... spells do have a time limit before they will decay and every single part will break out (some things, like essences from the Nexi, will not be refunded at all), sometimes with loss...
This isn't true at all. The only time the spell aborts is if you right click the altar block during the creation process, in which case you get most of the materials back.
Oh, I didn't try dropping a blank rune into the center. Thanks everyone.
One additional question though, because I am an idiot and there is no wiki on this. Whenever I right click on the light nexus with my crystal wrench, nothing happens. I crafted a magitech's staff, and the nexus has more than enough essence in it, so what am I doing wrong? The spell calls for neutral power, but that doesn't work either.
who says magic beats tech? ever tried ICBM? fire one of those bad boys to your "mage" enemy and you will be laughing at how pathetic they were.... anyway AWESOME MOD. the kind of mod i like. makes sandbox game more sandier and more boxier.
The one who puts aside his biases and combines magic and technology becomes the unstoppable technomage, who is to be defeated by none.
This isn't true at all. The only time the spell aborts is if you right click the altar block during the creation process, in which case you get most of the materials back.
Odd, because that has happened to me. I literally watched a Nexus (from nearly 20 blocks away as I was rushing back with stuff I forgot) "shatter" the spell and drop all the stuff back on the ground. It has happened to several people on our server. Unless my block reach range has 20+ block range, pretty sure I did not right click that block.
This isn't true at all. The only time the spell aborts is if you right click the altar block during the creation process, in which case you get most of the materials back.
Or if you throw in a parchment at the wrong time, in which case you get a spell that does nothing.
Odd, because that has happened to me. I literally watched a Nexus (from nearly 20 blocks away as I was rushing back with stuff I forgot) "shatter" the spell and drop all the stuff back on the ground. It has happened to several people on our server. Unless my block reach range has 20+ block range, pretty sure I did not right click that block.
Not likely. Unless someone right clicks it, or something simulates a right click on it, that won't happen.
There is nothing in the mod that will do that.
It isn't added to dungeon loot. I'm waiting for Better Dungeons to update before I add things like that, as I want to specifically integrate with that mod.
This isn't technically aborting, it's completing. Just at the wrong time.
Fair enough - it's all a matter of how you define aborting.
On an unrelated note, I now have a strange desire to find out what happens if you bat one of the blocks of the structure out in the middle of spell creation. Be right back, science in progress.
EXACTLY 10 SECONDS LATER EDIT:
Well, that was disappointing. It just wouldn't let me continue even after I put the block back. I still got my stuff back by right clicking though.
I am not sure if it is Optifine or not, but when I open the Arcane Compendium, the words are all run together. Like there are no spaces between them. Does anyone know why that might be happening?
I am not sure if it is Optifine or not, but when I open the Arcane Compendium, the words are all run together. Like there are no spaces between them. Does anyone know why that might be happening?
That's because of Optifine, yes. Given that optifine tends to cause rendering bugs in other mods (Thaumcraft 4's nodes won't be shown from behind blocks even with goggles of revealing on, for example), I'd guess it's a bug in Optifine rather than in AM2.
So, I'm having a couple issues on both my server and single player worlds...Nothing game-breaking, but odd and somewhat annoying nonetheless.
First, and the more major of the two, I can't make Witchwood stairs or slabs - they just turn into Oak, both with the normal stairs recipe, and the reversed recipe shown in the Compendium. Only the more major of the two because it prevents the construction of Witchwood Crafting Altars.
Second, There don't seem to be any Witchwood Saplings dropping. I've gone through quite a few large Witchwood trees, and not had a single sapling drop. Is there some specific way to harvest them that I've been missing?
Both issues occur when using nothing but AM2, so I'm sure that it's not a conflict with my other mods. Any advice on what's causing this would be welcome.
I have been enjoying this mod greatly, but I have only one request. Please change spell use from right-click to left click. This would allow use of spells near fences and ladders. In the same way that you cannot eat food while looking at a fence, you cannot cast a spell. Your arm just starts spazzing out instead as if you were trying to eat the spell. I believe this is a vanilla bug with right click and certain objects.
Second, There don't seem to be any Witchwood Saplings dropping. I've gone through quite a few large Witchwood trees, and not had a single sapling drop. Is there some specific way to harvest them that I've been missing?
Me and several others have noticed the same thing.
I haven't looked into making witchwood stairs yet though so I can't comment on that. You can use netherbrick instead for the same power level, but it's useless to make spells with more than 3-4 compenents anyway unless you enjoy standing around waiting for your mana to regenerate and burn-out to cool off. A stone altar with lapis stones has served me well. I believe that lets me use up to 5 or 6 spell components.
I have been playing Ars magica since your first release and I have to say that you have provided me with countless hours of entertainment. However in all that time I never used any of the staff options. I dont like how they run out of power and break and use up additional spaces in my inventory. I was thinking, however, that with a few modifications they could be an envalubel tool to any mage who plays.
I belive the answer is to make the staffs more modular by creating a system of diffrent types of staffs, each for with a diffrent buff or affinity. These "Cores" would factor in the mana reduction for the given spell. The witch/silver wood might give a life spell bonuse and a ender spell a penelty. For example, use an obsidian rod gives a fire mana bonus, reducing the mana cost of fire spells.
I also think that it would be great if the focuses were replaced with diffren gems combined with vintioum dust. The Crystals tear could detirmine the spell levels complexity. This would make logical sence, in that the power containd with in the crystal is what powers the spell while also keeping closer to the popular wizzard lore.
Also I think that it would make more sence if the spells were fused to the "Focus" instead of the staff as a whole, and allow the focus to be removed 'uncrafted' when one is ready to upgrade or repurpose. Because as a mage matures he will need to upgrade his staff and in order to use it for more powerful spells. And if a "Crystals bage" was created then the player could bring multiple crystal toppers for his staff allowing the use of fewer inventor spots.
My final idea would be to make the staffs rechargeable at a nexus, allowing the player to reuse them time after time. After all since the staffs are only runing out of power it makes since that they could be recharged. I always thought of the wizards staff as a tool that helped them create feats of magic not a mundain item to be used up and thrown away.
I was also thinking about the nexui. It would be cool if as one progressed they could learn to modify the nexi to have diffrent effects. for example the dark nexi could be altered to consume players as part of deadly traps, the neutral nexi could be given a number of buffs and the light could give regen to living entitis and damage to undead.
This isn't true at all. The only time the spell aborts is if you right click the altar block during the creation process, in which case you get most of the materials back.
One additional question though, because I am an idiot and there is no wiki on this. Whenever I right click on the light nexus with my crystal wrench, nothing happens. I crafted a magitech's staff, and the nexus has more than enough essence in it, so what am I doing wrong? The spell calls for neutral power, but that doesn't work either.
The one who puts aside his biases and combines magic and technology becomes the unstoppable technomage, who is to be defeated by none.
Odd, because that has happened to me. I literally watched a Nexus (from nearly 20 blocks away as I was rushing back with stuff I forgot) "shatter" the spell and drop all the stuff back on the ground. It has happened to several people on our server. Unless my block reach range has 20+ block range, pretty sure I did not right click that block.
Not likely. Unless someone right clicks it, or something simulates a right click on it, that won't happen.
There is nothing in the mod that will do that.
This isn't technically aborting, it's completing. Just at the wrong time.
Looking forward to it then
You don't. That feature is not finished yet so there would be no point in enabling it and wasting a skill point on it.
Fair enough - it's all a matter of how you define aborting.
On an unrelated note, I now have a strange desire to find out what happens if you bat one of the blocks of the structure out in the middle of spell creation. Be right back, science in progress.
EXACTLY 10 SECONDS LATER EDIT:
Well, that was disappointing. It just wouldn't let me continue even after I put the block back. I still got my stuff back by right clicking though.
That's because of Optifine, yes. Given that optifine tends to cause rendering bugs in other mods (Thaumcraft 4's nodes won't be shown from behind blocks even with goggles of revealing on, for example), I'd guess it's a bug in Optifine rather than in AM2.
First, and the more major of the two, I can't make Witchwood stairs or slabs - they just turn into Oak, both with the normal stairs recipe, and the reversed recipe shown in the Compendium. Only the more major of the two because it prevents the construction of Witchwood Crafting Altars.
Second, There don't seem to be any Witchwood Saplings dropping. I've gone through quite a few large Witchwood trees, and not had a single sapling drop. Is there some specific way to harvest them that I've been missing?
Both issues occur when using nothing but AM2, so I'm sure that it's not a conflict with my other mods. Any advice on what's causing this would be welcome.
Me and several others have noticed the same thing.
I haven't looked into making witchwood stairs yet though so I can't comment on that. You can use netherbrick instead for the same power level, but it's useless to make spells with more than 3-4 compenents anyway unless you enjoy standing around waiting for your mana to regenerate and burn-out to cool off. A stone altar with lapis stones has served me well. I believe that lets me use up to 5 or 6 spell components.
I belive the answer is to make the staffs more modular by creating a system of diffrent types of staffs, each for with a diffrent buff or affinity. These "Cores" would factor in the mana reduction for the given spell. The witch/silver wood might give a life spell bonuse and a ender spell a penelty. For example, use an obsidian rod gives a fire mana bonus, reducing the mana cost of fire spells.
I also think that it would be great if the focuses were replaced with diffren gems combined with vintioum dust. The Crystals tear could detirmine the spell levels complexity. This would make logical sence, in that the power containd with in the crystal is what powers the spell while also keeping closer to the popular wizzard lore.
Also I think that it would make more sence if the spells were fused to the "Focus" instead of the staff as a whole, and allow the focus to be removed 'uncrafted' when one is ready to upgrade or repurpose. Because as a mage matures he will need to upgrade his staff and in order to use it for more powerful spells. And if a "Crystals bage" was created then the player could bring multiple crystal toppers for his staff allowing the use of fewer inventor spots.
My final idea would be to make the staffs rechargeable at a nexus, allowing the player to reuse them time after time. After all since the staffs are only runing out of power it makes since that they could be recharged. I always thought of the wizards staff as a tool that helped them create feats of magic not a mundain item to be used up and thrown away.
I'd love to read your thoughts :-)