The Meaning of Life, the Universe, and Everything.
Join Date:
9/22/2012
Posts:
304
Minecraft:
titanic10101
Member Details
I've noticed we'be started to have a slight problem with greifing/raiding around spawn. I, personally, have had people come into my house, down the stairs, use my crafting altar/oculus, harvesting trees without replanting them, and even stealing one of my spells.
I've noticed we'be started to have a slight problem with greifing/raiding around spawn. I, personally, have had people come into my house, down the stairs, use my crafting altar/oculus, harvesting trees without replanting them, and even stealing one of my spells.
Just so you all know, 1.7 is coming out next week! So mithion, get ready to start updating Ars Magica soon. World gen is entirely different, the sound manager is completely rewritten, new blocks, new trees, new biomes, new command functions (Clickable text? YEA WE DO!), new resource pack functions, server textures are back in case your interested, new bug fixes, new bugs, SHADERS!, and so many more things! I can't wait for when all of the mods we have update! However, will we be doing a reset due to the entire world generation being rewritten? It will no longer snow in taigas of old worlds, which is one of the problems. But, im sure everyone would be fine having to run thousands of blocks out to get new packed ice and acacia wood and ect. right? Also, Mithion, in the 1.7 update of ars magica, I ask one thing of you. Make keystone chests more reliable. The fact a creeper can blow it up and destroy the contents of my chest is annoying. So guys, get ready for 1.7! (Too bad mods are STILL updating to 1.6 *cough*EE3*cough*)
Yea I looked at how mods have to update to 1.7. It may be a while before any mods even update. Most mods will be stuck on 1.6 for a long time. And seeing how quickly they are chugging out updates... We might update around 1.8 minecraft. Unless they decide to make that difficult too. However, enough of the bad news. I set up the modpack we have on the Technic Launcher, with permissions pending for the mods that require them, so now for those people having trouble with incorrect versions, config problems, or just plain lazyness can now get on! Just setting up finishing touches before releasing the pack on the launcher. I will edit this post when the finishing touches are done and it is publicly available. Just gotta get those permissions, and a few other things must be done. As a side thing, damage indicators and zan's minimap are on that pack. So now to finish this...
For some reason, my client is crashing on startup with this new mod combination because it can't find a minefactory reloaded class. I am deeply confused. I'm currently isolating what mod's causing it, but if anyone has any suggestions as to why this may be happening and how to fix it they would be quite helpful.
Edit: It seems to be TConstruct causing it. Damn if I know why.
Edit Edit: Fixed it. Somehow.
Yea I looked at how mods have to update to 1.7. It may be a while before any mods even update. Most mods will be stuck on 1.6 for a long time. And seeing how quickly they are chugging out updates... We might update around 1.8 minecraft. Unless they decide to make that difficult too. However, enough of the bad news. I set up the modpack we have on the Technic Launcher, with permissions pending for the mods that require them, so now for those people having trouble with incorrect versions, config problems, or just plain lazyness can now get on! Just setting up finishing touches before releasing the pack on the launcher. I will edit this post when the finishing touches are done and it is publicly available. Just gotta get those permissions, and a few other things must be done. As a side thing, damage indicators and zan's minimap are on that pack. So now to finish this...
cpw has said on his twitter that Forge will probably take until the new year to be updated to 1.7. Considering that, I think that modding is sticking with 1.6.4 for a few months, at the very least.
Hey everyone, I'm curious about the community and griefing and unwanted PvP. Can someone tell me their thoughts on the community and how people are treated?
I'd encourage people to build "structures" near spawn, but don't actually put valuables in them. Keep those elsewhere and focus on either community or cosmetic builds.
Once mithion finishes the next version of ars magica, all will be fine. Everyone start making keystone chests and keystones with a combination for those chests. Next version of ars magica will make them blast proof
There is 4 people online right now and the Lag is retarded... Is there any progress with the Lag issue? I know one thought was a bad JVM set up? there is definitely something up when you removed all the Mods and even Vanilla lagged.
i am also wondering what is happening to my Golems? i have a Harvest and Gather Golems. they are contained by a fence of Paving Stones of Warding. their Area is lit up and no mobs can spawn inside the warded paving stones. the Area is Chunk Loaded with a World Anchor. So No Mobs can get to them. Meaining there is a player or Players that keeps killing my Golems. And don't poin to the recent update, the Empty Golem inside is untouched.
What about skeletons? If mobs attack golems, skeletons can shoot them. Same with elementals.
EDIT: You could of course just get a defense golem. Or a simple wall with some spider proofing. I was told golems were despawning upon server crash, but it seems they were mistaken, I know that used to be a bug though. Anyways, yea it is more than likely ranged mobs. Oh, I just remembered, spiders can climb over the warding stuff. Hope this helped!
Hey Mithion, I am trying to get a copy of the server config files from Tofski but he hasn't responded. I have been digging through the configs that Tofski wanted us to use and I want to compare them with what the server has. I could also us an ID dump from NEI as well. I'm not sure if I can pull that from the server or not. I think I would only get my local ID dump. The only thing I see so far that looks a little odd is that Unlit Torches has several Block and Item IDs that are the same as well as some Blocks that have multiple IDs. I will also setup my personal server with the same config and see if it has the same lag issue or not. Thanks.
Hopped on the server for a little while earlier, really like the some of the structures near spawn they look really good.
That said, wow even reading the thread I wasn't expecting that many block update issues. Really like the concept, and I'll be back, but I think I need to spend some time in ssp first to learn some of the mods. (Looking at you Wichery)
Hey Mithion, I am trying to get a copy of the server config files from Tofski but he hasn't responded. I have been digging through the configs that Tofski wanted us to use and I want to compare them with what the server has. I could also us an ID dump from NEI as well. I'm not sure if I can pull that from the server or not. I think I would only get my local ID dump. The only thing I see so far that looks a little odd is that Unlit Torches has several Block and Item IDs that are the same as well as some Blocks that have multiple IDs. I will also setup my personal server with the same config and see if it has the same lag issue or not. Thanks.
I just downloaded the config files in the OP and was able to connect fine once I changed the stone torch ID from Tinker's to 1484.
Keep in mind some of these mods update multiple times per week, it's hard to do updates more often than on the weekends.
Invest in an astral barrier.
Literally will save you so much grief.
Keystone chests have been made explosion proof in the next AM update.
You mean, Ars Magica 2 won't likely be updated past 1.7?
Edit: It seems to be TConstruct causing it. Damn if I know why.
Edit Edit: Fixed it. Somehow.
cpw has said on his twitter that Forge will probably take until the new year to be updated to 1.7. Considering that, I think that modding is sticking with 1.6.4 for a few months, at the very least.
Getting an error on trying to connect:
"ID 1484 from mod TConstruct is missing"
i am also wondering what is happening to my Golems? i have a Harvest and Gather Golems. they are contained by a fence of Paving Stones of Warding. their Area is lit up and no mobs can spawn inside the warded paving stones. the Area is Chunk Loaded with a World Anchor. So No Mobs can get to them. Meaining there is a player or Players that keeps killing my Golems. And don't poin to the recent update, the Empty Golem inside is untouched.
EDIT: You could of course just get a defense golem. Or a simple wall with some spider proofing. I was told golems were despawning upon server crash, but it seems they were mistaken, I know that used to be a bug though. Anyways, yea it is more than likely ranged mobs. Oh, I just remembered, spiders can climb over the warding stuff. Hope this helped!
EDIT: nvm, I fixed it.
Condemnant quod non intellegunt...
That said, wow even reading the thread I wasn't expecting that many block update issues. Really like the concept, and I'll be back, but I think I need to spend some time in ssp first to learn some of the mods. (Looking at you Wichery)
I just downloaded the config files in the OP and was able to connect fine once I changed the stone torch ID from Tinker's to 1484.