I wondered that but wouldn't I get a conflict error in the forge log? or a message of an overwrite at least? its not tcon ive already checked its ids, those are up around 3000 or so, gold inlay is 790
I don't know where that dungeon is from, but I know that Thaumcraft chests can contain orbs.
maybe it's that, every chest had something thaumium and several knowledge fragments... you know if this is intended? just worries that I won't actually need orbs from bosses...
Hi Mithion, I am using AM2 1.0.2b and cannot seem to make any of the mana potions from the compendium. I am trying to mix the purified vinteum dust with the awkward potions in the brewing stand but nothing happens. Is this a bug for my version of AM2? I am using the FTB Horizons mod pack.
My previous post about bugged casters was completely ignored, so I figure some large pictures might catch someone's attention for once:
As far as I can tell, the caster is perfectly set up, both powered with essence and containing the spell and a lesser focus (plus some charge foci):
The spell in it is an area-of-effect dig spell (projectile - AoE - dig) which works perfectly fine when cast by a player. When I flick the switch, the projectile briefly appears, but has no effect on the wall in front of the caster.
This applies to all projectile spells I've tried with the caster, whether it be spells that are supposed to affect blocks or ones that should affect entities (players and mobs standing right in front of the caster are simply never hit or effected), and both in SSP and in SMP.
Further, the caster rune also only shows the spell's visual and sound effect but doesnt apply a self-heal spell I place in it on mobs/players that walk over it, and in multiplayer it actually creates an internal server error on the client of the player that walks on it after the spell's sound effect is played.
So twice now i have died in close proximity to (unrelated) crashes, and upon respawning I have lost ALL of my levels. I've looked elsewhere on the internet and found no information on this, can anyone here help me out?
It wouldn't cause a crash if that's what you mean. At least I don't think it would. Only thing I can think of is to check mods that add things that spawn in caves about the frequency you are finding those inlays. Or change the inlays to a free id number.
My one thought was maybe it was something to do with the focus you used, perhaps try the normal level? I can't think of why that wouldn't work for something like a damage projectile though. Perhaps the spells you are inputting just happen to not be compatible with the caster itself. I remember AM had restrictions on what they could cast in the past. Or perhaps the spell has to be put differently to work with the caster, though I haven't messed with them much so I'm not sure what could be wrong.
Upgrading your Spellcrafting Altar only changes how many effects you can put in a single spell, which in turn increases how powerful it is. If you want to increase the damage of say arcane or lightning spells, that is based in a way on your magic level, so just keep on casting (and not dying ).
As for the spellbound enchant, you're close. It's level 1 lol as it is the only enchant that can go on a spellbook.
Levels are lost upon death, I think you can change in the config how many level you lose but it has to be at least one. Sucks when it's not your fault but unfortunately that's how it goes (Died many times on a server to lava due to lag, eventually set up a spare set of my AM stuff to grab and head back out the door after spawn). :/
After update to 1.1.0 I got very buggy spellbooks. They makes ghost copies in inventory, very often spells just not working when I use them from the spellbook. Is there any way to fix that?
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Sorry for my bad English, it's not my native language.
maybe it's that, every chest had something thaumium and several knowledge fragments... you know if this is intended? just worries that I won't actually need orbs from bosses...
The Infinity Orbs are on the generic dungeon loot list. That means you'll find it in chests in dungeons. This includes any chests from a dungeon mod that doesn't have a custom loot list.
You're missing a spell focus. Casters need either a lesser, standard, or greater focus in one of their three slots. This focus tells the caster what casting mode to use. Without it, it can't properly cast the spell.
How common are these dungeons the book mentions? I have Better Dungeons installed as well, and I have found many of those dungeons, but none of the Ars Magica or the integration dungeons.
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"Idiots are just like Slinkies. They're practically useless, but still give a smile to your face if you push them down a flight of stairs."
"It’s not that I hate you, it’s more like if you were on fire and I had water, I would drink it." EPIC: ۞
Better Dungeon support is not in the mod yet. It should be in next patch and even Mith posted a bit ago about what had already been done in his dev environment for the next patch.
is it normal to find infinity orbs in chests? And if so how commen should there be? I have several mods that add dungeons and they seem rather common. I found a chest earlier with 3 red orbs in it! and there were a couple blue and green in the same dungeon. It there a a way to modify their rarity? If this is intended its fine, if not I'd like to fix it. Does anyone recognize the "dungeon" below? Maybe is an issue with that mod (too many chests maybe? Its also build from half slabs so there were no mobs).
That is the Underwater ruin from the Ruins mod. The chests in it are of strongholdLibrary type, so loot you would normally see on the way to The End. I think that ruin could use a spawner because that's a whole lot of loot for no challenge. Possibly also actually being ruined instead pristine like it is now.
is it normal to find infinity orbs in chests? And if so how commen should there be? I have several mods that add dungeons and they seem rather common. I found a chest earlier with 3 red orbs in it! and there were a couple blue and green in the same dungeon. It there a a way to modify their rarity? If this is intended its fine, if not I'd like to fix it. Does anyone recognize the "dungeon" below? Maybe is an issue with that mod (too many chests maybe? Its also build from half slabs so there were no mobs).
You have Ruins by Atomic Stryker added yes? That'll do it. It's a fantastic way to find orbs.
I was wondering what where the current ways to use up essence, other than gateway and calefactor/refiner. Cause I made a device that generate insane amount of essence, but in the end I can't find a use for it.
I was wondering what where the current ways to use up essence, other than gateway and calefactor/refiner. Cause I made a device that generate insane amount of essence, but in the end I can't find a use for it.
The Infinity Orbs are on the generic dungeon loot list. That means you'll find it in chests in dungeons. This includes any chests from a dungeon mod that doesn't have a custom loot list.
ah. Thanks. Didn't know if this was intended or not
Hi Mithion, I am using AM2 1.0.2b and cannot seem to make any of the mana potions from the compendium. I am trying to mix the purified vinteum dust with the awkward potions in the brewing stand but nothing happens. Is this a bug for my version of AM2? I am using the FTB Horizons mod pack.
Myself and others have asked this same question a few posts back.
Multiple people have answered.
ID overlap, maybe with Tcon ore bushes of some type?
maybe it's that, every chest had something thaumium and several knowledge fragments... you know if this is intended? just worries that I won't actually need orbs from bosses...
As far as I can tell, the caster is perfectly set up, both powered with essence and containing the spell and a lesser focus (plus some charge foci):
The spell in it is an area-of-effect dig spell (projectile - AoE - dig) which works perfectly fine when cast by a player. When I flick the switch, the projectile briefly appears, but has no effect on the wall in front of the caster.
This applies to all projectile spells I've tried with the caster, whether it be spells that are supposed to affect blocks or ones that should affect entities (players and mobs standing right in front of the caster are simply never hit or effected), and both in SSP and in SMP.
Further, the caster rune also only shows the spell's visual and sound effect but doesnt apply a self-heal spell I place in it on mobs/players that walk over it, and in multiplayer it actually creates an internal server error on the client of the player that walks on it after the spell's sound effect is played.
Are these known bugs?
Beta particles are reserved for Mith, Toffski and a few others. We have the option to turn them on but they won't do anything. lol
It wouldn't cause a crash if that's what you mean. At least I don't think it would. Only thing I can think of is to check mods that add things that spawn in caves about the frequency you are finding those inlays. Or change the inlays to a free id number.
Currently all potion recipes are made in the crafting table, as vanilla brewing does not play nice with Mithion lol.
My one thought was maybe it was something to do with the focus you used, perhaps try the normal level? I can't think of why that wouldn't work for something like a damage projectile though. Perhaps the spells you are inputting just happen to not be compatible with the caster itself. I remember AM had restrictions on what they could cast in the past. Or perhaps the spell has to be put differently to work with the caster, though I haven't messed with them much so I'm not sure what could be wrong.
Upgrading your Spellcrafting Altar only changes how many effects you can put in a single spell, which in turn increases how powerful it is. If you want to increase the damage of say arcane or lightning spells, that is based in a way on your magic level, so just keep on casting (and not dying ).
As for the spellbound enchant, you're close. It's level 1 lol as it is the only enchant that can go on a spellbook.
Levels are lost upon death, I think you can change in the config how many level you lose but it has to be at least one. Sucks when it's not your fault but unfortunately that's how it goes (Died many times on a server to lava due to lag, eventually set up a spare set of my AM stuff to grab and head back out the door after spawn). :/
The Infinity Orbs are on the generic dungeon loot list. That means you'll find it in chests in dungeons. This includes any chests from a dungeon mod that doesn't have a custom loot list.
You're missing a spell focus. Casters need either a lesser, standard, or greater focus in one of their three slots. This focus tells the caster what casting mode to use. Without it, it can't properly cast the spell.
It's a level 1 enchant. This will be changing soon, however.
"It’s not that I hate you, it’s more like if you were on fire and I had water, I would drink it." EPIC: ۞
Better Dungeon support is not in the mod yet. It should be in next patch and even Mith posted a bit ago about what had already been done in his dev environment for the next patch.
That is the Underwater ruin from the Ruins mod. The chests in it are of strongholdLibrary type, so loot you would normally see on the way to The End. I think that ruin could use a spawner because that's a whole lot of loot for no challenge. Possibly also actually being ruined instead pristine like it is now.
You have Ruins by Atomic Stryker added yes? That'll do it. It's a fantastic way to find orbs.
Could you post screen shots of your setup?
It's just a dark nexus hooked up to a cursed earth (from extra utilities) mob spawner, but it generate a LOT of essence.
Myself and others have asked this same question a few posts back.
Multiple people have answered.