The Meaning of Life, the Universe, and Everything.
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Mithion,
I think I found a bug. I am using .006.
In the past, people have complained about occasionally getting a spell book out of the writing table that uses zero mana and doesn't perform correctly. I just tried to make three spell books in a row. The first was projectile frost damage, then projectile fire damage, then projectile lightning damage. The only thing I did differently this time is that I didn't exit the writing table interface between books.
The frost damage spell worked OK, but the other two did not. They came out as needing zero mana, but the interesting thing I found was that they shot a frosty type projectile, made a frost sound, and the graphic around the hand was the same as for a frost spell, despite being fire and lightning spells respectively. That made me think that perhaps all the properties in the writing table interface are not being reset properly when the book is taken from the writing desk and put in inventory.
I will confirm in a moment whether or not exiting from the writing desk interface between book creations works around the problem. In the interim, I thought I should share my findings.
--edit
Just noted that the previous poster complained about the same thing. This is the first complaint of this type I've heard in a couple months.
--edit
OK, I confirmed that if you exit the "Inscription Table" interface between books, it resets properly. Spell recipe books created that way in quick succession ALL resulted in successful spells created in the crafting alter. The problem follows the books. If you take one of the faulty recipe books you can use it in the crafting over and over the result is always a spell that does not work and has a zero mana requirement.
What I haven't confirmed, and I don't know that I have the time to do, is test each degree of freedom properly. If anyone wants to go ahead and do that, the experiment should probably look something like this
3 times - create 4 different spell recipe books without exiting the inscription table. Go on to create the spells in the crafting alter. Record which work and which didn't. Record any effects for each spell, including the graphic around Steve's hand, the animation, effect on mobs. Record the mana requirement for each spell. Each of the 3 times, do them in a different order and record the results, including what you see when you try casting the spells.
3 times - create the same 4 spell recipe books above, but in batches of two. IE, create two without exiting the inscription table interface, exit the interface, then create two more. Go on to create the spells in the crafting alter, test them, and record observations. Change the order of recipe book creation each time.
3 times - create the same 4 spell recipe books above, but in batches of one. IE exit the interface each time. Create the spells, cast them, record observations including the mana cost for each. Change the recipe order each time.
I was thinking about adding AM2 to my server and have done a fair amount of research into it's features. Overall it's an awesome mod and I really love the spell creation and keystone portals! However, I'm hesitant due to certain spell features in a SMP setting, mainly disarm and dig. I think I read that Soulbound can prevent disarm, but I wasn't able to find any other counters to it. It seems to be slightly OP since it has low mana cost and is easily spammable. My only concern with the dig spell is that an amplified version of it could be used to wipe out someone's base easily.
Any chance that you would consider adding a few more server configuration options?
- A way to enable/disable disarm being used against players.
- Similar to appropriation, a whitelist that defines which blocks are dig-able.
- A mana level cap. I've seen a few posts of players being basically indestructible because their mana pool was so large they could heal through anything. I'd appreciate a way to lower the mana level cap (and mana pool as a result) to keep that risk of danger.
I have a small question... which mod is used to get Ars Magica 2 generated structures? The most prevalent mod that shows up when I search Better Dungeons is called Chocolate Quest.
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I have a small question... which mod is used to get Ars Magica 2 generated structures? The most prevalent mod that shows up when I search Better Dungeons is called Chocolate Quest.
Better dungeons = Chocolate Quest, but i don't really understand why you are calling it "am2 generated structures". It's a completely different mod that adds in dungeons and items, but am2 has some integration that allows items from am2 to appear in chocolate quest dungeons.
The Meaning of Life, the Universe, and Everything.
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dont be a ***** tit players have to spend days getting their mana up that high, that would be like removing the end game armor from thaumcraft Because it allowed the player fly and have a few god like powers its part of the game
dont be a ***** tit players have to spend days getting their mana up that high, that would be like removing the end game armor from thaumcraft Because it allowed the player fly and have a few god like powers its part of the game
Before you throw a fit, go back and read what he said. He didn't say take them out of the game. He asked for configurations so that on his server, or any server where the owner felt like he wanted to tweak things a bit, those effects could be toned down, or a cap put on mana pool.
Such a thing happening wouldn't affect you in any way whatsoever. (Unless you chose to play on his server.) Godlike powers aren't part of the game. They are added by mods that add Godlike powers.
I can easily see his point. Some servers try to run with a PVP enviorment, or a hardcore survival enviorment, and some things can disrupt that. His request is quite reasonable. It may not get granted because Mythion already has a lot on his plate. And that's reasonable as well.
Ok, I was mislead with the generated structures. But it's good to know that ars magica 2 items appear in the dungeons. That's just as useful, anyway.
Thanks for clearing that up!
There is a mod called Ruins that Atomic Stryker is maintaining. You can make structures, or copy and modify them, and the mod will randomly spawn them in the world according to the biomes you specifiy, rarity, distance, etc. I'm using it to add a couple of hundred structures to my world. Some of these are the old Ars Majica buildings. One of the guys has them in a file, and i'm modifying them a bit before i add them back. The Archmages tower is now haunted and Witch infested. I also added a witchwood grove with etherium in a fountain, and several small quartz fountains filled with etherium. These get scattered randomly around. It is updated up through 1.7.10, although some of the older templates might need some work if you get them out of old files.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/25/2013
Posts:
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Mithion, first I want to say thank you for a unique and amazing mod, and secondly any chance you could remove the Ars Magica forcing of the setSize all the time, so Morph's setSize will not be overridden. Its one of the few conflicts that is annoying, and prevents the use of morphs 1x1 sized morphs, which are very useful for cable running and behind the wall workings. Finally Good luck in your endeavors.
I was thinking about adding AM2 to my server and have done a fair amount of research into it's features. Overall it's an awesome mod and I really love the spell creation and keystone portals! However, I'm hesitant due to certain spell features in a SMP setting, mainly disarm and dig. I think I read that Soulbound can prevent disarm, but I wasn't able to find any other counters to it. It seems to be slightly OP since it has low mana cost and is easily spammable. My only concern with the dig spell is that an amplified version of it could be used to wipe out someone's base easily.
Any chance that you would consider adding a few more server configuration options?
- A way to enable/disable disarm being used against players.
- Similar to appropriation, a whitelist that defines which blocks are dig-able.
- A mana level cap. I've seen a few posts of players being basically indestructible because their mana pool was so large they could heal through anything. I'd appreciate a way to lower the mana level cap (and mana pool as a result) to keep that risk of danger.
Thanks!
Most of what you're looking for already exists in one form or another.
There is a config option that you can use to disable any individual spell component. This will not affect progression or block off any of the trees; the disabled spell is considered "obtained" when checking prerequisites. I would use this to disable any unwanted components, such as Disarm (though it does affect mobs, it's main use is for players). Since I was poking around in disarm anyways to fix another bug, I added a config for you in 1.4.0.007 that makes disarm not affect players. You can also turn PvP off to achieve the same effect (this overrides the config).
Dig has a blacklist, in which you can specify blocks that it shouldn't work on. 1.4.0.007 also adds a config option to disable dig from being able to break blocks with tile entities.
Since I was adding other configs, I also added a configurable mana cap.
Most of what you're looking for already exists in one form or another.
There is a config option that you can use to disable any individual spell component. This will not affect progression or block off any of the trees; the disabled spell is considered "obtained" when checking prerequisites. I would use this to disable any unwanted components, such as Disarm (though it does affect mobs, it's main use is for players). Since I was poking around in disarm anyways to fix another bug, I added a config for you in 1.4.0.007 that makes disarm not affect players. You can also turn PvP off to achieve the same effect (this overrides the config).
Dig has a blacklist, in which you can specify blocks that it shouldn't work on. 1.4.0.007 also adds a config option to disable dig from being able to break blocks with tile entities.
Since I was adding other configs, I also added a configurable mana cap.
Hope that helps!
Does that configurable mana cap have a hard-coded upwards limit?
Awesoooooooome! Thank you! I might be in the minority, but I wanted the disarm config for players because I wanted to prevent pickpocketing. I figure it's one thing to kill a player and take their items but another to disarm and divine intervention/fly/run away. Plus I really didn't want to lose the ability to knock a weapon out of a zombie's hands! Thanks again!
Does that configurable mana cap have a hard-coded upwards limit?
Nope. But it will cap based on magic level eventually, and players using mana link can technically get higher than that (but that's the point of mana link!)
dont be a ***** tit players have to spend days getting their mana up that high, that would be like removing the end game armor from thaumcraft Because it allowed the player fly and have a few god like powers its part of the game
Just to add on to what Mikhaila said (thanks btw Mik for clarifying), it's all about balance. You may like your god powers but some people want to feel challenged. If players who chose to do the AM2 path first, get bored because all of the other mods bosses are pushovers due to their god-like powers then that's a problem. If there is such a large gap between new players and veteran players that veteran players aren't even slightly cautious of new players then that's also a potential problem. I just wanted the option to find that sweet spot and it's not just AM2 I'm tweaking.
Also, just to note, if you're talking about the thaumastatic harness being OP or god-like, it's not. It's about as slow as a player sinking in water and uses a constant supply of potentia (which is limited). So even though, that's a late game item (via infusion), it's still very balanced.
The Meaning of Life, the Universe, and Everything.
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Mithion I am curious. In the next update are we going to finally see biome colors for your Witchwood? >_> seeing white all over the place really kills the mood. Your witchwood biomes were some of my automatic goto places for magic insanity. not like i abused them to harvest aums and such. Nooo not me.
Also are the Ender Boots going to be in the next update? I couldn't find them at all in 1.4.0.006 (Now I really am starting to get naggy. haha very sorry)
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I am a lunatic wrapped in bacon. Sprinkled with swiss, smoothered in mustard and then buried in lettuce. I'm delicious!
Mithion I am curious. In the next update are we going to finally see biome colors for your Witchwood? >_> seeing white all over the place really kills the mood. Your witchwood biomes were some of my automatic goto places for magic insanity. not like i abused them to harvest aums and such. Nooo not me.
Also are the Ender Boots going to be in the next update? I couldn't find them at all in 1.4.0.006 (Now I really am starting to get naggy. haha very sorry)
Mithion I am curious. In the next update are we going to finally see biome colors for your Witchwood? >_> seeing white all over the place really kills the mood. Your witchwood biomes were some of my automatic goto places for magic insanity. not like i abused them to harvest aums and such. Nooo not me.
Also are the Ender Boots going to be in the next update? I couldn't find them at all in 1.4.0.006 (Now I really am starting to get naggy. haha very sorr
I can tell you right now that they certaibly don't exist atm. NEI doesn't even show it.
Also, appropriation is broken on smp. It just immediately crashes my server. I'll post the crashlog when i get out of school, but if that's too late, jusst try making a projectile appropruate and cadting it in a server.
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Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
I think I found a bug. I am using .006.
In the past, people have complained about occasionally getting a spell book out of the writing table that uses zero mana and doesn't perform correctly. I just tried to make three spell books in a row. The first was projectile frost damage, then projectile fire damage, then projectile lightning damage. The only thing I did differently this time is that I didn't exit the writing table interface between books.
The frost damage spell worked OK, but the other two did not. They came out as needing zero mana, but the interesting thing I found was that they shot a frosty type projectile, made a frost sound, and the graphic around the hand was the same as for a frost spell, despite being fire and lightning spells respectively. That made me think that perhaps all the properties in the writing table interface are not being reset properly when the book is taken from the writing desk and put in inventory.
I will confirm in a moment whether or not exiting from the writing desk interface between book creations works around the problem. In the interim, I thought I should share my findings.
--edit
Just noted that the previous poster complained about the same thing. This is the first complaint of this type I've heard in a couple months.
--edit
OK, I confirmed that if you exit the "Inscription Table" interface between books, it resets properly. Spell recipe books created that way in quick succession ALL resulted in successful spells created in the crafting alter. The problem follows the books. If you take one of the faulty recipe books you can use it in the crafting over and over the result is always a spell that does not work and has a zero mana requirement.
What I haven't confirmed, and I don't know that I have the time to do, is test each degree of freedom properly. If anyone wants to go ahead and do that, the experiment should probably look something like this
3 times - create 4 different spell recipe books without exiting the inscription table. Go on to create the spells in the crafting alter. Record which work and which didn't. Record any effects for each spell, including the graphic around Steve's hand, the animation, effect on mobs. Record the mana requirement for each spell. Each of the 3 times, do them in a different order and record the results, including what you see when you try casting the spells.
3 times - create the same 4 spell recipe books above, but in batches of two. IE, create two without exiting the inscription table interface, exit the interface, then create two more. Go on to create the spells in the crafting alter, test them, and record observations. Change the order of recipe book creation each time.
3 times - create the same 4 spell recipe books above, but in batches of one. IE exit the interface each time. Create the spells, cast them, record observations including the mana cost for each. Change the recipe order each time.
That should be pretty thorough, I would imagine.
I was thinking about adding AM2 to my server and have done a fair amount of research into it's features. Overall it's an awesome mod and I really love the spell creation and keystone portals! However, I'm hesitant due to certain spell features in a SMP setting, mainly disarm and dig. I think I read that Soulbound can prevent disarm, but I wasn't able to find any other counters to it. It seems to be slightly OP since it has low mana cost and is easily spammable. My only concern with the dig spell is that an amplified version of it could be used to wipe out someone's base easily.
Any chance that you would consider adding a few more server configuration options?
- A way to enable/disable disarm being used against players.
- Similar to appropriation, a whitelist that defines which blocks are dig-able.
- A mana level cap. I've seen a few posts of players being basically indestructible because their mana pool was so large they could heal through anything. I'd appreciate a way to lower the mana level cap (and mana pool as a result) to keep that risk of danger.
Thanks!
Better dungeons = Chocolate Quest, but i don't really understand why you are calling it "am2 generated structures". It's a completely different mod that adds in dungeons and items, but am2 has some integration that allows items from am2 to appear in chocolate quest dungeons.
Chocolate quest thread (main post not updated so it looks as if it is only for 1.6x):
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1278075-chocolate-quest-mods-for-the-adventurers
Downloads for chocolate quest 1.7.2 and 1.7.10 BETA (so some things arent fully working YET):
http://chocolatequest.wikia.com/wiki/Chocolate_Quest_Mod_Installation
If you have any issues with chocolate quest 1.7.2 or 1.7.10 just post on that thread since i try to help out there too.
Thanks for clearing that up!
Before you throw a fit, go back and read what he said. He didn't say take them out of the game. He asked for configurations so that on his server, or any server where the owner felt like he wanted to tweak things a bit, those effects could be toned down, or a cap put on mana pool.
Such a thing happening wouldn't affect you in any way whatsoever. (Unless you chose to play on his server.) Godlike powers aren't part of the game. They are added by mods that add Godlike powers.
I can easily see his point. Some servers try to run with a PVP enviorment, or a hardcore survival enviorment, and some things can disrupt that. His request is quite reasonable. It may not get granted because Mythion already has a lot on his plate. And that's reasonable as well.
There is a mod called Ruins that Atomic Stryker is maintaining. You can make structures, or copy and modify them, and the mod will randomly spawn them in the world according to the biomes you specifiy, rarity, distance, etc. I'm using it to add a couple of hundred structures to my world. Some of these are the old Ars Majica buildings. One of the guys has them in a file, and i'm modifying them a bit before i add them back. The Archmages tower is now haunted and Witch infested. I also added a witchwood grove with etherium in a fountain, and several small quartz fountains filled with etherium. These get scattered randomly around. It is updated up through 1.7.10, although some of the older templates might need some work if you get them out of old files.
Most of what you're looking for already exists in one form or another.
There is a config option that you can use to disable any individual spell component. This will not affect progression or block off any of the trees; the disabled spell is considered "obtained" when checking prerequisites. I would use this to disable any unwanted components, such as Disarm (though it does affect mobs, it's main use is for players). Since I was poking around in disarm anyways to fix another bug, I added a config for you in 1.4.0.007 that makes disarm not affect players. You can also turn PvP off to achieve the same effect (this overrides the config).
Dig has a blacklist, in which you can specify blocks that it shouldn't work on. 1.4.0.007 also adds a config option to disable dig from being able to break blocks with tile entities.
Since I was adding other configs, I also added a configurable mana cap.
Hope that helps!
Does that configurable mana cap have a hard-coded upwards limit?
Nope. But it will cap based on magic level eventually, and players using mana link can technically get higher than that (but that's the point of mana link!)
Just to add on to what Mikhaila said (thanks btw Mik for clarifying), it's all about balance. You may like your god powers but some people want to feel challenged. If players who chose to do the AM2 path first, get bored because all of the other mods bosses are pushovers due to their god-like powers then that's a problem. If there is such a large gap between new players and veteran players that veteran players aren't even slightly cautious of new players then that's also a potential problem. I just wanted the option to find that sweet spot and it's not just AM2 I'm tweaking.
Also, just to note, if you're talking about the thaumastatic harness being OP or god-like, it's not. It's about as slow as a player sinking in water and uses a constant supply of potentia (which is limited). So even though, that's a late game item (via infusion), it's still very balanced.
Also are the Ender Boots going to be in the next update? I couldn't find them at all in 1.4.0.006 (Now I really am starting to get naggy. haha very sorry)
[Don't let the offline notice fool you.]
No.
Yes.
Try it.
I can tell you right now that they certaibly don't exist atm. NEI doesn't even show it.
Also, appropriation is broken on smp. It just immediately crashes my server. I'll post the crashlog when i get out of school, but if that's too late, jusst try making a projectile appropruate and cadting it in a server.
Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.