open source for some time and we already had a team working on the 1.7.10 fixes.
i don't mean an enormous village but it'd be nice to see something different, you know? i know that mods like to just add onto the existing villages, but imo it just feels bland to add onto the already existing one. i mean if it's that hated i can just do the villager in existing village.
Indeed it was. Also, on the theme of the structures, I remember the archmage tower that allowed you to unlock the augmented casting mode way back in AM1, It gave me an idea, how about "special" structures that can be used to summon one of the guardians, but just for decorative uses, and obviously they would be in disrepair, but, again, they are just for aesthetic purposes.
This is a very good idea!
I love the idea of fancied up arenas for each guardian, that spawn a bit broken down but more or less ready for use! A floating ocean temple for water, a sky-temple waaaay up high for the air guardian, etc etc!
I like the idea of completely magic themed villages, I would make them spawn totally different than normal villages though perhaps? Maybe even make the villagers a bit different than normal even, as in, not just reskinned testificates with different trades.. but rather, mage skinned, battle-capable mages than can be traded with like villagers? Idk that part might be wanting too much..
But having the villages be very different I think is the right idea.. Like, a floating city with very magey styled homes? A huge bonus would be to have them spawn like villages do, meaning rather than a copypasta city, they spawn procedurally with different configurations and paths between the houses? I don't know exactly how tough that is to code, but I'd figure you'd just have to copy the village coding and modify it to your needs? Idk, this would look really badass though..
Just imagine, a city with a big mage tower, a few libraries, a prebuilt crafting altar (probably a low-tier one, but it could vary a little). That'd be an awesome thing to stumble across! Maybe I'll make a city as an example and share some screen shots? I suppose I could even export it into recurrent complex if it turns out decent
This. This is what ars needs to bring back the exploration feeling, and also the feeling that you are part of some mage society... or something along the lines. I remember Mithion once mentioning to add back structure generation, because to be honest, I really don't like the idea of spending a point to unlock augmented casting, it just doesn't feel like you acomplished something.
I'm really against the addition of structures.
One of the plus sides of AM2 to me is that it doesn't change the world itself a lot, aside from some ores and magical fluids here and there.
Having lots of structures already made by the world means less using structures/things you made by yourself. There's already plenty of mods that add many(amazing) structures, anyone can use those as their base or whatever for any Ars Magica stuff, But if I constantly depend on those structures that spawn all around the globe to do basic mod stuff then the mod will change in a negative way.
In short, I think ArsMagica remain focused on player centric magic, and people should get other mods more based around exploration to complement it if the games doesn't feel explorey enough.
Having mod stuff on the chest pools would be great though, that's reason to explore/find things without adding unnecessary pre-made buildings.
The idea is for them to be purely aesthetical, to be used if you want to, not to replace things like the crafting altar and such, and in any case this is a sandbox game, you could also dismantle and transport the structure in any case, I think most of the ars magica stuff is craftable and the few that aren't are the tecnical blocks like the broken power link and the like. Also to kind of go into the same direcction as your idea, a config to prevent structure generation from spawning in the world would be neat, if it's going to be implemented in ann case
How about this. A new dimension. Now, hear me out.
I know there use to be the Hell Cow dimension, but that was removed because it was coded badly.
There can be lore to this. "The mages and others that studied the arcane were driven out of the world by various peoples, including squid lookig humanoids. These mages of yore combined their magic powers and constructed a dimension through a tear in the fabric of time, and closed the gate behind them."
You can have these villages that spawn around in the end. I'm thinking of a world that looks much like the Aether or the Sky Dimension (from the Rediscovered mod). Possibly 2 or 3 biomes. This dimension would spawn mage towers and mage villages, and rarely structures that can be used to spawn the guardians. I think it would be a good idea that you find a "torn page" in a dungeon chest, or maybe trading with a villager, that when it gets in your inventory you unlock the "Sky Gateway" tab in the arcane compendium. There it will tell you how to build a multiblock structure portal that will transport you there.
Just a thought, because there seems to be people that don't like the world gen. More ideas to come. (I can help code this, if you please)
Join this cool Datapack Discord server! https://discord.gg/XQg5wNt
Lurking a bit. Didn't see a suggestion area on the github so I'm posting here. I'll toss in my thoughts on structures and how I feel they should be approached if you were looking for ideas. Brainstorming is fun. I used to work on a game in Unity3d and I used a similar mechanic in it before it went up in flames. (rip HDD)
Structures will need to keep 3 things in mind:
Anyway, here's the gist.
-Generate "Pillars" throughout the world. Not super large, magical looking etc. (3000> blocks from the origin. Each must be at least 200+ blocks apart.)
-Each "Pillar" is unique. It represents an Element (fire, earth, etc) and there cannot be more than one of each "Pillar" in the world.
--These pillars can be activated with a spell, key or whatever prerequisite you'd like. Then a portal appears at the "Pillar" for 10-15 seconds.
-Entering the portal will teleport you to a "chamber" where you can fight the elemental guardian of whatever type of "Pillar" you entered.
-After your boss battle, loot drops or whatever and then you have 30 seconds to get the hell out through an exit portal before the "chamber" collapses. (Kills you.)
-After you're back in the outside world, the Pillar disappears and a new one is generated somewhere else in the world.
The key idea is that these "pillars" can be used to create small or even large areas of playable content without directly impacting the worldgen in an obtrusive or repetitive way. At the same time, the aspect of them disappearing and generating in another location is meant to make Ars Magica not only more unique and interesting, but perhaps also contribute to competition on MP server. (Ha, I destroyed the Fire Pillar near your base; Now all that magic stuff inside is mine! I'll be the best sorcerer that no-one ever was)
In regards to what Aridhol was talking about; having "chambers" that can be entered also opens up the possibility of having a full fledged magic town inside. Perhaps more enduring chambers / content areas should be grief proof somehow. I had originally imagined spheres for the chambers that were invisible from the outside, but allowed people inside to see out. Could be something similar to how 3 strongholds are generated in each world for something like a magic town. I'll put the inspiration of that is somewhere in between Harry Potter and Dalaran -- take your pick.
Finally, generating "Pillars" doesn't sound too difficult but you might be wondering how to implement "chambers." Originally I figured another dimension being generated would be the simplest solution although it could be a turn off to some server operators. Maybe generating the chambers underneath bedrock in the same chunk could be a solution. Who knows.
That's my 2 cents.
Has anyone taken a look at the suggestions I posted a couple pages ago? Any thoughts?
使わせて頂きます。すごいですね
Haven't seen Growl around - hope all is well!
So, I installed the mod to my minecraft and I got this crash. Can anyone tell me what mods are conflicting with eachother? I'd appreciate it.
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 11/21/16 11:45 PM
Description: Initializing game
java.lang.RuntimeException: Biome ID 100 was overridden by the biome WitchwoodForest (am2.worldgen.BiomeWitchwoodForest)!
at com.shinoow.abyssalcraft.AbyssalCraft.checkBiomeIds(AbyssalCraft.java:2136)
at com.shinoow.abyssalcraft.AbyssalCraft.postInit(AbyssalCraft.java:1409)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.shinoow.abyssalcraft.AbyssalCraft.checkBiomeIds(AbyssalCraft.java:2136)
at com.shinoow.abyssalcraft.AbyssalCraft.postInit(AbyssalCraft.java:1409)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:742)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_66, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 352670304 bytes (336 MB) / 796459008 bytes (759 MB) up to 4281597952 bytes (4083 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 Optifine OptiFine_1.7.10_HD_U_D6 90 mods loaded, 90 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJ mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJ FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJ Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJ AM2-Preloader{0.0.3} [AMCore] (minecraft.jar)
UCHIJ appliedenergistics2-core{rv3-beta-6} [Applied Energistics 2 Core] (minecraft.jar)
UCHIJ CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJ NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJ se{0.4.1} [Super Enchants] (minecraft.jar)
UCHIJ ThE-core{1.0.0.1} [Thaumic Energistics Core] (minecraft.jar)
UCHIJ mod_ThreadedLighting{1.7.10-1.0} [Threaded Lighting] (minecraft.jar)
UCHIJ gilded-games-util{1.7.10-1.2} [Gilded Games Utility] (gilded-games-util-1.7.10-1.9.jar)
UCHIJ battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar)
UCHIJ AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
UCHIJ arsmagica2{1.4.0.009} [Ars Magica 2] (1.7.10_AM2-1.4.0.009.jar)
UCHIJ CraftableAnimals{2.4.2.3} [Craftable Animals] ([1.7.10]CraftableAnimals v2.4.2.3.jar)
UCHIE abyssalcraft{1.9.1.3} [AbyssalCraft] (AbyssalCraft-1.7.10-1.9.1.3-FINAL.jar)
UCHIJ Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJ Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar)
UCHIE acintegration{1.4.5} [AbyssalCraft Integration] (AbyssalCraft Integration-1.7.10-1.4.5.jar)
UCHIJ appliedenergistics2{rv3-beta-6} [Applied Energistics 2] (appliedenergistics2-rv3-beta-6.jar)
UCHIJ bdlib{1.9.4.109} [BD Lib] (bdlib-1.9.4.109-mc1.7.10.jar)
UCHIJ ae2stuff{0.5.0.56} [AE2 Stuff] (ae2stuff-0.5.0.56-mc1.7.10.jar)
UCHIJ aether{1.7.10-1.6} [Aether II] (aether-1.7.10-1.6.jar)
UCHIJ AetherAspects{Alpha 1.7.10-1.2} [Aether Aspects] (AetherAspects-1.7.10-1.2.jar)
UCHIJ AncientWarfare{2.4.114-beta-MC1.7.10} [Ancient Warfare Core] (ancientwarfare-2.4.115-beta-MC1.7.10-FULL.jar)
UCHIJ AncientWarfareAutomation{2.4.114-beta-MC1.7.10} [Ancient Warfare Automation] (ancientwarfare-2.4.115-beta-MC1.7.10-FULL.jar)
UCHIJ AncientWarfareNEIPlugin{2.4.114-beta-MC1.7.10} [Ancient Warfare NEI Plugin] (ancientwarfare-2.4.115-beta-MC1.7.10-FULL.jar)
UCHIJ AncientWarfareNpc{2.4.114-beta-MC1.7.10} [Ancient Warfare NPCs] (ancientwarfare-2.4.115-beta-MC1.7.10-FULL.jar)
UCHIJ AncientWarfareStructure{2.4.114-beta-MC1.7.10} [Ancient Warfare Structures] (ancientwarfare-2.4.115-beta-MC1.7.10-FULL.jar)
UCHIJ armourersWorkshop{1.7.10-0.42.4} [Armourer's Workshop] (Armourers-Workshop-1.7.10-0.42.4.jar)
UCHIJ plushieWrapper{0.0.0} [Plushie Wrapper] (Armourers-Workshop-1.7.10-0.42.4.jar)
UCHIJ Artifacts{1.1.3} [Artifacts] (Artifacts-1.1.3.jar)
UCHIJ baublelicious{1.7.10-1.2.1} [Baublelicious] (baublelicious-1.7.10-1.2.1.jar)
UCHIJ chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.0.jar)
UCHIJ customnpcs{1.7.10d} [CustomNpcs] (CustomNPCs_1.7.10d(21feb16).jar)
UCHIJ eplus{3.0.2-d} [Enchanting Plus] (EnchantingPlus-1.7.10-3.0.2-d.jar)
UCHIJ ExtraUtilities{1.2.12} [Extra Utilities] (extrautilities-1.2.12.jar)
UCHIJ Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)
UCHIJ Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJ TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UCHIJ ExtraTiC{1.4.6} [ExtraTiC] (ExtraTiC-1.7.10-1.4.6.jar)
UCHIJ farlanders{1.2b} [The Farlanders] (farlanders-1.7.10-v1.2b.jar)
UCHIJ ForbiddenMagic{1.7.10-0.575} [Forbidden Magic] (Forbidden Magic-1.7.10-0.575.jar)
UCHIJ GrimoireOfGaia{1.0.0} [Grimoire of Gaia 3] (GrimoireOfGaia3-1.7.10-1.2.7.jar)
UCHIJ hardcorewither{1.1.3} [Hardcore Wither] (Hardcore Wither-1.7.10-1.1.3-21-universal.jar)
UCHIJ headcrumbs{1.7.4} [Headcrumbs] (Headcrumbs-1.7.4.jar)
UCHIJ iChunUtil{4.2.2} [iChunUtil] (iChunUtil-4.2.2.jar)
UCHIJ IronChest{6.0.60.741} [Iron Chest] (ironchest-1.7.10-6.0.60.741-universal.jar)
UCHIJ JABBA{1.2.2} [JABBA] (Jabba-1.2.2_1.7.10.jar)
UCHIJ jaff{1.4.1_for_1.7.10} [Just a Few Fish] (JustAFewFish-1.4.1_for_1.7.10.jar)
UCHIJ levelup{0.10} [Level Up!] (LevelUp!-0.10(1.7.10).jar)
UCHIJ llibrary{1.5.1} [LLibrary] (llibrary-1.5.1-1.7.10.jar)
UCHIJ lootplusplus{0.24_for_1.7} [Loot++] (Loot++-0.24_for_1.7.jar)
UCHIJ magicalcrops{4.0.0_PUBLIC_BETA_3} [Magical Crops] (magicalcrops-4.0.0_PUBLIC_BETA_3.jar)
UCHIJ magicalcropsarmour{4.0.0_PUBLIC_BETA_4} [Magical Crops: Armoury] (magicalcropsarmoury-4.0.0_PUBLIC_BETA_4.jar)
UCHIJ me{1.3.2.1} [More Enchantments] (MoreEnchantments-1.7.10-1.3.2.1.jar)
UCHIJ AencEx{0.0.1} [AencEx] (MoreEnchantments-1.7.10-1.3.2.1.jar)
UCHIJ moreplayermodels{1.7.10b} [MorePlayerModels] (MorePlayerModels_1.7.10b.jar)
UCHIJ Morph{0.9.2} [Morph] (Morph-Beta-0.9.2.jar)
UCHIJ MutantCreatures{1.4.9} [Mutant Creatures] (MutantCreatures-1.7.10-1.4.9.jar)
UCHIJ mwaw{1.7.10-0.0.7} [Elemental Witch Mod] (mwaw-0.0.7-1.7.10.jar)
UCHIJ ProjectE{1.7.10-PE1.10.0} [ProjectE] (ProjectE-1.7.10-PE1.10.0.jar)
UCHIJ peaether{1.7.10-PEA1.0.0} [ProjectE Aether Addon] (peaether-1.7.10-PEA1.0.0.jar)
UCHIJ RandomThings{2.2.4} [Random Things] (RandomThings-2.2.4.jar)
UCHIJ AS_Ruins{15.4} [Ruins Spawning System] (Ruins-1.7.10.jar)
UCHIJ shincolle{1.7.10.rv26} [Shinkeiseikan Collection] (ShinColle-1.7.10.rv26.jar)
UCHIJ symcalc{0.14} [Symcalc] (symcalc-0.14.jar)
UCHIJ TaintedMagic{r7.6} [Tainted Magic] (Tainted-Magic-r7.6.jar)
UCHIJ tcinventoryscan{1.0.11} [TC Inventory Scanning] (tcinventoryscan-mc1.7.10-1.0.11.jar)
UCHIJ ThaumcraftMobAspects{1.7.2-2A} [Thaumcraft Mob Aspects] (ThaumcraftMobAspects-1.7.2-2A.jar)
UCHIJ thaumcraftneiplugin{@VERSION@} [Thaumcraft NEI Plugin] (thaumcraftneiplugin-1.7.10-1.7a.jar)
UCHIJ thaumicalchemy{1.7.10-1.0} [Thaumic Alchemy] (thaumicalchemy-1.7.10-1.0.jar)
UCHIJ thaumicenergistics{1.0.0.5} [Thaumic Energistics] (thaumicenergistics-1.0.0.5.jar)
UCHIJ ThaumicEquivalence{1.7.10-1.0.4} [Thaumic Equivalence] (ThaumicEquivalence-1.7.10-1.0.4.jar)
UCHIJ ThaumicHorizons{1.1.9} [Thaumic Horizons] (thaumichorizons-1.7.10-1.1.9.jar)
UCHIJ ThaumOres{1.0.0} [ThaumOres Mod] (ThaumOres_1.2.0.jar)
UCHIJ TiConAutoToolStation{1.1.2} [Tinkers Construct Auto Tool Station] (TiConAutoToolStation-1.7.10-1.1.2.jar)
UCHIJ TiCTooltips{1.2.5} [TiC Tooltips] (TiCTooltips-mc1.7.10-1.2.5.jar)
UCHIJ tinkersdefense{1.3.7} [Tinkers' Defense] (tinkersdefense-1.3.7.jar)
UCHIJ TravellersGear{1.16.6} [Traveller's Gear] (TravellersGear-1.7.10-1.16.6.jar)
UCHIJ TwilightForest{2.3.7} [The Twilight Forest] (twilightforest-1.7.10-2.3.7.jar)
UCHIJ AS_UpdateCheck{1.1.7} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.10.jar)
UCHIJ VeinMiner{0.34.1_1.7.10-4d066f1} [Vein Miner] (VeinMiner-0.34.1-1.7.10r473+4d066f1.jar)
UCHIJ VeinMinerModSupport{0.34.1_1.7.10-4d066f1} [Mod Support] (VeinMiner-0.34.1-1.7.10r473+4d066f1.jar)
UCHIJ veinminermodintegration{1.7.10-0.2.0} [Veinminer Mod Integration] (veinminermodintegration-0.5.1-1.7.10r22+0e0e47b.jar)
UCHIJ wawla{1.3.1} [What Are We Looking At] (Wawla-1.0.5.120.jar)
UCHIJ witchery{0.24.1} [Witchery] (witchery-1.7.10-0.24.1.jar)
UCHIJ XaeroMinimap{1.10.1} [Xaero's Minimap] (Xaeros_Minimap_1.10.1_Forge_1.7.10.jar)
UCHIJ lucky{5.1.0} [Lucky Block] (z[1-7-10]_Lucky_Block_v5-1-0.jar)
UCHIJ IguanaTweaksTConstruct{1.7.10-2.1.6.163} [Iguana Tinker Tweaks] (IguanaTinkerTweaks-1.7.10-2.1.6.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 353.62' Renderer: 'GeForce GTX 660/PCIe/SSE2'
AE2 Version: beta rv3-beta-6 for Forge 10.13.4.1448
Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
TConstruct Environment: Environment healthy.
List of loaded APIs:
* AbyssalCraftAPI (1.7) from AbyssalCraft-1.7.10-1.9.1.3-FINAL.jar
* AncientWarfareAPI (1.0) from ancientwarfare-2.4.115-beta-MC1.7.10-FULL.jar
* appliedenergistics2|API (rv3) from appliedenergistics2-rv3-beta-6.jar
* armourersWorkshopAPI (1.7.10-10.13.4.1448-1.7.10) from Armourers-Workshop-1.7.10-0.42.4.jar
* BattlePlayer (0.1) from 1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar
* Baubles|API (1.0.1.10) from Baubles-1.7.10-1.0.1.10.jar
* BuildCraftAPI|core (1.0) from extrautilities-1.2.12.jar
* BuildCraftAPI|tools (1.0) from extrautilities-1.2.12.jar
* CoFHAPI (1.7.10R1.0.2) from RandomThings-2.2.4.jar
* CoFHAPI|block (1.7.10R1.0.13B1) from extrautilities-1.2.12.jar
* CoFHAPI|energy (1.7.10R1.0.13B1) from extrautilities-1.2.12.jar
* CoFHAPI|item (1.7.10R1.0.13B1) from extrautilities-1.2.12.jar
* DualWield (0.1) from 1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar
* Heraldry (alpha) from 1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar
* ProjectEAPI (7) from ProjectE-1.7.10-PE1.10.0.jar
* Quiver (0.2) from 1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar
* Shield (0.1) from 1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar
* Thaumcraft|API (4.2.2.0) from thaumichorizons-1.7.10-1.1.9.jar
* thaumicenergistics|API (1.1) from thaumicenergistics-1.0.0.5.jar
* TravellersGear|API (1.0) from TravellersGear-1.7.10-1.16.6.jar
* VeinMinerApi (0.3) from VeinMiner-0.34.1-1.7.10r473+4d066f1.jar
* WailaAPI (1.2) from Waila-1.5.10_1.7.10.jar
* Weapons (0.1) from 1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar
AE2 Integration: IC2:OFF, RotaryCraft:OFF, RC:OFF, BuildCraftCore:OFF, BuildCraftTransport:OFF, BuildCraftBuilder:OFF, RF:ON, RFItem:ON, MFR:OFF, DSU:ON, FZ:OFF, FMP:OFF, RB:OFF, CLApi:OFF, Waila:ON, InvTweaks:OFF, NEI:ON, CraftGuide:OFF, Mekanism:OFF, ImmibisMicroblocks:OFF, BetterStorage:OFF, OpenComputers:OFF, PneumaticCraft:OFF
Launched Version: 1.7.10
LWJGL: 2.9.1
OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.5.0 NVIDIA 353.62, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
OptiFine Version: OptiFine_1.7.10_HD_U_D6
Render Distance Chunks: 4
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
OpenGlVersion: 4.5.0 NVIDIA 353.62
OpenGlRenderer: GeForce GTX 660/PCIe/SSE2
OpenGlVendor: NVIDIA Corporation
CpuCount: 6
Well, I think there's a biome id conflict, between Ars magica (witchwood forest) and Abysalcraft, both using biome id 100. Try making a NEI id dump, and changing the ids so they no longer conflict. Or, if you're lazy, just increase the Witchwood forest id value so it no longer crashes
Change AM2's Witchwood Forest id to 99 in the config file since AbyssalCraft biome id's start with 100
I have a question regarding how AM2 interacts with TiC's Iguanas Tinker Tweaks, which among other things allows one to customize the harvest level for ores and other materials. The problem I'm facing is that ITT allows me to set harvest levels for ores and materials that extend well beyond the reach of AM2's default and maximum harvest levels (before/after mining level upgrades) for the dig spell.
Is there any way to customize the harvest levels for AM2's dig spell and mining level spell modifier components? I'd like to be able to scale the dig spell alongside our adjustments with ITT so that it remains relevant.
If there's a method of doing so, it's not jumping out at me when browsing the config files and my Googlefu avails me no better; I cant see a solution anywhere.
I wish the orignal Ars Magica was available for download. I like the new one, but I still like the old one though.
Defender of all bunnies and spokesmen for Minecraft pvpers.
so waiting to try this mod if it hits 1.10.2
Read the past few pages and be amazed!
This mod is three years old now. Amazing how the time flies.
Has the 1.7.10 version been abandoned?
I'm pretty sure it'd be fine for the most part as Ars Magica has been open source for some time and we already had a team working on the 1.7.10 fixes.