The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2012
Posts:
63
Minecraft:
sapphire_shard
Member Details
The More Enchantments mod has a severe conflict with this mod. Involves the Mana Creepers and their vortex. Each time a Mana Creeper explodes and creates a vortex, my game crashes, apparently because the More Enchantments mod can't apply a Poison enchantment against the vortex. But, the thing is, I don't even have anything that can poison. Just simply having these two mods together and a vortex appears creates that problem.
So I tried to disable Mana Creepers in the config file, but they still spawn. Someone please help?
1.2 will bring the native ability to disable mobs - until then use a third party mod to do so. A couple have been linked to in the past few pages of this forum.
I know this isn't about this mod, but everyone wants you to release Mechanized, you're the only person to create a fully modular mech. But I do know how hard programming is, so do it at your pace. The only reason I didn't post this over there was that the last time you posted was in November last year.
Magic modular mech's even , just imagine magical spaceships as well they would be quite the sight to behold.
My guess is its more about time, just not enough of it you know? There was another mech style released as well, so I guess it would feel more like a conflict between the two.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/15/2014
Posts:
76
Member Details
So, I've been playing various servers and stand-alone "worlds" of AM2, and have yet to run across any AM structures - no towers or anything like that. I tried loading "BetterDungeons" mod, but it won't load for some reason.
Also, I've yet to find a spell in a chest in any dungeon or mine shaft. (Actually, I haven't found any mine shafts since AM2.)
Will structures like mage towers and chests with pre-created spells ever come back to AM2?
Summoning. Well thankfully I was using a test world when this happened... I created a spell to summon the Water Guardian. It is the only boss that I've fought so far and I waited so long to fight it (level 60 magic) that I killed 6 in a row. I thought to myself, self, why don't you fill up some of those crystal phials full of a Water Guardian essence; you need blue orbs anyway. I tested the spell with witches and water elemental and then...
Upon casting a summon Water Guardian near water over 1k of them spawned. They wont go away. I think this might be a bug? since it is a test world I have back ups but... It's like that scene in the Matrix in there, SO MANY AGENT SMITH, Water Guardians everywhere!
On another note, I was wondering about Light Mages, Dryads and Hecates. Dryads seem to despawn instantaneously while Hecates never despawn and seem to ignore me when I dig down to find them. This all started happening after the latest update from Magic World 2. Is there a fix? As per Light Mages I wouldn't mind having a permeate light mage pose, naming them doesn't seem to work anymore. Is there a a way to keep a light mage from despawning?
The More Enchantments mod has a severe conflict with this mod. Involves the Mana Creepers and their vortex. Each time a Mana Creeper explodes and creates a vortex, my game crashes, apparently because the More Enchantments mod can't apply a Poison enchantment against the vortex. But, the thing is, I don't even have anything that can poison. Just simply having these two mods together and a vortex appears creates that problem. So I tried to disable Mana Creepers in the config file, but they still spawn. Someone please help?
I believe this problem was already brought up and addressed further back in this thread. Unless I'm mistaken, it was due to an enchantment ID conflict. You might want to check those out and see if that fixes it.
So, I've been playing various servers and stand-alone "worlds" of AM2, and have yet to run across any AM structures - no towers or anything like that. I tried loading "BetterDungeons" mod, but it won't load for some reason. Also, I've yet to find a spell in a chest in any dungeon or mine shaft. (Actually, I haven't found any mine shafts since AM2.) Will structures like mage towers and chests with pre-created spells ever come back to AM2?
The old towers and buildings from the original Ars Magica mod are not in AM2. For now, at least. They might be brought back in future. As for pre-created spells, those aren't a thing in AM2, so of course they won't spawn in chests.
Summoning. Well thankfully I was using a test world when this happened... I created a spell to summon the Water Guardian. It is the only boss that I've fought so far and I waited so long to fight it (level 60 magic) that I killed 6 in a row. I thought to myself, self, why don't you fill up some of those crystal phials full of a Water Guardian essence; you need blue orbs anyway. I tested the spell with witches and water elemental and then...
Upon casting a summon Water Guardian near water over 1k of them spawned. They wont go away. I think this might be a bug? since it is a test world I have back ups but... It's like that scene in the Matrix in there, SO MANY AGENT SMITH, Water Guardians everywhere!
I asked about the same thing trying to fill a phylactery with Earth Guardian essence, the answer is while those phials are available in NEI, they are not meant to actually be obtained in game, and Mith takes no responsibility for what happens if you make a summon spell with a boss mob in it.
I asked about the same thing trying to fill a phylactery with Earth Guardian essence, the answer is while those phials are available in NEI, they are not meant to actually be obtained in game, and Mith takes no responsibility for what happens if you make a summon spell with a boss mob in it.
lol well these things should be stated somewhere... I'm really starting to hate NEI
Am I not supposed to be able to place the Tinker's Construct books on Lecterns? It won't let me. I feel like any books with content should be placeable on Lecterns.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Not sure if you are familiar with the Millenaire mod but it adds villages of people to Minecraft (which was a pretty crazy thing before the Testificates came about lol) and I was wondering if you would mind if I would add villages of Ars Magica mages, I would likely make it villages of light mages and then throw in a small building or four house one to three dark mages that attack the player and maybe some tree-shaped homes for some dryads lol.
I plan to do this for a lot of mods but as a great fan of your mod I want to make it for this first.
The Millenaire mod is relatively historically accurate and throws humans from Earth from the 11th century into Minecraft and pretty much has them react to their new surroundings, because of this the villages I add are going to be entirely Saxons from an alternate timeline... just to keep the reality issue a nonissue lol
Am I not supposed to be able to place the Tinker's Construct books on Lecterns? It won't let me. I feel like any books with content should be placeable on Lecterns.
Be patient. Mith can't reasonably reply to every comment on this thread, and that's aside from what time he has being focused on his work, and updating to 1.2.
For those who haven't seen it, I have posted a small reveal video of what is up and coming in AM2's 1.2 release:
Wow, Mithion, you surprise me again.
Those new functions of the nexi and the wizard chalk are amazing, i love it!
I bet a lot of people would be happy with the fact that you can now burn vinteum in a nexus. I also really like the new spell system, it looks great and allows for some fun things, like a projectile AOE dig and a normal touch dig, so you can switch between mining and just removing one or 2 blocks!
Also, would it be possible to suggest a texture for the boots? I think it would be really cool to have the boots be black and green, with those ender particles active when the gravity is upside down.
As always, awesome job Mith and i look forward to more of the changes!
So I tried to disable Mana Creepers in the config file, but they still spawn. Someone please help?
Magic modular mech's even , just imagine magical spaceships as well they would be quite the sight to behold.
My guess is its more about time, just not enough of it you know? There was another mech style released as well, so I guess it would feel more like a conflict between the two.
1.6.4
Edit: possibly 1.7, I don't fully know yet.
Also, I've yet to find a spell in a chest in any dungeon or mine shaft. (Actually, I haven't found any mine shafts since AM2.)
Will structures like mage towers and chests with pre-created spells ever come back to AM2?
The fact that you're considering updating is all I needed, I remember you saying you might not bother at all. =)
Summoning. Well thankfully I was using a test world when this happened... I created a spell to summon the Water Guardian. It is the only boss that I've fought so far and I waited so long to fight it (level 60 magic) that I killed 6 in a row. I thought to myself, self, why don't you fill up some of those crystal phials full of a Water Guardian essence; you need blue orbs anyway. I tested the spell with witches and water elemental and then...
Upon casting a summon Water Guardian near water over 1k of them spawned. They wont go away. I think this might be a bug? since it is a test world I have back ups but... It's like that scene in the Matrix in there, SO MANY AGENT SMITH, Water Guardians everywhere!
On another note, I was wondering about Light Mages, Dryads and Hecates. Dryads seem to despawn instantaneously while Hecates never despawn and seem to ignore me when I dig down to find them. This all started happening after the latest update from Magic World 2. Is there a fix? As per Light Mages I wouldn't mind having a permeate light mage pose, naming them doesn't seem to work anymore. Is there a a way to keep a light mage from despawning?
Have you changed block IDs at any point since creating the world? That would strike me as something that would do it.
The old towers and buildings from the original Ars Magica mod are not in AM2. For now, at least. They might be brought back in future. As for pre-created spells, those aren't a thing in AM2, so of course they won't spawn in chests.
I asked about the same thing trying to fill a phylactery with Earth Guardian essence, the answer is while those phials are available in NEI, they are not meant to actually be obtained in game, and Mith takes no responsibility for what happens if you make a summon spell with a boss mob in it.
lol well these things should be stated somewhere... I'm really starting to hate NEI
oh and thank you for the quick response.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Only books that are books will work.
player.me/felinoel
Be patient. Mith can't reasonably reply to every comment on this thread, and that's aside from what time he has being focused on his work, and updating to 1.2.
They are books so it makes no sense that they don't work.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Technically I believe they don't inherit from a write-able book, so not really.
Things like the compendium and thauminomicon had to be manually added in.
Wow, Mithion, you surprise me again.
Those new functions of the nexi and the wizard chalk are amazing, i love it!
I bet a lot of people would be happy with the fact that you can now burn vinteum in a nexus. I also really like the new spell system, it looks great and allows for some fun things, like a projectile AOE dig and a normal touch dig, so you can switch between mining and just removing one or 2 blocks!
Also, would it be possible to suggest a texture for the boots? I think it would be really cool to have the boots be black and green, with those ender particles active when the gravity is upside down.
As always, awesome job Mith and i look forward to more of the changes!