Three spell suggestions (that I would find very useful at least)... just thrown out there.
Name: Deforestation Mana cost: Whatever / whatever + X / whatever + X + Y Purpose: To harvest trees (probably only vanilla trees, but if Extrabiome trees could be included, it would be awesome). Diminished: Breaks all trees and leave blocks in a 3x3x5 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Normal: Breaks all trees and leave blocks in a 3x3x7 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Automatically uses dropped saplings to replant the tree (4 in case of Extrabiome firs and redwoods). Augmented: Breaks all trees and leave blocks in a 5x5x12 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Automatically uses dropped saplings to replant the tree (4 in case of Extrabiome firs and redwoods). Has a 25% chance per block harvested to double its drops (i.e. overall a 25% increase in wood + sapling/apple yield). Reason: It would be a very useful utility spell. Could also do some form of semi-automated tree-farm with casters.
Name: Harvest Wind Mana cost: Whatever / whatever + X / whatever + X + Y Purpose: To harvest crops Diminished: Breaks all crop blocks in a 3x3x5 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Normal: Breaks all crop blocks in a 3x3x7 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Automatically uses dropped seeds/crops to replant a harvested crop. Augmented: Breaks all crop blocks in a 5x5x12 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Automatically uses dropped seeds/crops to replant a harvested crop. Has a 25% chance per crop harvested to double its drops (i.e. overall a 25% increase in crop yield). Reason: It would be a very useful utility spell. Could also do some form of semi-automated farm with casters.
Name: Ender Pocket Mana cost: Whatever / whatever + X / whatever + X + Y Purpose: Spawns an enderchest linked to your enderchest network. Diminished: Spawn an enderchest that last 10 seconds. Does not drop 8 obsidian (or itself with silktouch) if broken. Normal: Spawn an enderchest that last 60 seconds. Does not drop 8 obsidian (or itself with silktouch) if broken. Augmented: Spawn an enderchest that last 300 seconds. Does not drop 8 obsidian (or itself with silktouch) if broken. Reason: It would be a very useful utility spell. Especially if you have an enderchest back home linked up to empty itself somehow. Then this can be a useful way to send stuff back home without cutting exploration short. Note: Possibly this spell would make more sense with no difference between the cast modes. I.e. all cost the same amount of mana and just create a 10 second enderchest.
Hey everyone, I've been having some trouble with Ars Magica recently.
I've been playing it since the open beta was released, but after I generated my first world and explored it, any world after that that I've made has been almost completely devoid of Mage towers. I understand that a structure of some sort is supposed to spawn once in every 500 blocks or so. I do see some structures spawning, but only small ones like wells, dryad towers, and small houses.
Also, in random places in the world there are large patches of oddly generated terrain, like in the middle of a forest there'd be a big cobblestone pit. Things you don't see in vanilla minecraft.
I'm just wondering if this is a bug or something? Maybe Large structures aren't generating for me or something?
To test this, I created a new world in creative mode and flew around for a good 20-30 minutes looking for towers, but I found nothing in thousands of blocks and dozens of different biomes. Any help with this would be greatly appreciated.
Also to note, I am using a world generated in the first beta version of the mod, and am now using the newest version.
Our server has Ars Magica (of course) and Mo creatures installed on it. We have a website here that we will post news and other things related to the server. If you do not know how to get Mo creatures to work there is a step by step tutorial how to do it on the site. All mob terrain damage is turned off so you don't need to worry about creepers or ogers destroying your creations.
Hey everyone, I've been having some trouble with Ars Magica recently.
I've been playing it since the open beta was released, but after I generated my first world and explored it, any world after that that I've made has been almost completely devoid of Mage towers. I understand that a structure of some sort is supposed to spawn once in every 500 blocks or so. I do see some structures spawning, but only small ones like wells, dryad towers, and small houses.
Also, in random places in the world there are large patches of oddly generated terrain, like in the middle of a forest there'd be a big cobblestone pit. Things you don't see in vanilla minecraft.
I'm just wondering if this is a bug or something? Maybe Large structures aren't generating for me or something?
To test this, I created a new world in creative mode and flew around for a good 20-30 minutes looking for towers, but I found nothing in thousands of blocks and dozens of different biomes. Any help with this would be greatly appreciated.
Also to note, I am using a world generated in the first beta version of the mod, and am now using the newest version.
Hey Jitio,
Are you using any other mods, or creating a large biome type world?
In the original beta worlds, towers were set to be much more rare. However, tower generation will not force a tower where it will not fit. Certain conditions have to be met, and in a game where all worlds are random, it's tough to get reliable tower generation. It could also be phenomenally bad luck. In my release testing, over dozens of worlds, I never had a problem finding towers.
I have also noted a distinct lack of towers. And I roam. A lot. I tend to cover about a 2 kilometer radius of my base regularly, and tend to roam that far just looking for a base. In 3 worlds, not one has shown up so far.
EDIT: Just an idea for you Mithion, just to help us out, can you have a version number in the title bar? Helps us easily notice updates to the mod.
I have also noted a distinct lack of towers. And I roam. A lot. I tend to cover about a 2 kilometer radius of my base regularly, and tend to roam that far just looking for a base. In 3 worlds, not one has shown up so far.
EDIT: Just an idea for you Mithion, just to help us out, can you have a version number in the title bar? Helps us easily notice updates to the mod.
Good idea about the version in the title. I have added it in. Thanks!
As for towers, they tend to not spawn if you are using ExtraBiomesXL. I'm working on a fix.
Random question - was the pre-release teaser vid taken down or something? Wanted to show it to someone while I was telling them about this mod but it's gone from the OP, unless I'm blind.
Random question - was the pre-release teaser vid taken down or something? Wanted to show it to someone while I was telling them about this mod but it's gone from the OP, unless I'm blind.
I took it down when I cleaned the OP - I thought it cluttered it too much. Just look for my youtube channel, same name as here. It's still there.
for people having trouble finding above-ground mage towers, if your using FTB or Mystcraft standalone, you can generate a flatworld with a vanilla biome single biome, and just make it stable and everything and the towers will spawn there. i use that as a work around for the ExtraBiomesXL incompatabilities for the moment.
couple bugs to report, not sure if one is mystcraft specific or not though. magetowers generating in mystcraft seem to be generating without the air blocks inside of them being persistent, i.e. filling with dirt, leaves, trees, etc.
the other bug is more of a minor disappointment, when you summon a shadow, the texture is the same as yours the first time summoned, but is a steve when summoned again until relog. haven't tested in MP yet but i'll let you know if its persistent through that. these are both SSP tests.
*EDIT* ran into a server crash after trying summon shadow in SMP, this is the error it threw into the console:
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScroll.a(ItemSpellScroll.java:172)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScroll.CastSpell(ItemSpellScroll.java:379)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScroll.CastSpellNoChecks(ItemSpellScroll.java:314)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScroll.ApplyEffect(ItemSpellScroll.java:572)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScrollSummon.ApplyEffectEx(ItemSpellScrollSummon.java:72)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScrollSummon.SummonCreature(ItemSpellScrollSummon.java:101)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.entities.EntitySummonedShadow.setOwner(EntitySummonedShadow.java:40)
12.12 01:08:45 [Server] INFO java.lang.NoSuchMethodError: md.O()Ljava/lang/String;
12.12 01:08:45 [Server] SEVERE [Minecraft] Encountered an unexpected exception NoSuchMethodError
12.12 01:08:45 [Server] INFO [STDERR] at fy.run(SourceFile:856)
12.12 01:08:45 [Server] INFO [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499)
12.12 01:08:45 [Server] INFO [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:592)
12.12 01:08:45 [Server] INFO [STDERR] at ho.r(DedicatedServer.java:252)
12.12 01:08:45 [Server] INFO [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:696)
12.12 01:08:45 [Server] INFO [STDERR] at ht.b(SourceFile:30)
12.12 01:08:45 [Server] INFO [STDERR] at iw.b(NetworkListenThread.java:55)
12.12 01:08:45 [Server] INFO [STDERR] at iv.d(NetServerHandler.java:82)
12.12 01:08:45 [Server] INFO [STDERR] at cg.b(TcpConnection.java:451)
12.12 01:08:45 [Server] INFO [STDERR] at fl.a(SourceFile:58)
12.12 01:08:45 [Server] INFO [STDERR] at iv.a(NetServerHandler.java:525)
12.12 01:08:45 [Server] INFO [STDERR] at ir.a(ItemInWorldManager.java:413)
12.12 01:08:45 [Server] INFO [STDERR] at um.a(SourceFile:88)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScroll.a(ItemSpellScroll.java:172)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScroll.CastSpell(ItemSpellScroll.java:379)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScroll.CastSpellNoChecks(ItemSpellScroll.java:314)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScroll.ApplyEffect(ItemSpellScroll.java:572)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScrollSummon.ApplyEffectEx(ItemSpellScrollSummon.java:72)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScrollSummon.SummonCreature(ItemSpellScrollSummon.java:101)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.entities.EntitySummonedShadow.setOwner(EntitySummonedShadow.java:40)
12.12 01:08:45 [Server] INFO [STDERR] java.lang.NoSuchMethodError: md.O()Ljava/lang/String;
Thanks for the heads up - I'll make a note to fix the crash in the next release.
The air blocks are intentional. Making the towers somewhat filled in gives them a run down, ruined feel. I may add "pristine" towers later on, but for now, I don't really consider that a bug.
Are you using any other mods, or creating a large biome type world?
In the original beta worlds, towers were set to be much more rare. However, tower generation will not force a tower where it will not fit. Certain conditions have to be met, and in a game where all worlds are random, it's tough to get reliable tower generation. It could also be phenomenally bad luck. In my release testing, over dozens of worlds, I never had a problem finding towers.
I don't use any other mods at all.
I did use Rei's minimap for a short while, but took it out because towers weren't spawning.. So I'm not sure what's wrong.. Normal world too, no large biomes
There's another small bug with the summon shadow spell: When the shadow dies, your skin becomes the Steve? skin. Nothing major though, I would guess it's a problem with the shadow taking the player's skin.
Didn't really test it yesterday but when I loaded Ars I saw the mana icon (above the level) for a second, my single player world was in creative for testing and I swapped it down to survival and the mana icon disappeared along with my level. When I open the inventory I can see a Mana 0/0. I tried deleting the world and going back in but I didn't see the mana icon. Just curious if someone else has seen the same or it may be another mod doing it. Like I said didn't have time to shotgun test it but will later today.
Also is mana level stored in another file and not in the world? That would explain it caring over to the new world if it was.
Didn't really test it yesterday but when I loaded Ars I saw the mana icon (above the level) for a second, my single player world was in creative for testing and I swapped it down to survival and the mana icon disappeared along with my level. When I open the inventory I can see a Mana 0/0. I tried deleting the world and going back in but I didn't see the mana icon. Just curious if someone else has seen the same or it may be another mod doing it. Like I said didn't have time to shotgun test it but will later today.
Also is mana level stored in another file and not in the world? That would explain it caring over to the new world if it was.
All that means is magic hasn't been "unlocked" yet for you. Drop down an Arcane Empowerent Table and use it one time to unlock magic; you'll be good to go!
In creative mode, it assumes you have infinite mana, so the bar will show whether you have magic unlocked or not, and you will be able to cast any spell freely.
had this error in one of your "fun" mage towers lol
2012-12-11 02:15:59 [INFO] [STDERR] java.lang.ClassCastException: ajy cannot be cast to ajd
2012-12-11 02:15:59 [INFO] [STDERR] at bdd.a(SourceFile:25)
2012-12-11 02:15:59 [INFO] [STDERR] at bdd.a(SourceFile:10)
2012-12-11 02:15:59 [INFO] [STDERR] at bdl.a(SourceFile:103)
2012-12-11 02:15:59 [INFO] [STDERR] at bdl.a(SourceFile:96)
2012-12-11 02:15:59 [INFO] [STDERR] at bak.a(RenderGlobal.java:484)
2012-12-11 02:15:59 [INFO] [STDERR] at bac.a(EntityRenderer.java:1581)
2012-12-11 02:15:59 [INFO] [STDERR] at bac.b(EntityRenderer.java:1117)
2012-12-11 02:15:59 [INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:888)
2012-12-11 02:15:59 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:783)
2012-12-11 02:15:59 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
*EDIT* Wow.... i just realized a mystcraft meteor rammed right into the tower i was sitting in DX
not sure why this caused this particular error. i'll post it on mystcraft forums though
The slightly more english translation of this is:
BlockFire cannot be cast to BlockChest.
Whatever set the fire there appears to not have cleared the tile entity. It's possible it was the meteor, and it's possible it was AM. Either way, when the renderer tried to get the block to render at that point, it didn't get what it was looking for, and boom.
It's unlikely that the event was logged though (setting the actual block to fire), so this one would be pretty close to impossible to reproduce effectively.
Even though I don't have an answer to towers not spawning in your world, I can tell you those stone areas in desert biomes are generated by default for a while already. It has nothing to do with Ars Magica.
Pretty much each update Mojang has tweaked the world/biome generation slightly. Maybe it has to do with the thing they're working towards, where whole vanilla will be a default mod in the Mod API.
Ahhh okay. Makes sense.
I just wish towers would spawn
Name: Deforestation
Mana cost: Whatever / whatever + X / whatever + X + Y
Purpose: To harvest trees (probably only vanilla trees, but if Extrabiome trees could be included, it would be awesome).
Diminished: Breaks all trees and leave blocks in a 3x3x5 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand.
Normal: Breaks all trees and leave blocks in a 3x3x7 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Automatically uses dropped saplings to replant the tree (4 in case of Extrabiome firs and redwoods).
Augmented: Breaks all trees and leave blocks in a 5x5x12 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Automatically uses dropped saplings to replant the tree (4 in case of Extrabiome firs and redwoods). Has a 25% chance per block harvested to double its drops (i.e. overall a 25% increase in wood + sapling/apple yield).
Reason: It would be a very useful utility spell. Could also do some form of semi-automated tree-farm with casters.
Name: Harvest Wind
Mana cost: Whatever / whatever + X / whatever + X + Y
Purpose: To harvest crops
Diminished: Breaks all crop blocks in a 3x3x5 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand.
Normal: Breaks all crop blocks in a 3x3x7 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Automatically uses dropped seeds/crops to replant a harvested crop.
Augmented: Breaks all crop blocks in a 5x5x12 (wide by tall by long) range in the direction you are facing, as if you had broken them by hand. Automatically uses dropped seeds/crops to replant a harvested crop. Has a 25% chance per crop harvested to double its drops (i.e. overall a 25% increase in crop yield).
Reason: It would be a very useful utility spell. Could also do some form of semi-automated farm with casters.
Name: Ender Pocket
Mana cost: Whatever / whatever + X / whatever + X + Y
Purpose: Spawns an enderchest linked to your enderchest network.
Diminished: Spawn an enderchest that last 10 seconds. Does not drop 8 obsidian (or itself with silktouch) if broken.
Normal: Spawn an enderchest that last 60 seconds. Does not drop 8 obsidian (or itself with silktouch) if broken.
Augmented: Spawn an enderchest that last 300 seconds. Does not drop 8 obsidian (or itself with silktouch) if broken.
Reason: It would be a very useful utility spell. Especially if you have an enderchest back home linked up to empty itself somehow. Then this can be a useful way to send stuff back home without cutting exploration short.
Note: Possibly this spell would make more sense with no difference between the cast modes. I.e. all cost the same amount of mana and just create a 10 second enderchest.
It's the flying cutlery that stresses me out.
I've been playing it since the open beta was released, but after I generated my first world and explored it, any world after that that I've made has been almost completely devoid of Mage towers. I understand that a structure of some sort is supposed to spawn once in every 500 blocks or so. I do see some structures spawning, but only small ones like wells, dryad towers, and small houses.
Also, in random places in the world there are large patches of oddly generated terrain, like in the middle of a forest there'd be a big cobblestone pit. Things you don't see in vanilla minecraft.
I'm just wondering if this is a bug or something? Maybe Large structures aren't generating for me or something?
To test this, I created a new world in creative mode and flew around for a good 20-30 minutes looking for towers, but I found nothing in thousands of blocks and dozens of different biomes. Any help with this would be greatly appreciated.
Also to note, I am using a world generated in the first beta version of the mod, and am now using the newest version.
22 years old. Doctor Who nerd.
Our server has Ars Magica (of course) and Mo creatures installed on it. We have a website here that we will post news and other things related to the server. If you do not know how to get Mo creatures to work there is a step by step tutorial how to do it on the site. All mob terrain damage is turned off so you don't need to worry about creepers or ogers destroying your creations.
IP: mystralcraft.servegame.com
Webstie: mystralcraft.enjin.com
Happiness is like peeing in your pants, everyone sees it but only you feel its warmth.
Hey Jitio,
Are you using any other mods, or creating a large biome type world?
In the original beta worlds, towers were set to be much more rare. However, tower generation will not force a tower where it will not fit. Certain conditions have to be met, and in a game where all worlds are random, it's tough to get reliable tower generation. It could also be phenomenally bad luck. In my release testing, over dozens of worlds, I never had a problem finding towers.
EDIT: Just an idea for you Mithion, just to help us out, can you have a version number in the title bar? Helps us easily notice updates to the mod.
Good idea about the version in the title. I have added it in. Thanks!
As for towers, they tend to not spawn if you are using ExtraBiomesXL. I'm working on a fix.
It was added as a joke for Tofski (he hates when I leave floating leaves).
I took it down when I cleaned the OP - I thought it cluttered it too much. Just look for my youtube channel, same name as here. It's still there.
http://www.youtube.com/user/TheSigmaParadox
the other bug is more of a minor disappointment, when you summon a shadow, the texture is the same as yours the first time summoned, but is a steve when summoned again until relog. haven't tested in MP yet but i'll let you know if its persistent through that. these are both SSP tests.
*EDIT* ran into a server crash after trying summon shadow in SMP, this is the error it threw into the console:
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScroll.CastSpell(ItemSpellScroll.java:379)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScroll.CastSpellNoChecks(ItemSpellScroll.java:314)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScroll.ApplyEffect(ItemSpellScroll.java:572)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScrollSummon.ApplyEffectEx(ItemSpellScrollSummon.java:72)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.spells.ItemSpellScrollSummon.SummonCreature(ItemSpellScrollSummon.java:101)
12.12 01:08:45 [Server] INFO at mithion.arsmagica.entities.EntitySummonedShadow.setOwner(EntitySummonedShadow.java:40)
12.12 01:08:45 [Server] INFO java.lang.NoSuchMethodError: md.O()Ljava/lang/String;
12.12 01:08:45 [Server] SEVERE [Minecraft] Encountered an unexpected exception NoSuchMethodError
12.12 01:08:45 [Server] INFO [STDERR] at fy.run(SourceFile:856)
12.12 01:08:45 [Server] INFO [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499)
12.12 01:08:45 [Server] INFO [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:592)
12.12 01:08:45 [Server] INFO [STDERR] at ho.r(DedicatedServer.java:252)
12.12 01:08:45 [Server] INFO [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:696)
12.12 01:08:45 [Server] INFO [STDERR] at ht.b(SourceFile:30)
12.12 01:08:45 [Server] INFO [STDERR] at iw.b(NetworkListenThread.java:55)
12.12 01:08:45 [Server] INFO [STDERR] at iv.d(NetServerHandler.java:82)
12.12 01:08:45 [Server] INFO [STDERR] at cg.b(TcpConnection.java:451)
12.12 01:08:45 [Server] INFO [STDERR] at fl.a(SourceFile:58)
12.12 01:08:45 [Server] INFO [STDERR] at iv.a(NetServerHandler.java:525)
12.12 01:08:45 [Server] INFO [STDERR] at ir.a(ItemInWorldManager.java:413)
12.12 01:08:45 [Server] INFO [STDERR] at um.a(SourceFile:88)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScroll.a(ItemSpellScroll.java:172)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScroll.CastSpell(ItemSpellScroll.java:379)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScroll.CastSpellNoChecks(ItemSpellScroll.java:314)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScroll.ApplyEffect(ItemSpellScroll.java:572)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScrollSummon.ApplyEffectEx(ItemSpellScrollSummon.java:72)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.spells.ItemSpellScrollSummon.SummonCreature(ItemSpellScrollSummon.java:101)
12.12 01:08:45 [Server] INFO [STDERR] at mithion.arsmagica.entities.EntitySummonedShadow.setOwner(EntitySummonedShadow.java:40)
12.12 01:08:45 [Server] INFO [STDERR] java.lang.NoSuchMethodError: md.O()Ljava/lang/String;
http://www.youtube.com/user/TheSigmaParadox
The air blocks are intentional. Making the towers somewhat filled in gives them a run down, ruined feel. I may add "pristine" towers later on, but for now, I don't really consider that a bug.
I don't use any other mods at all.
I did use Rei's minimap for a short while, but took it out because towers weren't spawning.. So I'm not sure what's wrong.. Normal world too, no large biomes
EDIT:
Here's what I'm talking about, about the unusual terrain generation.
http://i132.photobucket.com/albums/q11/johnnismo2/2012-12-12_000532.png
http://i132.photobucket.com/albums/q11/johnnismo2/2012-12-12_000419.png
I loaded a new world and found those two occurrences within a minute
22 years old. Doctor Who nerd.
Also is mana level stored in another file and not in the world? That would explain it caring over to the new world if it was.
All that means is magic hasn't been "unlocked" yet for you. Drop down an Arcane Empowerent Table and use it one time to unlock magic; you'll be good to go!
In creative mode, it assumes you have infinite mana, so the bar will show whether you have magic unlocked or not, and you will be able to cast any spell freely.
and thanks about the crash, there are plenty of other spells to use in the mean time
http://www.youtube.com/user/TheSigmaParadox
The slightly more english translation of this is:
BlockFire cannot be cast to BlockChest.
Whatever set the fire there appears to not have cleared the tile entity. It's possible it was the meteor, and it's possible it was AM. Either way, when the renderer tried to get the block to render at that point, it didn't get what it was looking for, and boom.
It's unlikely that the event was logged though (setting the actual block to fire), so this one would be pretty close to impossible to reproduce effectively.
Ahhh okay. Makes sense.
I just wish towers would spawn
22 years old. Doctor Who nerd.