Ars Magica v5.52.014 (Updated August 2) (1.5.2)

  • #2595
    I've noticed two name errors so far, and I think they should be fixed. The first is that in the description of Fire Burst, it says "Emit a blast for fire in all directions". The for should be of. The second is that Clairvoyance is called Clarivoyance.
    Say something once, nobody hears. Say something twice, nobody listens.

  • #2596
    For those of you having trouble with spoilers, it's:
    [spoiler]Your text here[/spoiler]


    In general, all bbcode is this thing: [ then the thing you want to use, such as spoiler, then ] which is then followed by the text you want affected. Then close it with [ and / and another ] to end it. So bolding text is: [ and b and ], then the text to bold, then closed by [ and / and b and ]. And there you go.
    Last edited by GrammieFi: 1/15/2013 2:10:03 PM
  • #2597
    Everything was fine in my private modpack. Then I wnt on the ArsMagica's configs and changed "Random Spells Recipes" to false.
    Now everytime I log my world, I can't open any GUI on it and only the chunk I'm on loads. The rest of the world never appears and I can't die or use any item. Then I try to save and quit of my world and it stucks on "Shutting down internal server".

    This is the ForgeModLoader-client-0.log:
    http://www.mediafire.com/?aq9a6c9nl24jqt2
    (pastebin wouldn't let me upload this, too long!)

    But basically it's

    2013-01-15 16:39:43 [INFO] [ForgeModLoader] Duplicate Spell Recipes Generated on Arcane Bolt and Arcane Bolt (Tower Guardian Version)


    Like a million times.

    WHAT am I supposed to do to resolve this error?
  • #2598
    Quote from Epixpivotmaster

    Everything was fine in my private modpack. Then I wnt on the ArsMagica's configs and changed "Random Spells Recipes" to false.


    That's the reason for your crash. Currently, Ars Magica only works with random spell recipes.
  • #2599
    Quote from Exterminatore


    Hey everyone, I wrote down a couple of ideas I had while continuing to play this amazing mod, hopefully you will take some of them into consideration.

    Spell converter block: Put 5 essences of the same type surrounding an unopened spell scroll into the block. When the block is supplied with power from a nexus, the spell and essences are sacrificed as a tribute to the arcane abyss, and the player is rewarded with knowledge of one random spell of the sacrificed essences type. This block provides an additional use for essences, while also allowing the player to have some control over the type of magic they use.

    Essence potions: Made by brewing a potion of swiftness II with an essence of any type, when drunk, the potion provides a speed buff to cool downs and charge times of the spells of the essences type, while slowing spells of the opposite type. Only one of the essence buffs can be active at a time, and the potions can be made into splash potions by brewing with gunpowder. This provides an even greater need for essences as potions are consumable, and the potions, in addition to providing essence specific benefits, also can double as a deadly weapon in pvp as not only will it remove a hit players essence buff, it can also slow the spells they specialize in.

    Essence imbued mage armor: Made by mixing various amounts of essences and a piece of armor together in a cauldron. Master=2 essences per piece, Archmage=4 essences per piece. Doing this will change the armors color to the color of the essence it was imbued with. Essences can be removed in the same way dyes are from leather armor, by right clicking on a cauldron. Wearing a full set of essence imbued armor reduces the cost of spells of its same type, while increasing the cost of spells of the opposing type (affinity tomes will no longer provide this benefit, but will still be plenty valuable for their removal of reagent costs). Essence imbued mage armor also provides increased protection against the type of magic it was imbued with, but also increased weakness to magic of its opposite. For example, fire imbued mage armor protects against fire damage and fire spells, while it is weak against drowning damage and water spells. Water imbued mage armor would do vice versa. This armor imbuing system, like the above, provides additional uses for essences, allows mage armor to be more customizable and fit the mage who wears it, while also making pvp between mages more interesting and involve more strategy in spell choice.

    New Spell Ideas:

    Army of the Dead: Summons 5 weak zombies to fight. Number of zombies changes with casting mode.
    Entomb: Projectile explosion spell that makes all blocks that come in contact with explosion fall like sand. Size of explosion changes with casting mode.
    Repel: Channeled spell that repels enemies and items away from the castor. Aoe size changes with casting mode.
    Green Thumb: Plants seeds in inventory in a large area on farmland. Aoe size changes with casting mode. Castor will plant with seeds from a nearby inventory.
    Drought: Projectile that deletes all water in its path. Size of projectile changes with casting mode.
    Aqua II/waterball: Fire a projectile that spawns water on contact.
    Divinity: Gives buff that allows walking on water and lava. Buff duration changes with casting mode.
    Wall of Fire: Spawns a wall of fire much like wall of thorns spell.
    Magmaball: Fire a projectile that spawns lava (non-source) on contact.
    Arcane Beam: Channels a weak, continuous beam of arcane energy. Damage changes with casting mode.
    Black Hole: Sucks blocks, items, mobs and players into a gravity well. Size changes with casting mode.
    Dowse: Particles point to nearest ore, similar to clairvoyance spell. Normal casting ignores coal, augmented ignores iron and coal.
    Frozen Earth: Projectile that explodes into a layer of snow when it makes contact. If projectile hits a mob or player, it is given a debuff that makes snow act like soulsand. Debuff length and snow aoe size changes with casting mode.
    Improvements to existing spells/items:

    Accelerate makes machines (such as brewing stand, furnace, calcefactor, etc) work faster.
    Add a way to orient caster down or upwards.
    Earth up and down spell work as projectiles when in castor, earth moving up/down acts like a piston (items, mobs and players move up/down with it). This would allow for the construction of magical elevators.
    Add strong knockback effect to talons of the wind, simulating the wind blowing enemies away.
    Add a way to put a castor in a minecart, maybe? The possibilities would be endless.....
    Allow dig II to work as projectile when in the castor, with items dropping behind the castor.
    Misc. low-priority aesthetic improvements:

    Allow Blue Orchid/Desert Nova to be placed in a flower pot. Currently they are the only non crop plants that wont go in a flower pot.
    Add particle effects to furnace touch, growth and dig to make them seem more magical.
    Make Insect swarm look like insects instead of mini mage lights.
    Give fire elemental and dryad a better model, a re-skinned player doesn't feel right/believable.
    Change stone golem from retextured zombie to a stone textured, smaller iron golem.

    When structures generate, have the wood blocks of trees replace the structures blocks, this way it seems as if the tree actually grew threw the floor, and didn’t just generate disembodied tree parts inside the building. Have stone, ore and sandstone turn into dirt or sand when generated inside buildings, I can understand dirt building up inside of the old buildings, but how would layers of stone or ore get in there? Any living plants such as flowers or hedges used in building design should be long dead, replace some of them with dead bushes and tallgrass. Cauldrons and any places where there was water should have evaporated and be empty. Farms should be overgrown with tallgrass and waterless with crops long dead. Torches should be long gone and extinguished, plus the darkness may spawn mobs which adds extra challenge. Maybe throw in a bit more cracked and mossy brick with vines, spiderwebs, and holes of decay in structures. (Also, yes, I do understand that many of the structures in ars magica aren't made by mithion, but it would be nice if the people building the structures would take some of this stuff into consideration.)


    These are some EXCELLENT suggestions.

    In particular:

    General:
    • Spell Conversion Block - with a little tweaking, this is a fantastic idea. Well, it's already fantastic, but I'ma change it anyway.
    • Essence Potions & Essence Armor - not really where I am going with this. I may have another use for essence armor though. I like affinities the way they are, and how much of a choice it is to switch them (as opposed to just having multiple sets of armor), but I may make them do something else if I add it.
    Spells:
    • Army of the Dead - this has been requested numerous times, and while I will not be adding it, the next update will allow a variant of this effect to be achieved.
    • Entomb - cool. Not sure how laggy it might get with that many spawn packets (as each falling block is: block update packet (remove existing), spawn packet (for the falling entity), block update (on land))
    • Repel - I like it, though it will need to be balanced quite a bit
    • Green Thumb - already exists in the next update
    • Drought - an interesting idea
    • Divinty - already achievable through various means
    • Wall of Fire - Yes.
    • Magma Ball - already exists in next update
    • Arcane Beam - again, yes.
    • Black Hole - exists, Telekinesis and Vortex
    • Dowse - not something I would add, seems a little OP. Besides, it's already not too hard to find ores.
    • Frozen Earth - very unique! I like it. I'll probably add an equivalent called Molten Earth as well, because magma needs some spells...
    Changes:
    • Accelerate changes: waaaaayyyyy too OP.
    • Caster orientation: Sure.
    • Earth Up/Down as projectile - they'll remain the way they are, caster elevators are something to work towards though.
    • Talons of the Wind doesn't need KB, there's already plenty of KB in wind - it's meant to be a spammable little damage spell.
    • Minecart caster == awesome idea. Definitely doing this.
    Misc:
    • Flower pots don't have the ability to extend what is allowed in them (though I haven't updated forge to 1.4.7 yet, so that may have been added). This would be possible with base edits of course, but I don't want to make them.
    • Growth and Furnace touch do have PFX (though small), Dig I changed in a different way to look cooler.
    • Insect Swarm does need a new texture
    • Fire Elemental, Dryad, Earth Golem will stay the way they are - it's a nice look back at how far this mod has come. The earth elemental was the first new entity I ever made!

    Quote from Epixpivotmaster


    Everything was fine in my private modpack. Then I wnt on the ArsMagica's configs and changed "Random Spells Recipes" to false.
    Now everytime I log my world, I can't open any GUI on it and only the chunk I'm on loads. The rest of the world never appears and I can't die or use any item. Then I try to save and quit of my world and it stucks on "Shutting down internal server".

    This is the ForgeModLoader-client-0.log:
    http://www.mediafire...aq9a6c9nl24jqt2
    (pastebin wouldn't let me upload this, too long!)

    But basically it's

    2013-01-15 16:39:43 [INFO] [ForgeModLoader] Duplicate Spell Recipes Generated on Arcane Bolt and Arcane Bolt (Tower Guardian Version)


    Like a million times.

    WHAT am I supposed to do to resolve this error?


    Set random spell recipes to true for the time being - I will have this fixed in the next update.
  • #2600
    Speaking of suggestions, please give us config options to disable your mobs. Travelling a kilometer to find wool or dyes only for a Dark Wizard to kill you and burn your house down on the way back is extremely frustrating and ruins what would be an otherwise good mod.
  • #2601
    Another suggestion would be to up the brightness on the symbols on the runes, or to at least give their ghosts a tooltip. As it stands, making a spell requires me to squint at the screen if I want to tell what color the runes are supposed to be.
  • #2602
    Quote from Exterminatore

    Allow Blue Orchid/Desert Nova to be placed in a flower pot. Currently they are the only non crop plants that wont go in a flower pot.

    There's actually a mod that does this already you might be interested in:

    http://www.minecraftforum.net/topic/1611327-146147forge-painters-flower-pot-v12

    peace
  • #2603
    Quote from Mithion

    Black Hole - exists, Telekinesis and Vortex


    Yes, those spells do pull items and mobs to the castor, but I was thinking they could be pulled into a stationary gravity well that disappears after a amount of time. Maybe it could be triggered like a runic trap?
    Quote from Mithion

    Accelerate changes: waaaaayyyyy too OP.

    I was thinking that it could provide maybe just a minor speed boost, so I could have a castor setup that increases efficiency. Maybe the same could be done with plant growth, as now it just acts like a rather insane, mildly op aoe growth spell.
    Quote from Mithion

    Talons of the Wind doesn't need KB, there's already plenty of KB in wind - it's meant to be a spammable little damage spell.

    There’s knock-up in gust and breath of the open sky, but as far as I know there’s no wind spell with knockback. Maybe the knock-up is a bug?


    Thank you for replying by the way, I'm glad you like some of my ideas and I love how active you are within your mods community.
    Last edited by Exterminatore: 1/15/2013 3:43:48 PM
  • #2604
    Quote from ferrettomato

    The second is that Clairvoyance is called Clarivoyance.

    Actually clairvoyance is the proper spelling.

    @Mithion Love the mod. You've done some amazing work. Definitely going to keep playing with it.
  • #2605
    Quote from ferrettomato

    That's happened to me before. Have you tried revisiting one of the newly created worlds that crashed? Revisiting it worked for me.

    EDIT: Dangit. I tried to fix the spoiler. How do you add spoilers!?



    Thanks that worked :D
  • #2606
    Can someone describe the supposed incompatibility with optifine? Does anyone have it working with Optifine?
    FUZZZIE'S MINECRAFT MOD LIST & NEWS THREAD
  • #2607
    Quote from Fuzzzie

    Can someone describe the supposed incompatibility with optifine? Does anyone have it working with Optifine?


    I run ars and optifine together since a few days and have not experienced any problems.

    Quote from raabu

    Speaking of suggestions, please give us config options to disable your mobs.


    the mob spawn controls mod includes the mages in its mob list. I didn't test it yet, though, but that suggests you can turn them off with that mod, either globally or biome-specific.
    Last edited by OldFafnir: 1/15/2013 5:12:53 PM
  • #2608
    Quote from OldFafnir

    I run ars and optifine together since a few days and have not experienced any problems.


    Alright, I'll give it a a try. Thanks.
    FUZZZIE'S MINECRAFT MOD LIST & NEWS THREAD
  • #2609
    Quote from FrenchKafka

    I do have some questions regarding World Gen'd stuff.

    Right now, the way that the various structures work is that the blocks are added, but no other blocks are cleared out. or filled in. The result is that the basement levels of some of them are completely filled in, which, while an interesting idea and a niceway to make it a bit archaeological, is a bit grating considering that the ladders survive. Or, with practically any structure that spawns in the forest, trees have grown up inside them, with snow on the floor, etc. Also, the towers made of enderstone... what are they for? I've encountered half a dozen of them and all of them are empty on the inside with nothing on the top.



    The trees and filled in parts are purposely used to signify abandonment; the enderstone towers are mainly for show.
  • #2610
    Quote from Exterminatore


    Yes, those spells do pull items and mobs to the castor, but I was thinking they could be pulled into a stationary gravity well that disappears after a amount of time. Maybe it could be triggered like a runic trap?


    The next update will bring some pretty cool things to the table, so that might be worth checking out. You won't have this exactly, but with a little know how you could pull off something somewhat close.

    Quote from Exterminatore


    I was thinking that it could provide maybe just a minor speed boost, so I could have a castor setup that increases efficiency. Maybe the same could be done with plant growth, as now it just acts like a rather insane, mildly op aoe growth spell.



    Accelerate has already been nerfed somewhat in the next patch. It does more than growth, as it makes all blocks tick faster, but making it tick tile entities is simply far too OP and just isn't happening.

    Quote from Exterminatore


    There’s knock-up in gust and breath of the open sky, but as far as I know there’s no wind spell with knockback. Maybe the knock-up is a bug?


    Most attack spells do knockback as it is - plus there's also shockwave that has knockback. I think the ability to keep an enemy away, chained, while doing damage might be a bit much.
    Quote from Fuzzzie

    Can someone describe the supposed incompatibility with optifine? Does anyone have it working with Optifine?


    Optifine occasionally will give the "Already Tessellating!" error with Ars Magica. Not sure what specifically causes it.
  • #2611
    Quote from Mindmenace3



    The trees and filled in parts are purposely used to signify abandonment; the enderstone towers are mainly for show.


    The enderstone towers also like to float on top of grass blocks. All the buildings for that matter like to spawn half way into villages and their buildings, or even other ars magica structures.

  • #2612
    Is the Google Doc bug reporting still a good way to send in bugs? I just want to make sure they get through.
  • #2613
    So is there a way to make the chalk on the ground not lagg because whenever i place it it destroys my game
  • #2614
    I have a question: when I updated the server to 1.4.7 all of the Ars Magica blocks disappeared. All players are level 0. I'm assuming this has something to do with the config file, but I don't know how to stop it from happeneing. I kept the same ArsMagica.cfg file. What am I overlooking?

    peace
    Last edited by djchrisblue: 1/15/2013 10:51:42 PM
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