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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Just curious, does grow just bonemeal crops? or does it 'tick' them as well? (Read: does it work on magical crops)
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Interesting. Why do values above 255 loop around and give the wrong potion effect when 128-255 crash?
    More importantly, does Reika have a mod that increases the range to 255? A brief googling found no such thing, and my modpack actually has more than 127 potions...
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    So now we have potion configs, anyone got advice on how to change them with causing a crash upon casting a buff spell?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from duhadventure»
    You know somethings wrong with this mod when a player on your server makes a spell that covers EVERY LOADED BLOCK ON THE SERVER in lightning.... so much lag.... I kid you not.

    Um, how?
    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from deadman001»
    Turns out it's Witchery's potion id's conflicting. Would help if I knew the range am2 uses. Wink wink nudge nudge. Love your work mithion, looking forward to any future projects.

    It generates it to avoid conflict, but has some problems. Using NEI, you can 'dump' a list of potion ID's, but until the next AM2 update you might not be able to fix it. But I don't know your exact situation, so maybe you can.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from mineguy46»

    So... Wave Touch Dig is badass, more so with duration, but with speed it mines approximately every second block it touches?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I feels ya. My modpack has AM2 potions outside of the potion range (it can only go to 255). It would be easily fixed if they could be config'd, as is there is no solution whatsoever (I swear to god).
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Mithion»
    Try it.

    Self lifetap heal still gives infinite mana. Is that gonna be fixed in the final update or do we get to just enjoy it forever? ^_^
    I wish I'd realized this worked when I started out. Last time I tried it i had another shape group which increased the mana cost too much (I didnt know shape groups affected each other's costs). <_<

    EDIT: Actually, on a second look, the spell takes off a heart every time without armour, does no damage with the armour I have on... Which I guess is the same as a plain lifetap spell? :/
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Did the self heal lifetap infinite mana thing ever get fixed? Or does it still work?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Ok, this problem is starting to **** me off, cause somehow it seems to only be happening for me. The potion ID thing; because the buffs from this mod are above 255, spells gave effects from other mods instead. So I went into potion.csv and put the values into empty slots below 255. But when I get NEI to do an ID dump, I see that the game thinks that these effects (plus ones from other mods that I moved) arent assigned at all.

    Before I tried changing the values spells wrongfully gave vanilla buffs. Now, regeneration (ID 121) gives love from witchery (37). Both of these buffs happen to be the 6th one from their respective mods.

    HALP! This mod is cool and I want a frikkin haste spell!
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from MrGraphic»
    Yes, this happens because many mods try to extend potion array. This action shift first ID ( AM2 check the last available ID number then also extend ) chosen during autoassign. The key to resolve this issue is mod load order and in most cases all you need to do is to change mod file name - add "!" for example to AM ( !AM2-1.4.0.006.jar ). It should make it load first and register AM2 potionIDs at the very begining :).

    This doesn't work for me. I had the potion ID problem when trying to install Ars Magica 2 into Resonant Rise modpack, renaming the mod so it loads first doesn't change how the potion.csv is generated. I try manually changing the values of the potion effects to take empty slots below 256, it changes which buffs it conflicts with but the problem's still there (casting buff spells gives the wrong buffs).

    halp
    Posted in: Minecraft Mods
  • 0

    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!
    6,064
    BLAZE HAS SPOKEN!
    Posted in: Forum Games
  • 0

    posted a message on [1.7.3] IndustrialCraft [v8.55]
    Quote from anorend

    Mods loaded: 10
    ModLoader Beta 1.7.3
    mod_Armor Beta 1.7.3
    mod_PortalGun 1.7.3v4
    mod_startingInventory 1.7.3-DaftPVF
    mod_treecapitator 1.7.3-DaftPVF
    mod_Stackables Beta 1.7_01
    mod_Shelf Beta 1.7.3
    mod_RecipeBook Beta 1.7.3
    mod_MCExtended 1.6.6
    mod_Rways 1.7.3v1

    uhh well meh i dont see IC in that list why are you posting in this IC thread? :tongue.gif: maybe try a reinstall maybe it didnt work

    The reason it isn't on there is because it's what failed to load. But I'll do that, I guess.
    EDIT: Reinstalled with a few less mods in a different order, it works. :rolleyes:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] IndustrialCraft [v8.55]
    Quote from awecheech

    Loving this mod. Can someone give me a little more info about MFEs? I have some solar collectors on the roof of my house. I have the wire from the solar panels coming down thru the roof and going into the tops of 1 MFE each. I'd like to use a 3rd MFE for extra storage. In addition, I have 2 macerators underneath each of the wires leading to the solar collectors. I haven't quite figured out how everything works and the do's and dont's but I'm trying to figure out the right setup for having the solar collectors charge and store engergy in the MFE's and feed into the macerator's as needed. If I connect a wire to the bottom of the MFE it doesn't seem to power the macerator. If I attach wire above the MFE and onto the wire coming from the panels I get some energy.

    You plugged into the TOP of your MFE's. The top and bottom are output, the sides are input. Plug into the sides.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] IndustrialCraft [v8.55]
    Error, but with a twist: I DID install MCF
    Mods loaded: 10
    ModLoader Beta 1.7.3
    mod_Armor Beta 1.7.3
    mod_PortalGun 1.7.3v4
    mod_startingInventory 1.7.3-DaftPVF
    mod_treecapitator 1.7.3-DaftPVF
    mod_Stackables Beta 1.7_01
    mod_Shelf Beta 1.7.3
    mod_RecipeBook Beta 1.7.3
    mod_MCExtended 1.6.6
    mod_Rways 1.7.3v1

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected]
    Please include a description of what you did when the error occured.



    --- BEGIN ERROR REPORT 3f0b343e --------
    Generated 31/08/11 1:16 PM

    Minecraft: Minecraft Beta 1.7.3
    OS: Windows Vista (x86) version 6.0
    Java: 1.6.0_21, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Mobility Radeon HD 3650 version 2.1.7769 Release, ATI Technologies Inc.

    java.lang.NoSuchFieldError: renderingWorldRenderer
    at ji.b(RenderEngine.java:129)
    at forge.MinecraftForgeClient.preloadTexture(MinecraftForgeClient.java:49)
    at mod_IC2.<clinit>(mod_IC2.java:181)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    at java.lang.reflect.Constructor.newInstance(Unknown Source)
    at java.lang.Class.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at ModLoader.addMod(ModLoader.java:229)
    at ModLoader.readFromClassPath(ModLoader.java:1052)
    at ModLoader.init(ModLoader.java:739)
    at ModLoader.AddAllRenderers(ModLoader.java:126)
    at th.<init>(th.java:60)
    at th.<clinit>(th.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:318)
    at net.minecraft.client.Minecraft.run(SourceFile:716)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 633b30ff ----------
    Too many mods?
    Posted in: Minecraft Mods
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