sorry im posting so much but i have a lot of questions
is there some way i accidentally turned off ars magica worldgen?
i KNOW i haven't turned off world structures because i found a village in my world. it said that there was some in the compendium are they just really super rare? ive played ars magica 1 and they were really common but now i havent found one in AM 2
and thanks for the way to check your affinities mithion diamond for you!
You can make the lesser, standard and infused potions, but not the greater, epic and legendary potions. And if you can, how? I read the compendium but nothing I've tried is working.
EDIT: Well I fail. Just noticed in the latest patch notes that:
Added alternate crafting recipes for potions because brewing is messed up
Some of those sigils would be very problematic for servers. So yes, it would be a dealbreaker if you couldn't prevent someone from levelling your buildings from a chunk away with a Flat Earth sigil. The others don't seem terrible but the ones that modify the environment directly will be problematic.
this is needed to use sigils at all, sigils are applied to this block. Multiple sigils can exist on the same stand (max 3)
sigils can be disabled with redstone
All sigils can be upgraded by making an inlay ring around the sigil stand. Gold > Iron > Redstone. Different things are upgraded with each specific sigil, but almost all share a range upgrade of some sort.
The compendium will have more detailed information
Sigil of the Felled Oak
Slowly cuts down trees in a 9x9 around it
Sigil of Nature's Bounty
Increases growth rate of plants in a 9x9 around it
Sigil of Gentle Rains
Hydrates soil in a 9x9 around it
Sigil of the Flat Lands
Breaks all full blocks above it in a 9x9x4 radius (starting at the sigil itself, moving up)
Sigil of the Packed Earth
Fills all spaces below it in a 9x9x4 radius (starting at the sigil itself, moving down)
Sigil of Butchery
Kills animals within a 9x9 if there are more than 2 of that specific animal detected
Sigil of Progeny
Causes animals within a 9x9 to mate periodically
Sigil of Containment
Creates an invisible 9x9 barrier that non-players cannot leave
Stacks with Sigil of Interdiction
Sigil of Interdiction
Creates an invisible 9x9 barrier that non-players cannot enter
Stacks with Sigil of Containment
Sigil of the Light
Causes the Sigil Stand to emit light, and also creates lights in a 16x16 range
Sigil of Lunar Tides
Attracts Moonstone meteors in a 128x128 radius
Added Magic Broom
Picks up items within a radius and deposits them in its assigned chest
Added alternate crafting recipes for potions because brewing is messed up
Added AM ores to ore dictionary
Added magician's workbench
Remembers recipes for the last 8 things that have been crafted on it, has internal inventory and has multiple crafting grids
Can be upgraded to do better things
Added Everstone
Can be "broken" but will slowly regenerate (time is configurable)
Can be reclaimed with a crystal wrench
Can mimic any standard block that doesn't use a custom renderer
Added Witchwood Forest Biome
Added Liquid Essence Lakes that spawn in magical biomes making liquid essence much more prevalent
Added a config option to disable worldgen entirely in specific dimensions
Added a variant to illusion blocks that is always passable and doesn't lose its texture with true sight (named Ethereal Illusion Blocks)
It still emits particles with true sight, however.
Added "Drown" component for water magi
Shuffled the offense tree around
Added IMC support for blacklisting mob spawns in either biomes or dimensions
Send AM's Entity class name to blacklist and the biome or dimension ID
Biome: "bsb", "EntityDryad|22"
Dimension: "dsb", "EntityDryad|22"
Added the rest of the Boss Drop Items for the current bosses in the mod
Winter's Grasp
Arcane Spellbook
Fire Antenna
Earth Armor
Water Orbs
Air Sled
Added config for "ID Range" (one for blocks, one for items)
this causes AM to use the configured number as the start of its range when re-generating configs
this should make it easier for server owners to re-assign item ID ranges
set this config, then delete all the configs for block IDs and item IDs
when you re-run the game, the configs will begin at the number you specified and then increment from there
Added a config option for UI only visible when spell/spell book is equipped.
Added a config option for UI to turn the armor display off/on
Added Affinity UI
Occulus Page for detailed info
shows each icon and depth
mousing over the icon shows current advantages/disadvantages
In-game HUD that shows your primary/secondary affinity + depth
can be further configured with /amuicfg (show numerics)
Templated in Armor XP Infusion
This is not fully implemented yet (targetting 1.1.1)
Armors currently just sit hardcoded at 50% power
Compendium reflects this
Implemented Binding Shape
Old Stuff That's Different: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Calefactors now implement ISidedInventory, so hoppers and pipes should work just fine. Any side can import/export.
Arcane reconstructor now implements ISidedInventory
Halved the mana cost of beam spells
Buffed the higher tier mana potions
Standard Illusion Blocks respond much more accurately to True Sight, texture wise.
Life tap now only applies to the caster, even if targeting others. Beware!
With the exception of Telekinesis and Attract (due to their special functionality and more or less requiring channeled), channeled spells now only affect the caster, and apply their effect more slowly
The Grow spell component now works on sand, making desert novas renewable.
The AoE shape now targets a radius even on Diminished
Slightly increased moonstone meteor spawn chance
Baby Hecates now render smaller than their adult counterparts
Spell recipe books include blank rune and spell parchment
Spell recipe books now list components in order
Compendium indicates that light nexus only charges during the day unless moonstone caps
Compendium is more clear where vinteum torches go with the earth guardian
Boosted the amount of poison/wither damage resistance that ender affinity grants from 50% to 75% (at max depth)
The crafting altar block now changes its underlying texture to blend in with the rest of the multiblock
Things that don't break anymore: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fixed Chain so it works properly after other shapes
Fixed a duplication bug with Dig
Fixed a crashing bug with the compendium and certain recipes, such as reflect
Fixed the compendium timing bug
Fixed a bug with MCPC+ that caused data duplication in the player's SpellKnowledge file
Fixed forward/flee behavior in particle emitters
Fixed the Seventh Sanctum suggestions
Added packets for spell client particles/sounds
Fixed the compendium text spacing issues due to optifine
Fixed a visual bug where the XP bar would overflow
Fixed the bug where a summon spell would summon thousands of the same creature and then crash the game
Fixed a bug with AoE+Dig digging behind walls under certain circmstances
Many MANY other little bug fixes
... *waggles eyebrows*
This looks great! I can't wait for this to come out. I'm especially looking forward to the boss specific drops and the new workbench. One quick question, and I know this has been answered several times, but what about worldgen? You say that you can disable it in the new version, but I thought it wasn't implemented yet? Unless you mean trees/flowers?
I think he means you can disable worldgen for different dimensions. I know someone has been asking mithion for a way to make it so AM2 doesn't make any world gen happen in galaticcraft or something of that sort.
Some of those sigils would be very problematic for servers. So yes, it would be a dealbreaker if you couldn't prevent someone from levelling your buildings from a chunk away with a Flat Earth sigil. The others don't seem terrible but the ones that modify the environment directly will be problematic.
If it uses the forge block break event and some anti-greif mod checks for the same events it would probably be fine.
this is needed to use sigils at all, sigils are applied to this block. Multiple sigils can exist on the same stand (max 3)
sigils can be disabled with redstone
All sigils can be upgraded by making an inlay ring around the sigil stand. Gold > Iron > Redstone. Different things are upgraded with each specific sigil, but almost all share a range upgrade of some sort.
The compendium will have more detailed information
Sigil of the Felled Oak
Slowly cuts down trees in a 9x9 around it
Sigil of Nature's Bounty
Increases growth rate of plants in a 9x9 around it
Sigil of Gentle Rains
Hydrates soil in a 9x9 around it
Sigil of the Flat Lands
Breaks all full blocks above it in a 9x9x4 radius (starting at the sigil itself, moving up)
Sigil of the Packed Earth
Fills all spaces below it in a 9x9x4 radius (starting at the sigil itself, moving down)
Sigil of Butchery
Kills animals within a 9x9 if there are more than 2 of that specific animal detected
Sigil of Progeny
Causes animals within a 9x9 to mate periodically
Sigil of Containment
Creates an invisible 9x9 barrier that non-players cannot leave
Stacks with Sigil of Interdiction
Sigil of Interdiction
Creates an invisible 9x9 barrier that non-players cannot enter
Stacks with Sigil of Containment
Sigil of the Light
Causes the Sigil Stand to emit light, and also creates lights in a 16x16 range
Sigil of Lunar Tides
Attracts Moonstone meteors in a 128x128 radius
Added Magic Broom
Picks up items within a radius and deposits them in its assigned chest
Added alternate crafting recipes for potions because brewing is messed up
Added AM ores to ore dictionary
Added magician's workbench
Remembers recipes for the last 8 things that have been crafted on it, has internal inventory and has multiple crafting grids
Can be upgraded to do better things
Added Everstone
Can be "broken" but will slowly regenerate (time is configurable)
Can be reclaimed with a crystal wrench
Can mimic any standard block that doesn't use a custom renderer
Added Witchwood Forest Biome
Added Liquid Essence Lakes that spawn in magical biomes making liquid essence much more prevalent
Added a config option to disable worldgen entirely in specific dimensions
Added a variant to illusion blocks that is always passable and doesn't lose its texture with true sight (named Ethereal Illusion Blocks)
It still emits particles with true sight, however.
Added "Drown" component for water magi
Shuffled the offense tree around
Added IMC support for blacklisting mob spawns in either biomes or dimensions
Send AM's Entity class name to blacklist and the biome or dimension ID
Biome: "bsb", "EntityDryad|22"
Dimension: "dsb", "EntityDryad|22"
Added the rest of the Boss Drop Items for the current bosses in the mod
Winter's Grasp
Arcane Spellbook
Fire Antenna
Earth Armor
Water Orbs
Air Sled
Added config for "ID Range" (one for blocks, one for items)
this causes AM to use the configured number as the start of its range when re-generating configs
this should make it easier for server owners to re-assign item ID ranges
set this config, then delete all the configs for block IDs and item IDs
when you re-run the game, the configs will begin at the number you specified and then increment from there
Added a config option for UI only visible when spell/spell book is equipped.
Added a config option for UI to turn the armor display off/on
Added Affinity UI
Occulus Page for detailed info
shows each icon and depth
mousing over the icon shows current advantages/disadvantages
In-game HUD that shows your primary/secondary affinity + depth
can be further configured with /amuicfg (show numerics)
Templated in Armor XP Infusion
This is not fully implemented yet (targetting 1.1.1)
Armors currently just sit hardcoded at 50% power
Compendium reflects this
Implemented Binding Shape
Old Stuff That's Different: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Calefactors now implement ISidedInventory, so hoppers and pipes should work just fine. Any side can import/export.
Arcane reconstructor now implements ISidedInventory
Halved the mana cost of beam spells
Buffed the higher tier mana potions
Standard Illusion Blocks respond much more accurately to True Sight, texture wise.
Life tap now only applies to the caster, even if targeting others. Beware!
With the exception of Telekinesis and Attract (due to their special functionality and more or less requiring channeled), channeled spells now only affect the caster, and apply their effect more slowly
The Grow spell component now works on sand, making desert novas renewable.
The AoE shape now targets a radius even on Diminished
Slightly increased moonstone meteor spawn chance
Baby Hecates now render smaller than their adult counterparts
Spell recipe books include blank rune and spell parchment
Spell recipe books now list components in order
Compendium indicates that light nexus only charges during the day unless moonstone caps
Compendium is more clear where vinteum torches go with the earth guardian
Boosted the amount of poison/wither damage resistance that ender affinity grants from 50% to 75% (at max depth)
The crafting altar block now changes its underlying texture to blend in with the rest of the multiblock
Things that don't break anymore: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fixed Chain so it works properly after other shapes
Fixed a duplication bug with Dig
Fixed a crashing bug with the compendium and certain recipes, such as reflect
Fixed the compendium timing bug
Fixed a bug with MCPC+ that caused data duplication in the player's SpellKnowledge file
Fixed forward/flee behavior in particle emitters
Fixed the Seventh Sanctum suggestions
Added packets for spell client particles/sounds
Fixed the compendium text spacing issues due to optifine
Fixed a visual bug where the XP bar would overflow
Fixed the bug where a summon spell would summon thousands of the same creature and then crash the game
Fixed a bug with AoE+Dig digging behind walls under certain circmstances
Many MANY other little bug fixes
... *waggles eyebrows*
Quite the staggering list of changes and fixes O.O , I do have a few questions though:
Are affinity tomes integrated at this in dungeon chests or mob drops at this point or no?
What exactly is Armor XP Infusion?
Any thoughts about a chunkloading sigil or is that something that is un-needed or not practical?
Would there be upgrades or seperate sigils that could have more player interaction in similar fashions to the Sigil of Containment and the Sigil of Interdiction? Anti-greifing means so to speak.
Is there a way to change spell icons that I'm missing? It seems that whenever you create a new spell, you get one chance to choose it's icon, but after that you're stuck with it unless you make another one.
this is needed to use sigils at all, sigils are applied to this block. Multiple sigils can exist on the same stand (max 3)
sigils can be disabled with redstone
All sigils can be upgraded by making an inlay ring around the sigil stand. Gold > Iron > Redstone. Different things are upgraded with each specific sigil, but almost all share a range upgrade of some sort.
The compendium will have more detailed information
Sigil of the Felled Oak
Slowly cuts down trees in a 9x9 around it
Sigil of Nature's Bounty
Increases growth rate of plants in a 9x9 around it
Sigil of Gentle Rains
Hydrates soil in a 9x9 around it
Sigil of the Flat Lands
Breaks all full blocks above it in a 9x9x4 radius (starting at the sigil itself, moving up)
Sigil of the Packed Earth
Fills all spaces below it in a 9x9x4 radius (starting at the sigil itself, moving down)
Sigil of Butchery
Kills animals within a 9x9 if there are more than 2 of that specific animal detected
Sigil of Progeny
Causes animals within a 9x9 to mate periodically
Sigil of Containment
Creates an invisible 9x9 barrier that non-players cannot leave
Stacks with Sigil of Interdiction
Sigil of Interdiction
Creates an invisible 9x9 barrier that non-players cannot enter
Stacks with Sigil of Containment
Sigil of the Light
Causes the Sigil Stand to emit light, and also creates lights in a 16x16 range
Sigil of Lunar Tides
Attracts Moonstone meteors in a 128x128 radius
Added Magic Broom
Picks up items within a radius and deposits them in its assigned chest
Added alternate crafting recipes for potions because brewing is messed up
Added AM ores to ore dictionary
Added magician's workbench
Remembers recipes for the last 8 things that have been crafted on it, has internal inventory and has multiple crafting grids
Can be upgraded to do better things
Added Everstone
Can be "broken" but will slowly regenerate (time is configurable)
Can be reclaimed with a crystal wrench
Can mimic any standard block that doesn't use a custom renderer
Added Witchwood Forest Biome
Added Liquid Essence Lakes that spawn in magical biomes making liquid essence much more prevalent
Added a config option to disable worldgen entirely in specific dimensions
Added a variant to illusion blocks that is always passable and doesn't lose its texture with true sight (named Ethereal Illusion Blocks)
It still emits particles with true sight, however.
Added "Drown" component for water magi
Shuffled the offense tree around
Added IMC support for blacklisting mob spawns in either biomes or dimensions
Send AM's Entity class name to blacklist and the biome or dimension ID
Biome: "bsb", "EntityDryad|22"
Dimension: "dsb", "EntityDryad|22"
Added the rest of the Boss Drop Items for the current bosses in the mod
Winter's Grasp
Arcane Spellbook
Fire Antenna
Earth Armor
Water Orbs
Air Sled
Added config for "ID Range" (one for blocks, one for items)
this causes AM to use the configured number as the start of its range when re-generating configs
this should make it easier for server owners to re-assign item ID ranges
set this config, then delete all the configs for block IDs and item IDs
when you re-run the game, the configs will begin at the number you specified and then increment from there
Added a config option for UI only visible when spell/spell book is equipped.
Added a config option for UI to turn the armor display off/on
Added Affinity UI
Occulus Page for detailed info
shows each icon and depth
mousing over the icon shows current advantages/disadvantages
In-game HUD that shows your primary/secondary affinity + depth
can be further configured with /amuicfg (show numerics)
Templated in Armor XP Infusion
This is not fully implemented yet (targetting 1.1.1)
Armors currently just sit hardcoded at 50% power
Compendium reflects this
Implemented Binding Shape
Old Stuff That's Different: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Calefactors now implement ISidedInventory, so hoppers and pipes should work just fine. Any side can import/export.
Arcane reconstructor now implements ISidedInventory
Halved the mana cost of beam spells
Buffed the higher tier mana potions
Standard Illusion Blocks respond much more accurately to True Sight, texture wise.
Life tap now only applies to the caster, even if targeting others. Beware!
With the exception of Telekinesis and Attract (due to their special functionality and more or less requiring channeled), channeled spells now only affect the caster, and apply their effect more slowly
The Grow spell component now works on sand, making desert novas renewable.
The AoE shape now targets a radius even on Diminished
Slightly increased moonstone meteor spawn chance
Baby Hecates now render smaller than their adult counterparts
Spell recipe books include blank rune and spell parchment
Spell recipe books now list components in order
Compendium indicates that light nexus only charges during the day unless moonstone caps
Compendium is more clear where vinteum torches go with the earth guardian
Boosted the amount of poison/wither damage resistance that ender affinity grants from 50% to 75% (at max depth)
The crafting altar block now changes its underlying texture to blend in with the rest of the multiblock
Things that don't break anymore: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fixed Chain so it works properly after other shapes
Fixed a duplication bug with Dig
Fixed a crashing bug with the compendium and certain recipes, such as reflect
Fixed the compendium timing bug
Fixed a bug with MCPC+ that caused data duplication in the player's SpellKnowledge file
Fixed forward/flee behavior in particle emitters
Fixed the Seventh Sanctum suggestions
Added packets for spell client particles/sounds
Fixed the compendium text spacing issues due to optifine
Fixed a visual bug where the XP bar would overflow
Fixed the bug where a summon spell would summon thousands of the same creature and then crash the game
Fixed a bug with AoE+Dig digging behind walls under certain circmstances
Many MANY other little bug fixes
... *waggles eyebrows*
Now that is one big list of update. A lot of cool things to, one of my favorites that I read was the special boss drops
Rollback Post to RevisionRollBack
The knowledge of the arcane runs deep within my veins
With all these cool new updates.. Powerfull spells... Is there ANYthung in there for the server Admin to be able to control the possible Pandora's box that could be unleashed? I notice MOST mods don't offer some kind of permission system at all.. So I assume in a balls to the wall enviornment where anything goes this would be fantastic, but say in a controlled server where there are zones that have plots and so forth.. is the only recourse to redesign the server? I personally use MCPC+ and most plugins come with some form of permission system and WorldGuard.. Going off of Hagues statement.. IS there some form of hook in there for servers that want to control some of these potential building leveling spells?
Do the sigils of containment /Interdiction only go above? and how high? The Thaumcraft warding stones are only 1.5 block high in their containment allowing spiders over them. (Just looking to see if these wards will replace those stones and if I should replot my animal fields accordingly.) The rest of the sigils look like great fun. Though the felled oak on looks like it will require a wood gathering mechanic from somewhere else as well as a tree replanting. not sure if will out do my wood chopping golem tree farm. Sigil of light looks nice. though if with the right inlay its radius is expanded far enough it will illuminate my entire home base it will replace my thaumcraft lights. Again does it illuminate 16 blocks in the y axis?
I'm not sure if it has been reported or not but there is something wrong if you use Railcraft with AM2. Railcraft places invisible blocks where player stood and because of this you cant place light there.
This is Railcraft's fault. It has a habit of breaking everything. It's a hidden "heat block" and is pretty pointless. Go into the Railcraft config and set the ID for block.hidden to 0.
Removing the hidden air will fix the problem, but a better fix is for mods to actually use the isAir function like they are supposed to instead of hard checking the id.
With all these cool new updates.. Powerfull spells... Is there ANYthung in there for the server Admin to be able to control the possible Pandora's box that could be unleashed? I notice MOST mods don't offer some kind of permission system at all.. So I assume in a balls to the wall enviornment where anything goes this would be fantastic, but say in a controlled server where there are zones that have plots and so forth.. is the only recourse to redesign the server? I personally use MCPC+ and most plugins come with some form of permission system and WorldGuard.. Going off of Hagues statement.. IS there some form of hook in there for servers that want to control some of these potential building leveling spells?
You can blacklist spells, and scale all am2 spell damage in the config
All forms of block breaking throw forge block break events and as such can be "canceled" by protection mods. Part of the pre-release testing is ensuring that the mechanics in this mod can't wreak havoc on worlds where that isn't wanted.
Cool, so I assume that it would take a "Forge" mod to receive that event and "Block" it.. in certain areas at least. I assume a mod like Noppes MCPermissions and MCProtect would be perfect.. Hopefully it doesn't conflict with Bukkit Permissions (PEX)... I do have a question if you don't mind.. How difficult is it normally to have mods and "Bukkit" plugins" interact... They all end up interacting with the player at the end... I just notice some Mods that are based on weapons for example have no "Awareness" of plugins.. same with Plugins, they don't acknowledge (or seem to at least) acknowledge the existance of certain mods (weapons for example.. or Mobs).. I've heard some say they just can't Interact because they are completely different.. But then I see a Bukkit Plugin like MoneyDrop that sees all the mobs I add through Forge Mods and adds them all to it's list of mobs (I'm using the Technic Launcher with MCPC+).. I can add a money value and whenever a player kills a specific mob (even the Forge ones) it makes them drop the money value specifically assigned to it.... Kind of gives me hope that I won't have to duplicate mods/plugins since they all can acknowledge each other's ID's... Now to find out if there's a plugin that will acknowledge the Forge block break event.........
All forms of block breaking throw forge block break events and as such can be "canceled" by protection mods. Part of the pre-release testing is ensuring that the mechanics in this mod can't wreak havoc on worlds where that isn't wanted.
Cool, so I assume that it would take a "Forge" mod to receive that event and "Block" it.. in certain areas at least. I assume a mod like Noppes MCPermissions and MCProtect would be perfect.. Hopefully it doesn't conflict with Bukkit Permissions (PEX)... I do have a question if you don't mind.. How difficult is it normally to have mods and "Bukkit" plugins" interact... They all end up interacting with the player at the end... I just notice some Mods that are based on weapons for example have no "Awareness" of plugins.. same with Plugins, they don't acknowledge (or seem to at least) acknowledge the existance of certain mods (weapons for example.. or Mobs).. I've heard some say they just can't Interact because they are completely different.. But then I see a Bukkit Plugin like MoneyDrop that sees all the mobs I add through Forge Mods and adds them all to it's list of mobs (I'm using the Technic Launcher with MCPC+).. I can add a money value and whenever a player kills a specific mob (even the Forge ones) it makes them drop the money value specifically assigned to it.... Kind of gives me hope that I won't have to duplicate mods/plugins since they all can acknowledge each other's ID's... Now to find out if there's a plugin that will acknowledge the Forge block break event.........
I'd imagine the basic greif prevention plugin, with the golden shovel outlined boarders uses it.
is there some way i accidentally turned off ars magica worldgen?
i KNOW i haven't turned off world structures because i found a village in my world. it said that there was some in the compendium are they just really super rare? ive played ars magica 1 and they were really common but now i havent found one in AM 2
and thanks for the way to check your affinities mithion diamond for you!
wow you posted that right while i was typing mine
Yeah ran across that in an earlier post. Needless to say, I feel a tad silly heh. I could actually have GUESSED that command it is so easy.
Ah well, thanks for the response!
i dont think I would like to play on a server with disabled things.
You can make the lesser, standard and infused potions, but not the greater, epic and legendary potions. And if you can, how? I read the compendium but nothing I've tried is working.
EDIT: Well I fail. Just noticed in the latest patch notes that:
This looks great! I can't wait for this to come out. I'm especially looking forward to the boss specific drops and the new workbench. One quick question, and I know this has been answered several times, but what about worldgen? You say that you can disable it in the new version, but I thought it wasn't implemented yet? Unless you mean trees/flowers?
I think he means you can disable worldgen for different dimensions. I know someone has been asking mithion for a way to make it so AM2 doesn't make any world gen happen in galaticcraft or something of that sort.
If it uses the forge block break event and some anti-greif mod checks for the same events it would probably be fine.
Quite the staggering list of changes and fixes O.O , I do have a few questions though:
Are affinity tomes integrated at this in dungeon chests or mob drops at this point or no?
What exactly is Armor XP Infusion?
Any thoughts about a chunkloading sigil or is that something that is un-needed or not practical?
Would there be upgrades or seperate sigils that could have more player interaction in similar fashions to the Sigil of Containment and the Sigil of Interdiction? Anti-greifing means so to speak.
Thoughts on inventory sigils for chests?
Now that is one big list of update. A lot of cool things to, one of my favorites that I read was the special boss drops
This is Railcraft's fault. It has a habit of breaking everything. It's a hidden "heat block" and is pretty pointless. Go into the Railcraft config and set the ID for block.hidden to 0.
You can blacklist spells, and scale all am2 spell damage in the config
I'd imagine the basic greif prevention plugin, with the golden shovel outlined boarders uses it.