• 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Spikeball»

    actually it is arsmagica2:

    and lots of the am2 stuff uses damage values

    infinity orbs are actually "rune"s!

    also sooooo many "itemOre"s

    topaz to sunstone to pig fat are all damaged "itemOre", with vinteum dust being undamaged


    arsmagica2:desertNova

    arsmagica2:Aum

    arsmagica2:TarmaRoot

    arsmagica2:waterbloom


    the capitalization is sooo inconsistent


    don't worry, I'll make sure to change all the capitalization around to some new random combination in the update :P

    Posted in: Minecraft Mods
  • 4

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Demogarose»

    his name is Darkling. get the joke now?


    Posted in: Minecraft Mods
  • 2

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from donoya»

    Hello, me and my dad are having problems with our etherium storing blocks (i.e. mana batteries, calefactors) and obelisks becoming unlinked and out of essence randomly during our playing together. Further testing on single player has the same effect. We noticed that it happened when we placed it at lava level on obsidian but preveiously, when we had it placed at the surface, it didn't seem to happen.


    It's a known issue. Still working on a fix :(

    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Even still, that opens up options for dual casting too - cast is empowered if the same spell is in the offhand, or some such thing.

    Posted in: Minecraft Mods
  • 2

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Huh, rumors of dual-wielding in 1.9?

    Hopefully new dev ports it quick. I wanna see dual spells!

    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Moontide4»

    O_O, will try, but that may make it a bit too big though, brilliant mod btw.

    I was also wondering if in the last update you could add a poison-style effect, because I would like to make a chain spell that activates on death and basically creates a magical plague.


    No, but the new dev might, or you can use the API to add something like that very easily. I need to just focus on getting the major bugs fixed with the little free time I have or I'll never get this update out!


    :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Moontide4»

    Ok, I just did this beauty:


    Wave, Range, range, range, AoE, Radius (x3), Fire damage, Damage (x3), Ignite


    Basically starts a lot of fire


    oooo nice!

    Try adding piercing to the wave stage. Each modifier lets it travel through a couple of blocks.

    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Spikeball»

    You can only get one affinity maxed?

    Does how far away an affinity is from another affect how strongly they lower each other? I noticed my lightning damage dig spell while being 50% earth and 50% lightning would increase lightning affinity and lower earth no mater if I attacked or dug. they are almost opposite each other.


    Yes, only one will max out, and the further away does affect more.

    The reason that spell works the way it does is due to diminishing returns - the lightning affinity applies first in that spell, then the dig after. Both modify the affinity the same amount, but the lightning is at 100% effectiveness while due to diminishing returns (which go away after a short time of not casting) the earth affinity shift is only at about 80% effectiveness. Because of this, lightning goes up.

    Without the diminishing returns they would cancel each other out.

    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Iivaitte»

    SecondarySkillTreeTierCap=18


    Server Side


    the config might only work for clients


    *edit* testing it now

    doesn't work client side while joining server

    and in a single player world the talent page disappears but still doesn't restrict the amount of skills I can take in none primary trees.


    That config states that you're allowing 18 "levels" of depth into secondary skill trees. It doesn't limit the number of points, it limits how many levels down skills can be. For example, if you are a Defensive specialist, and you have that config set to 3, then you could take up to fire damage/magic damage in the offense tree. In utility it would allow you to get to Light.


    Setting it to 18 will pretty much open everything up.


    The config is server authoritative and is synced with the login packet.

    Quote from Eyrion»

    Long time no see Mithion, man this mod has grown :)


    I haven't played Minecraft since the Ars server.. so pretty much everything has grown. Friend wanted me to check out FTB, noticed you made Ars 2 and let out a *very* manly squeal of delight. Pretty much just wanted to say Hi, and good job!


    Ohai :)

    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Iivaitte»

    does the config for restricting secondary skill tree progression work, I cant get it to work.


    It works fine. What are you trying to do?

    Posted in: Minecraft Mods
  • 2

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from YX33A»

    Hello again, MC forums. I didn't miss this site, I admit.


    So, uh, quick question(or not so quick), but is there a way to disable the cloak for supporters, and if so... how do I disable the cloak?

    It's pretty and all, but gets in the way very often.


    I can disable it for you, if you like. In the next version, the cloaks will do the inverse of the MC cape setting as far as disabling (so if you set capes ON, cloaks are OFF, and vice versa). If you're not OK to wait for that, let me know and I can turn it off.

    Quote from Spikeball»

    I am using the Risen Moons pack on the Technic launcher.

    I got to level 25 with biomes'O Plenty world gen

    and level 10 on default world gen


    and I have no Moonstone meteors falling. The config file says they should start when I reach magic level 10.


    in another world I sat around a few hours without starting anything with the config set to level 0 and again set to level 1. Still no Moonstone meteors.


    Also I only seen one tarma root, in the second world, this is hours spent in caves. spent a couple of stacks of bone meal in the dark as well without tarma root spawning.



    Any ideas why this is? I need moonstones and tarma root (for air essence) to make my next spell.


    p.s. I couldn't find ForgeModLoader-client-0.log


    There's an addon mod that changes flower spawns, posted a few pages back (somewhere around pg 432 iirc). That might help with Tarma Root.

    As for Moonstone, it only falls at night, so make sure you aren't sleeping each night away. It only falls somewhere within 32 blocks of a player, and only one can fall every 2 minecraft days.

    Posted in: Minecraft Mods
  • 2

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from jawdylawdy»

    No, but that is a pretty good idea. I might actually write that.


    Do eet. I can totilly profread it for you.

    Quote from Demogarose»

    90% of the CTDs i get arent major, just require restarting minecraft


    the 2 "world killers" i know about are:

    applying Dispelling to your Leggings with the Imbuement table (you will CTD the moment any kind of effect is applied to you, and be unable to re-enter the world unless you use a save editor to remove the offending item)


    attempting to summon the Winter Guardian. CTD, unable to re-enter world, only solution is to revert to a backup


    Those are the two main ones.


    I have a video on fixing the first world crasher (dispel on leggings) which will help until the patch is released.

    The second (a client-only crash) has been able to be fixed by changing your particle settings to decreased or minimal. YMMV there though.

    Posted in: Minecraft Mods
  • 2

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from ArcaneGod»

    So Mith, I posted this a while back, but didnt get a direct answer, when i die in the End, all my SOULBOUNDED items disappear, and when i went back to the place i died i found the items that were NOT lost, i tried playing on vanilla, and found out that my soulbounded items were still with me when i died in the End... there really is no crash error i can give, but do you know what is going on???


    The short answer is yes, I do know what is going on. It's bugged and there isn't a fix until the next version is released.


    Hey Mith, a friend of mine made a modpack and we've been playing, we've got ars magica 2 and alot of other stuff, everything went just fine until I went to spawn the winter guardian, when the ritual begins and he takes the snowmen, i crash and cant load the game anymore. So I went to singleplayer and it does the same thing, is this a common thing?


    Yes, there's something wrong with the particles around the winter guardian spawning. Try setting your particles to NONE until after the guardian spawns. That might fix it for you.


    I've never been able to replicate this one (despite over ten cumulative hours of trying), but I have seen enough logs to have a rough guess as to why this is happening.

    Quote from EinhornLasagne»

    Is there a way to change the Spell icon?


    Yes. Put the spell into the book slot of the inscription table, and a button will appear called "Reset Name/Icon" or something to that effect. Click that and take the spell out. At that point, it's just like a newly created spell which will ask for name/icon when you first right click with it equipped.

    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from ArtifexDominus»

    Hey There,


    Absolutely love this mod. Running TolkienCraft II (v 2.5.0) (mc 1.7.10)


    I have found that when I make a Touch>AOE>Dig spell, or a Projectile>Light or Touch>Light I get particle effects surrounding me but nothing happens. It still changes my mana and burnout bars, but i get no effect, and no xp.


    My Projectile>Light (or maybe it was my touch>light?) successfully created a mage light ONCE but never again.


    I am very, very lost. I really, really wanna play with this mod, anyone have any direction for me?


    Thanks very much.


    Touch spells have a much lower multiplier on mana cost, but are VERY short range. You need to be extremely close for them to work.

    Beyond that, make sure you have enough mana to cast the spell. Your mana bar will flash purple if you try to cast a spell you don't have the mana for.


    Beyond that...you'd have to post the logs to see if there is an error.

    Posted in: Minecraft Mods
  • 3

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from ecoays»

    Any plans to add AM2 1.7.10 versions to curseforge? Would be helpful for people trying to compile modpacks with the new manifest.json method


    Yep.

    The next version (whenever it gets done) will also be uploaded to curseforge.

    Quote from blahthebiste»

    I noticed you said at some point you wouldn't add an option to disable withcwood forests from spawning. If that is the case, can you at least add an option to make them less common? Like half of my world is witchwood forests and I am not a happy camper


    But they're so pretty. Hehe.


    Yeah myself or the other dev can do something to accomodate.

    Quote from Iivaitte»

    Far from it.

    Its what I would call starting a new age. someone else will continue Mithion's work.


    At least one someone though there's been talk of adding another to the mix as well!

    Posted in: Minecraft Mods
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