The Meaning of Life, the Universe, and Everything.
Join Date:
9/24/2010
Posts:
60
Member Details
Do you upgrade to the latest version by deleting your old one and putting the new one in it's place? This gave me a few errors with forge when I loaded the game, something about conflicting information.
Just going to leave a little piece of advice here. It's usually impolite to ask when a mod will be updated across large scale versions.
That said, there has been no statement on a 1.7.2 update other than maybe, hell forge for 1.7.2 is still unstable....so most likely it will continue along with 1.6.4 for some time. So it all depends on how things go after it has reached a stage of near completion.
There are only around 100 mods updated for 1.7.2 with around 600 in 1.6.4, to sort of put things in perspective, many modders might just stick it out until 1.8
I made a Keystone door on my private server and, from the name, I'd assume it can be locked with a Keystone. Problem is, I can't figure out how. I have two keystones, both with the combination I want, but it's not going through when I sneak+use it with my hand, use it with the Keystone, drop the Keystone on it... I'm highly confused. Are keystone doors lockable? If not, what's their advantage versus a regular door?
I made a Keystone door on my private server and, from the name, I'd assume it can be locked with a Keystone. Problem is, I can't figure out how. I have two keystones, both with the combination I want, but it's not going through when I sneak+use it with my hand, use it with the Keystone, drop the Keystone on it... I'm highly confused. Are keystone doors lockable? If not, what's their advantage versus a regular door?
It doesn't seem so currently in 1.1.2b, I don't think the keystone UI's have changed yet. They should be changing to what looks like a 3 rune system soonish.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/3/2012
Posts:
47
Member Details
Something from Ars Magica 2 is keeping chunks loaded on my server. If I do /chunkloaders, I see 1 chunk with 2 Ars Magica tickets, and 1 chunk with 6 Ars Magica tickets. They load and unload adjacent chunks randomly, and I can't figure out what's causing it. I've removed all Ars Magica 2 related items, but the problem still persists. The only thing that I know of that was done in that chunk was someone made a gateway to the cow level. Any idea what could be causing this?
There should be an option in the config files to change the level cap over 99, to allow for stronger spells (unless that is what is meant by "secondaryskilltreecap", though I'm not understanding what that means by the note in the config.)
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Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
i really enjoy your mod, thanks for making the spells flexible/customizable. I'm sure it's been addressed somewhere in the last 149 pages but I can't seem to find it via search: which "better dungeons" mod should we install to get the Mage towers? "Chocolate/Rouge/Better" Not all are updated to 1.6.4. Does the Ars magica loot just show up in the additional chest spawned by these mods or is there a specific mod we should be using?
i really enjoy your mod, thanks for making the spells flexible/customizable. I'm sure it's been addressed somewhere in the last 149 pages but I can't seem to find it via search: which "better dungeons" mod should we install to get the Mage towers? "Chocolate/Rouge/Better" Not all are updated to 1.6.4. Does the Ars magica loot just show up in the additional chest spawned by these mods or is there a specific mod we should be using?
Ars Magica adds the mage towers on it's own. no other mods needed for that.
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Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
I'm not seeing anything about boss summoning in my compendium. Does this show up at automatically at a certain mage level, or do I need to do something else to learn it? I am currently mage level 22.
On a possibly related note, my compendium seems slightly bugged. The "items" page is sparkling like I have a new entry to read, and there is a crescent moon on that page in front of no text. Nothing near the moon is clickable.
Is there any way to power single device (arcane reconstructor for example) with multiple mana batteries? I build 4 light nexuses and connect each of them to individual mana battery, after that i tried to connect my 4 batteries to arcane reconstructor but i failed. Only 1 battery recharges reconstructor even after it depleted, other 3 dont transmit mana to device. Am i doing something wrong?
its probably not top on the priority list, but some armor customization for the mages armor would be nice.
being able to dye it, maybe even with primary and secondary colors. or even completely changing how it looks. some of the ars magica mages are running around in pretty cool armor. would be nice if we could change our own armor in every way possible. for example not only hoods, but some of them are having scarfs.
especially cool on servers, when people can organize themselves in mage guilds and every guild member could wear the same type of armor, or color scheme.
maybe it could be done in a seperate tayloring workbench, where the robes can be mofified in detail.
Is there any way to power single device (arcane reconstructor for example) with multiple mana batteries? I build 4 light nexuses and connect each of them to individual mana battery, after that i tried to connect my 4 batteries to arcane reconstructor but i failed. Only 1 battery recharges reconstructor even after it depleted, other 3 dont transmit mana to device. Am i doing something wrong?
The power system as it currently stands mean that objects can only accept power from a single source. Bear in mind that the power system is currently being rewritten for 1.2, so with any luck Mithion will make your question a non-issue in future versions.
Yeah, I actually thought 'Channeled' shape would work that way. It would be cool if we could combine this shape with others and then:
- 'projectile' would create a cone in front of you
- 'zone' could be some sort of aura that is following you around as long as you're channeling the spell
- 'self' would work like channeled on its own currently works
- 'touch' would work similar to 'self' but on someone/something else
- 'AoE' could create its effect in the spot you're looking at
- 'beam' - you have to channel this one anyway, so I got nothing
- 'chain' instead of instantly hitting 4 targets, would hit 1 additional target every second of channeling. So the longer you channel, the more targets it hits
- 'shield' would cast a stronger version of regular shield, but it would only last as long as it's being channeled
i thought channeled would be more like, you cast the spell as long as you keep the mouse button down, while it cocntantly drains mana and increases the exhaustion bar.
a cone would be more like a short ranged area in front of you. so a cone with channeled and fire damage would be like a flamethrower spell.
How can I completely disable AM2 mobs, or the entire mod itself from my Direwolf20 server? I cannot for the life of me get the AM2 mobs to stop spawning. I've tried editing the AM2 config, but that did absolutely nothing.
edit: don't get me wrong, i think AM2 is absolutely fantastic and I love what it has to offer, but for this server I am running, I do not need it's mob spawning functions. I am trying to run a server where Only zombies spawn, so you can see where my troubles lay. Someone said OtherBlocks, but even with that configured, it still allows AM2 mobs (perhaps I did it wrong? halp!). I even have OtherDrops running which I have set to replace any_creature that spawns with a zombie, which works for all the other mobs.. but Hecates and Mages and all that still get through
For normal/mine&build servers that I visit, I love AM2. Thanks for the hard work, but could someone help, there has to be a way to disable it or disable the mobs.
Mithion, would you pretty please give us an option in the config file to limit the spawn frequency of liquid essence pools? It's seriously "destroying" my landscape with all these huge pools in the overworld and Twillight Forest dimension.
I also like to have it scarce, so I have to make decisions what I use, when I use it and how I use it.
Enhanced vanilla biomes from bop cause it to spawn like mad.
Thanks for the response. I actually ended up disabling the mod all together (I didn't know you could do that). I love Ars Magica though, the Fire Guardian blows my freaking mind.
Ok I REALLY love this mod but after gaining an affinity with life magic my house and the entire surrounding area are PLAGUED with light mages - i'm talking 20+ spawning a day around my house, and god knows how many in the tunnels under my base. The area surrounding it is horrible laggy and no matter how many I kill more spawn in thier place! I'm running with ATLauncher and haven't had any other problems but jesus christ these 500 light mages are dropping my usually fantastic fps down to about 20 anytime I go anywhere NEAR my house. I've tryed disabling spawning in the config file, but it dosent make any difference. Someone help???
Just going to leave a little piece of advice here. It's usually impolite to ask when a mod will be updated across large scale versions.
That said, there has been no statement on a 1.7.2 update other than maybe, hell forge for 1.7.2 is still unstable....so most likely it will continue along with 1.6.4 for some time. So it all depends on how things go after it has reached a stage of near completion.
There are only around 100 mods updated for 1.7.2 with around 600 in 1.6.4, to sort of put things in perspective, many modders might just stick it out until 1.8
It doesn't seem so currently in 1.1.2b, I don't think the keystone UI's have changed yet. They should be changing to what looks like a 3 rune system soonish.
Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
Ars Magica adds the mage towers on it's own. no other mods needed for that.
Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
Ars Magica 1 does, but 2 does not, thus far, at least.
On a possibly related note, my compendium seems slightly bugged. The "items" page is sparkling like I have a new entry to read, and there is a crescent moon on that page in front of no text. Nothing near the moon is clickable.
Fortune/looting/silk touch are not implemented as spell modifiers at this time.
being able to dye it, maybe even with primary and secondary colors. or even completely changing how it looks. some of the ars magica mages are running around in pretty cool armor. would be nice if we could change our own armor in every way possible. for example not only hoods, but some of them are having scarfs.
especially cool on servers, when people can organize themselves in mage guilds and every guild member could wear the same type of armor, or color scheme.
maybe it could be done in a seperate tayloring workbench, where the robes can be mofified in detail.
The power system as it currently stands mean that objects can only accept power from a single source. Bear in mind that the power system is currently being rewritten for 1.2, so with any luck Mithion will make your question a non-issue in future versions.
i would love to make a flamethrower spell to burn down those nasty zombie packs
also, what do i have to do, to unlock the bosses? im already magic level 22 and ive seen someone unlock the water guardian with level 15.
i thought channeled would be more like, you cast the spell as long as you keep the mouse button down, while it cocntantly drains mana and increases the exhaustion bar.
a cone would be more like a short ranged area in front of you. so a cone with channeled and fire damage would be like a flamethrower spell.
edit: don't get me wrong, i think AM2 is absolutely fantastic and I love what it has to offer, but for this server I am running, I do not need it's mob spawning functions. I am trying to run a server where Only zombies spawn, so you can see where my troubles lay. Someone said OtherBlocks, but even with that configured, it still allows AM2 mobs (perhaps I did it wrong? halp!). I even have OtherDrops running which I have set to replace any_creature that spawns with a zombie, which works for all the other mobs.. but Hecates and Mages and all that still get through
For normal/mine&build servers that I visit, I love AM2. Thanks for the hard work, but could someone help, there has to be a way to disable it or disable the mobs.
Thanks
Enhanced vanilla biomes from bop cause it to spawn like mad.