Hi, fist of all i want to say this is a awsome mod, the best magic mod i have ever seen.
But sadly im here to report a bug. I was trying to summon a winter guardian, and after the snowmen where consumed my minecraft suddently crashed, after that any atempt to open that world ends in seconds
Maybe is a bug or maybe some kind of incompatibility problem with other mod. Here is the crash report if it can help in anything.
I really hope its not a bug, because i love this mod.
I also got a bug like this, almost killed my world.
I fixed it by opening the world with MCEdit and deleting the summoning area
So I found a glitch. I crafted the arcane compendium, but when I opened it up, all the spaces were gone, making each page basically one long sentence with some punctuation. I can still read it, but it's really annoying, anyone know how to fix this?
Has anyone else been having an issue where stepping through a gate makes you teleport to a random location instead of another gate on your network? Mine tend to cause me to blink to the other gate for a split second, then I arrive inside solid rock or under the ocean. Is this a glitch, or is there some circumstance where a gate redirects you to a random location?
You likely don't have enough power in your gateway to make it all the way. I'm thinking I may simplify the gateway system to have each teleport simply cost a set amount of essence no matter the distance. More if moving interdimensionally, for when I get that working. I dunno. Thoughts?
@EverRunes:
Hardly any of the crashes are related to the spell shapes/components/modifiers themselves...it's actually mostly a very annoying texture load issue relating usually to the path that MC is being run from. One particular user had the issue because they had a + in their path. The spell crafting/casting itself has actually proven to be quite stable, save for the above bug.
The altar blowing up is mentioned in the compendium, and is warned against by the lectern turning the book red.
Spells not working is due to people not reading the compendium and expecting to throw things together randomly. That's why I made the creative mode way of making spells; so people can experiment easily and freely.
I won't be implementing a set amount of spells, though there are already some unique combinations you can find, with more on the way. There are currently no hints as to what there are, but there definitely will be (I don't expect people to just sit there and try random combinations forever to find them).
Most of the issues are related to people not reading the compendium, which I admit can be a little daunting the way it's laid out when first starting. I will be working on a way to make it more progression-based and unlock things as you go to help alleviate that issue, but that takes time.
As I said, most of the questions and bug reports tend to be about the same or similar things, such as the texture crash or how to get essence into the crafting altar. It just looks like a lot, which is unfortunate I must say. I'm working to fix the issues, but to this day I have been literally unable to replicate the problem with the spell name crash. So it's not a simple process like most other bug reports.
1.1 will fix the issues with optifine and the compendium.
Witchwoods do drop saplings as of AM2 1.0.2b and the recommended forge version. They are rare, but they do drop. It could be related to using a differing forge version than the recommended version, or a different launcher such as MCPC+, for example.
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where am i able to see affinities and their current statuses? i have no idea where to look and the compendium points me everywhere. the occulus doesnt show either.
Awesome glad to see a new version out! So, a question: Should I gorget everything I know about Ars Magica 1, most of it, or just some of it?
Its kinda interesting. Most items have carried over minus the fabricator. Recipes have changed, nexus structure remains the same though more diversity with caps. Spells are totally different, no structures as of yet and new ores required to progress with the mod. I've been considering these changes lately since someone asked me to make a guide for AM2 even with the compendium in-game.
Edit: to answer your question, probably leaning towards most of it.
Hey Mithion. In your video showcasing summons, there was a creative tab with Ars Magica 2 Spells. I want to mess around with spells making but it takes forever to make them. How can I get the creative tab?
Hey Mithion. In your video showcasing summons, there was a creative tab with Ars Magica 2 Spells. I want to mess around with spells making but it takes forever to make them. How can I get the creative tab?
If you are in Creative Mode, the Inscription Table has a "Make Spell" button. This will instantly create the spell currently in it and drop it in your inventory.
If you are in Creative Mode, the Inscription Table has a "Make Spell" button. This will instantly create the spell currently in it and drop it in your inventory.
Just popped in to say that the Essence Refiner has no recipe visible in the compendium. Which is a huge problem for me as I do not enjoy playing with NEI, nor can I find the recipe anywhere else. There appears to be no wiki (none listed here anyway), no one in the comments has provided the recipe, and the OP just says that the compendium is SUPPOSED to fill me in on whatever I'm supposed to know... which has worked well up to this point.
Another thing... the compendium says to build a gold inlay "ring" to summon the air boss. A pic of this ring would be nice, as I could build quite a large number of "rings" that may or may not be what the mod is looking for.
[EDIT]
The compendium also says "Harder blocks take more mana to break". Well... if Chimerite or Obsidian take more than 1600 mana to break, that's just stupid amounts of mana to mine a single block. Or, the compendium is wrong and I'm just spamming the dig spell for no reason because these blocks just don't break.
Hopefully I can clear some of that up, inlay is a 3x3 with center open. Dig spell based on casting modes, diminished being stone and normal being iron, which would let you mine chimerite but not obsidian, which requires augmented.
I also got a bug like this, almost killed my world.
I fixed it by opening the world with MCEdit and deleting the summoning area
Remove Optifine
You likely don't have enough power in your gateway to make it all the way. I'm thinking I may simplify the gateway system to have each teleport simply cost a set amount of essence no matter the distance. More if moving interdimensionally, for when I get that working. I dunno. Thoughts?
@EverRunes:
Hardly any of the crashes are related to the spell shapes/components/modifiers themselves...it's actually mostly a very annoying texture load issue relating usually to the path that MC is being run from. One particular user had the issue because they had a + in their path. The spell crafting/casting itself has actually proven to be quite stable, save for the above bug.
The altar blowing up is mentioned in the compendium, and is warned against by the lectern turning the book red.
Spells not working is due to people not reading the compendium and expecting to throw things together randomly. That's why I made the creative mode way of making spells; so people can experiment easily and freely.
I won't be implementing a set amount of spells, though there are already some unique combinations you can find, with more on the way. There are currently no hints as to what there are, but there definitely will be (I don't expect people to just sit there and try random combinations forever to find them).
Most of the issues are related to people not reading the compendium, which I admit can be a little daunting the way it's laid out when first starting. I will be working on a way to make it more progression-based and unlock things as you go to help alleviate that issue, but that takes time.
1.1 will fix the issues with optifine and the compendium.
Witchwoods do drop saplings as of AM2 1.0.2b and the recommended forge version. They are rare, but they do drop. It could be related to using a differing forge version than the recommended version, or a different launcher such as MCPC+, for example.
Sneak-Right-Click
Mithion, did you notice the part about using Life Tap offensively and being able to kill Creative players with it?
Its kinda interesting. Most items have carried over minus the fabricator. Recipes have changed, nexus structure remains the same though more diversity with caps. Spells are totally different, no structures as of yet and new ores required to progress with the mod. I've been considering these changes lately since someone asked me to make a guide for AM2 even with the compendium in-game.
Edit: to answer your question, probably leaning towards most of it.
If you are in Creative Mode, the Inscription Table has a "Make Spell" button. This will instantly create the spell currently in it and drop it in your inventory.
What if it's a summon spell?
WHAT?
Another thing... the compendium says to build a gold inlay "ring" to summon the air boss. A pic of this ring would be nice, as I could build quite a large number of "rings" that may or may not be what the mod is looking for.
[EDIT]
The compendium also says "Harder blocks take more mana to break". Well... if Chimerite or Obsidian take more than 1600 mana to break, that's just stupid amounts of mana to mine a single block. Or, the compendium is wrong and I'm just spamming the dig spell for no reason because these blocks just don't break.
Now if only I could find the essence refiner recipe. :/
Do you have Optifine?
If so, that's your problem.
and how do you give battle mage armor xp? enchant it?