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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    couple o things ive noticed over the last day or two of play of this wonderful mod:
    dimention 13: the moo moo farm. dare i ask? :3
    disabling Disarm server side appears to not work properly, as on client side its still enabled
    playing with spells is AWESOME! :D
    oh, and a creeper somehow managed to distroy a liquid essence pool.. are explosions supposed to distroy liquids? -.-'
    also, i've yet to find a way to actually figure out what my current affinity is at. planned? implimented but me being blind?

    yea, that about covers it. thanks again for all your work on this amasing mod!
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from RockinJake

    Call me when Minegicka has hitboxes.


    i woulden't know- stopped keeping up around 1.5.2, tho the Magicka MOBA style game thats coming out next year looks intristing.. and is rather off topic at this point ;-)
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from RockinJake

    A good idea would be able to combine elements to make new ones. Such as Fire and Water for Steam, etc.


    friendship is Minegicka.. or Magica, same thing
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from prototype562

    Why do I have this feeling that the "brief" testing period will take a week?


    seeing as ive yet to even close my web browser.. that would suck, and more then a little..
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from WayofTime


    Blood Magic is, indeed, out for 1.6.2 and 1.6.4. It's most up-to-date version is for 1.6.4 only (might work for 1.6.2), but I can make sure it works if you want me to.


    seeing as i have a privite 1.6.2 server runnin with blood magic and last i checked at least it is up to date, I'd say so

    just checked, and yep, runnin v0.5.1, and its workin just fine
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    @mithion
    i can confirm that Blood Magic is updated to 1.6 and working- i currently have a privite server with that and thaumcraft as rather major parts in it. WildCaves3 is a nice addition as well, seeing as it alters natural cave generation to actually be somewhat more intresting then vanilla- the stalagmites and glowing mushrooms help too tho :P
    as far as a public server an all in general go? sounds awesome, and possibly enough to actually drag me into official public servers rather then privite ones all the time xD
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    for the portable hole.. yea, i'll join in with the voices saying that unless theres a quickslot in the focus box, i'd rather it as an item- that thing always ended up on an easy to access slot of my invintory, and for the lols occationally i'd even use it as a weapon.. was just WAAY too much fun. that said, quickslot that focus box, and i got no complaints.
    alternitivly, if it does end up as a focus without a quickslotted focus box, i'll probably just have a dedicated wand for the portable hole
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from Mithion

    Spell Charge Times

    ...

    The other option though, is:
    D/N: instant cast
    A: charge time

    across the board. That might be a happy medium. Your most powerful spells you need to charge up. Love to hear thoughts on that.


    my thought at least- could you put charge times in as a modifier? make it say, 1.2 times as effective or decresed cost or something in return for the same sorta charge time we all know and (in my case) dislike from firebolt in AM1? :3
    if not, you wont hear me complainin- i never really liked charge times that much anyway.. enderbolt and beam spells ftw :3

    as for bound weapons...
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    now that I've returned after some rl shananagins.... If 0ing the ids isn't recommended for banning items and spells, what would be the best way to go about it? I mean, I don't think anyone cares about loosing an iron shovel, but still
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    welp, ive officially run into the most halarious problem ever. i had to redo the configs to ban items again, simpley to keep the game more chalanging then it probably has any right to be, and the archmage boots... well...

    https://www.dropbox...._19.15.04.png?m

    i DONT think its supposed to replace an iron shovel, or even exist when its ID is set to 0... xD

    EDIT: ....ok, now THATS just redicoulus.. apparently, the archmage boots can be combined with a masters spell staff... that makes ALMOST as much sence as hitting the cactis too hard and then blowing up swiming in lava xD
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    ...now that i get a break from reality and server shananagins...

    Quote from insanity414all

    Sounds like a nerfing is on it's way. ;)


    i hope so : D i dont make privite modpacks and servers that wanna kill players to have them get away with it THAT easy :3

    oh, and on the topic of items that crash servers... the cannon isnt the only one- when my players had the grand idea of spawning in disks... well, do yourself a favor and dont stop the server after its thrown, coz then you'll needa import the world to single player just to resolve the disk entity..

    other then that tho, works well, cant wait to surprise my players with a skyblock map at some point, with this gem.. yes, I'm evil, but i sware, they like it : D
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Bowhead cannon? Come now, for overworld weponry it's all about the anchors :3
    ...and the 10 million frost swords you inevatably end up with
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Things I'd like to see: more in the way of intagration with forge's features- ore library, biome tagging, and so forth. From a non-programmers perspective, it SEEMS like somthin that would be easy enough.. That's all I got though :3
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    just a question, does the hell nexus work based on entity ID, or by some sorta tag system? if its based on entity ID, would you mind allowing us to configure other entities to be protected from the nexus? as amusing as it is to see other mobs bosses die a horrible horrible death.. kinda broken ^_~
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from insanity414all

    Odd, although that would probably be a bug on their end, although i am surprised that could even happen, i thought they limited the nexus to items only?


    close. the main nexus that you hear about is the blue one, which eats up items. then theres the white one which just generates essence over time, and the hell nexus- the red nexus- the mob eating nexus, which will draw in mobs from all around and eat them alive with the souls of the dammed. then you get essence based on their hp when they die. xD
    ive seen it drag in whales, creepers, jack-o-man (poor pumpkin head!) the achent entity, cyclopses (halarious) and various other mobs, but its programed not to work on the ender dragon (which flys anyway and would distroy it in 0.2 seconds anyway) the wither (id love to see THAT work too xD) and the guardian golem things at the archmage tower.

    I have no idea if theres a boss tag for entities or not, or if the mobs simply have to be programed in to be ignored by ID. I'm no dev, I'm just someone whos been playin minecraft since pistons were unheard of and makin mod packs since i dont know when :3

    if its based on entity id rather then any tag of a sort, then i'll deff talk more to the ppl at ars magica. if not, well, hi there :3 should be an easy enough programing fix, heck if i know tho xD
    Posted in: Minecraft Mods
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