How do I turn off / replace the HD textures and models? They do not do the mod justice when set against the usual low res textures and blocky models of Minecraft.
You don't. Try getting a texture pack to bump it up to this mod's level. Other than that, you could try to replace them yourself with a custom resource pack.
i am having trouble activating a nexus of any kind. I build the structure and nothing happens. I have checked the arcane thingymubook and no help. can anyone else hopefully shed some light on the subject?
It's happening with some people, but not all. A few people, including myself, on the MagiPunk server have this issue. It only appeared when AM2 was installed to the mod pack. I've resorted to little tricks to see my health bar, such as looking at a darker surface.
Also, Mithion, the transparency goes away when I bring up the chat. But it comes right back when I exit the chat.
Could someone please tell me how to use spells because i can't find anything in the book that tells me how and no videos and nothing on the 1st page so can someone tell me how? srsly this is starting to tick me off.
Could someone please tell me how to use spells because i can't find anything in the book that tells me how and no videos and nothing on the 1st page so can someone tell me how? srsly this is starting to tick me off.
did u create the book, if so go into guides and read "Your First Spell"
On my wanderings around the ArcanaCraft server, I noticed that people had been spamming light everywhere in order to level their magic. This has resulted in large swathes of the overworld being effectively floodlit at night, even outside of inhabited areas.
Would you consider adding an option for the lights to die out after a while, like the torches do on the server?
Some cheap way to experiment with spells would also be quite good. Maybe a cantrip effect that reduces the crafting cost of a spell, but does nothing except cause particles (it would probably have to override all other effects, and not level your casting). Something so you can see what different combinations of shapes do without committing valuable materials.
Thats odd, I dont recall ever getting XP for the light spell.
Just the same, this hits on an issue I pointed out earlier, the XP "grind" is well.. to "Grindy".
I have certain expectations for mods:
A) Do something useful that either improves upon a vanilla feature or makes a vanilla feature more fun
Add something that does something that can't be done in vanilla easier.
So far a vanilla bow seems just as good as the magic attack spells and a vanilla pick is better then the dig spells, and torch's are better then the light spells.
So far Ars if failing me. The light spell is worse then torch's in most situations, dig is generally worse then a pick, and getting these things has not been "Fun" its been grindy. I finally got "AoE" dig done, it only does a 3x3x1 area when on half moon power, costs like 80 mana, still only gives 3 xp, and with burnout you CANT ACTUALLY DO ANYTHING USEFUL WITH IT before you run out of mana or hit max burnout....
I have done everything in my power to play this mod "legit" and not op things in or cheat as I would love to get everything the "non-cheat" way the first time.. but still hours and hours later I am only level 29 with Ars and the spell options still really haven't improved much.
Necessity and Convenience are the mother and father of invention, and magic should accomplish one of those things.
Just because my "pick" is now a magic spell does not make it better then a normal pick, it needs to be faster and easier to dig with the spell or the spell needs to add some new functionality over the pick that the pick just can't do.
Just because you CAN make a beer stein out of magic doesn't mean you should. If its still just a plain old beer stein then whats the point? Aesthetics? Now if the beer stein also kept my beer chilled in addition to being a beer stein.. now were talking, and there is a reason to make it out of magic.
Again though, I'm willing to accept that maybe I'm "Doing it wrong" and there is something here that I'm missing....
It's happening with some people, but not all. A few people, including myself, on the MagiPunk server have this issue. It only appeared when AM2 was installed to the mod pack. I've resorted to little tricks to see my health bar, such as looking at a darker surface.
Also, Mithion, the transparency goes away when I bring up the chat. But it comes right back when I exit the chat.
Yes, transparency disappears whenever I bring up just about any GUI, including my inventory. Instantly returns the second I exit out of the gui.
I have think i may have discovered why the HUD keeps turning invisble. This is just a guess made up from the brain of Pengo, but it might have something to do with the fact that arsmagica 2 HUDs can be configured. Again this is just a thought and a possible cause of the bug and there is no actual facts backing this up but i suppose Mithion could take a peek at that.
Xionanx:
You're not going to be able to do everything with magic initially. The point isn't to right away get insanely better stuff, no you have to work for it. Just because you can *make* a spell for light or dig doesn't instantly mean it's going to be better than your torch or pickaxe. You're meant to start out weaker and gradually replace commonplace things with magic as your abilities permit. Augmented light, for example, is better than a torch. Normal light is just slightly weaker, but is usable. Augmented dig mimics diamond pickaxes whereas diminished is equivalent to stone, with iron at normal in the middle. You will become better at these things just by playing the mod and using spells. If people want to grind, then so be it. I won't tell you that you can't, but it's not the way I would play the mod.
Plus, there are several ways to restore mana both more quickly over time, and instantly, as well as even increase your maximum mana for a time (which, for the record, also increases mana regen speeds since it's percentage based). You also gain affinity over time, reducing mana costs.
And the main thing you're forgetting is that save for the initial material cost, you're doing all of this for free with a renewable resource. Your mana will come back with a little patience, and even faster with the methods I hinted at above. So there's really no cost to doing things magically once you have the spell made. The burnout meter is there to mitigate your ability to spam spells with wild abandon, and have to put a little thought and strategy into what you want to cast.
You seem to be looking for an instant gratification version of magic that is rather overpowered at the lower levels (because really, what do you gain when you level up then?), which, if that is the case, then this may not be the mod for you.
i am having trouble activating a nexus of any kind. I build the structure and nothing happens. I have checked the arcane thingymubook and no help. can anyone else hopefully shed some light on the subject?
Are you trying to link the nexus to your crafting altar? (If so use the wrench when it's showing that the spell needs essences)
Or are you having trouble getting them to accumulate energy? They each have different things they do to get it.
You don't. Try getting a texture pack to bump it up to this mod's level. Other than that, you could try to replace them yourself with a custom resource pack.
If I could just blow it up into a full screen of learnin at a time at 16 or 18 point in a font I'm used to, that be
freakin amazing.
Other than that, really enjoying the mechanics / aesthetics so far!
There's a config option to use the default MC fonts in the compendium if you find it hard to read. Look for:
B:Use_AM_Fonts=true
Set it to false to use the other renderers.
754 - tile.arsmagica2:magetorch.name
812 - tile.arsmagica2:illuminated.name
20321 - item.arsmagica2:mana_scepter.name
20364 - item.null.name
Just so I know should I remove them from NEI or leave them untill mod is updated
Thanks 0/
Just can't try it out yet..soon though..soon.
I assume you mean the transparent health, hunger, armor and XP bar? Then, yes, it still persists with me. Dunno about anyone else though =/
It's happening with some people, but not all. A few people, including myself, on the MagiPunk server have this issue. It only appeared when AM2 was installed to the mod pack. I've resorted to little tricks to see my health bar, such as looking at a darker surface.
Also, Mithion, the transparency goes away when I bring up the chat. But it comes right back when I exit the chat.
no description for tarma root and wakebloom
model of tower guardian missing
no recipes for archmage armor
air elemental and wisp models missing
archmage podium model missing
no description for calefactor
essence refiner model and vinteum ore models missing
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
Thats odd, I dont recall ever getting XP for the light spell.
Just the same, this hits on an issue I pointed out earlier, the XP "grind" is well.. to "Grindy".
I have certain expectations for mods:
A) Do something useful that either improves upon a vanilla feature or makes a vanilla feature more fun
Add something that does something that can't be done in vanilla easier.
So far a vanilla bow seems just as good as the magic attack spells and a vanilla pick is better then the dig spells, and torch's are better then the light spells.
So far Ars if failing me. The light spell is worse then torch's in most situations, dig is generally worse then a pick, and getting these things has not been "Fun" its been grindy. I finally got "AoE" dig done, it only does a 3x3x1 area when on half moon power, costs like 80 mana, still only gives 3 xp, and with burnout you CANT ACTUALLY DO ANYTHING USEFUL WITH IT before you run out of mana or hit max burnout....
I have done everything in my power to play this mod "legit" and not op things in or cheat as I would love to get everything the "non-cheat" way the first time.. but still hours and hours later I am only level 29 with Ars and the spell options still really haven't improved much.
Necessity and Convenience are the mother and father of invention, and magic should accomplish one of those things.
Just because my "pick" is now a magic spell does not make it better then a normal pick, it needs to be faster and easier to dig with the spell or the spell needs to add some new functionality over the pick that the pick just can't do.
Just because you CAN make a beer stein out of magic doesn't mean you should. If its still just a plain old beer stein then whats the point? Aesthetics? Now if the beer stein also kept my beer chilled in addition to being a beer stein.. now were talking, and there is a reason to make it out of magic.
Again though, I'm willing to accept that maybe I'm "Doing it wrong" and there is something here that I'm missing....
Yes, transparency disappears whenever I bring up just about any GUI, including my inventory. Instantly returns the second I exit out of the gui.
You're not going to be able to do everything with magic initially. The point isn't to right away get insanely better stuff, no you have to work for it. Just because you can *make* a spell for light or dig doesn't instantly mean it's going to be better than your torch or pickaxe. You're meant to start out weaker and gradually replace commonplace things with magic as your abilities permit. Augmented light, for example, is better than a torch. Normal light is just slightly weaker, but is usable. Augmented dig mimics diamond pickaxes whereas diminished is equivalent to stone, with iron at normal in the middle. You will become better at these things just by playing the mod and using spells. If people want to grind, then so be it. I won't tell you that you can't, but it's not the way I would play the mod.
Plus, there are several ways to restore mana both more quickly over time, and instantly, as well as even increase your maximum mana for a time (which, for the record, also increases mana regen speeds since it's percentage based). You also gain affinity over time, reducing mana costs.
And the main thing you're forgetting is that save for the initial material cost, you're doing all of this for free with a renewable resource. Your mana will come back with a little patience, and even faster with the methods I hinted at above. So there's really no cost to doing things magically once you have the spell made. The burnout meter is there to mitigate your ability to spam spells with wild abandon, and have to put a little thought and strategy into what you want to cast.
You seem to be looking for an instant gratification version of magic that is rather overpowered at the lower levels (because really, what do you gain when you level up then?), which, if that is the case, then this may not be the mod for you.
Are you trying to link the nexus to your crafting altar? (If so use the wrench when it's showing that the spell needs essences)
Or are you having trouble getting them to accumulate energy? They each have different things they do to get it.