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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    GLASSMAKER!

    Thank you for working on this. I hope it continues to evolve and develop. I am not currently using Metallurgy because I would have to have this working for me to do so. (and because I'm using GregTech and his Configs are damn near impossible to understand at times, even though few people put as much work into their configs as him, so still, I think Highly of Greg regardless of how stupid hard GT is getting because he always provides the option to change it as you see fit.

    Except for Tin Buckets. Never again shall we have buckets made of Tin, and I for one welcome this)
    Posted in: WIP Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Talonos

    Hello:

    I don't know if anybody mentioned this, but the biome that you use for your (intentionally) undocumented dimension conflicts with one of the biomes used by Biomes o' plenty. You can imagine my surprise when I enter what biomes o' plenty declares to be a "Snowy Coniferous forest" or something and the sky turns red and I get mobbed by dozens of irrationally powerful mobs!

    I can understand why you wouldn't want to document this feature in the config files; that ruins its surprise. But if you don't put something related to it in the config file, I have no way of resolving the conflict. Perhaps you could just put "Please enter a free biome ID here:" in the file, so those who know what it is used for can avoid it?

    Thanks! Loving the mod so far!
    Biome Conflicts aren't easy to detect until one sees their effects. It's a hard to solve issue. Your post seems to imply that what you saw was intended. False. That's a conflict and it falls upon you(the end user) to see it ahead of time and solve it yourself, not Mithion(the dev). Mithion has done all he needs to and allows you to change the Dimension ID for the Moo Moon Farm and the Biome ID. Asking for more then that saying that this intended feature is a big slap in the face.


    The Moo Moo Farm isn't even documented. But we know it's a whole Dimension. It's the Cow Level from Diablo 2 if you will, or if you won't, I suppose, but that's what it is.

    Quote from PsiGuy60

    Also, liquid essence is non-renewable right now. That makes Neutral Essence the only non-renewable form of energy in Ars Magica 2 - Light Essence costs nothing, Dark Essence can be gotten with a mob grinder.

    You could add a trade option to mage villagers, or some way to turn Essence items into liquid essence.
    Know why I hate people? They often spread misinformation. Yes, Liquid Essence is non-renewable at the moment. No, Neutral Essence is still infinite.

    I have gotten tired of telling people this because it's now covered in game(go Mithion for the Arcane Compendium!). If you need neutral essence you can use a Essence Nexus, which is wasteful, or you can just send any kind of essence into a Mana Battery, which turns any essence into neutral essence(for now, anyway). Not to mention insanely easy to transport in the end, as it doesn't lose any essence when you break it and pick it up.
    Posted in: Minecraft Mods
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    posted a message on LanteaCraft
    A glorious day! - When you add the Naquda generators and a way to power star gates without Naquda.

    T'is a fine day. - Today as I'm about to download the latest update of this mod.
    Posted in: Minecraft Mods
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    posted a message on [U-5/10/14] Cosmotorium Orrery [Now with model concepts!]
    I should clarify; I can't code java, but it's not that I can't code at all. Thus, I could be of use with some coding help(error understanding) but I can't actually do any coding for you.

    Plenty of time I sunk into a console for TES4 with not much other then understanding what errors meant gained. I also did some QBasic in high school, but really, I can help you only so far as explaining errors. And testing anything you throw at me, of course.
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    I'm considering downloading. Just a small issue; someone reported a Ender Dragon being spawned. I'd heavily suggest not spawning boss mobs(and certain technical mobs such as ender crystals). I also suggest that breaking it requires you to place it above your head and jump into it, but that might not be as easy.
    I also suggest adding a config option to use the recipe mentioned here:
    Quote from MrSlayerTroll

    Can you buff up the crafting recipe? Maybe an enchanted book completely surrounded in diamonds? I wanna put this in my world but I don't want the mod to overpower me.
    As well as control options on spawn rate(such as lowering vein size and weight, spawn height, even a per chunk chance to find any), and of course a option to disable crafting them altogether without disabling the block itself.

    It does sound fun, though. Many mods have added blocks that give items/blocks. Not even one prior to this to my knowledge has added a chance for structures! (mobs either IIRC, but I'm fairly certain on the structures)

    There was a mod that did other crazy things, though, including everything here(except maybe mob spawning) but including other random effects such as potion effects and even pseudo commands. This mod is Pandora's Box, by a modder who I now don't respect and can't remember his(?) username. Nor do I care to know his username or explain why.

    Anyway, this is a mod with promise, and while I don't think it's going to be big, I do like it.
    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 FatBobTheSlob

    Mithion, can you please integrate TreeCapitator's IMC into your mod? They have an API and it should be fairly straightfoward. I'm not getting any sapplings whatsoever from the witchwood trees when falling them with TreeCap.
    I haven't gotten any either. Except I don't use TreeCapitator. I almost thing it's a bug and the trees don't drop saplings.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Ethinolicbob

    Yeah they apply a random potion/status effect.
    As long as you don't have a mod that adds instant death (as I hear there is some) as an effect...
    Instant Damage, when it rolls up, is basically an Instant Death effect currently. There also might be remains of old code in Ars Magicka 2 that may include the potion effect "Kiss of Death", which typically had a duration of minutes when cast on something, but when it ended(if not dispelled in some way) caused the target to take damage equal to the /kill command... so basically yeah, instant death.

    There is also the fact that IC2 Experimental adds radiation damage which one suffers when carrying it's processed nuclear materials(not sure if this included the cells or just the raw ores) which is insanely deadly.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Oh hey, anyone else love eating mana berries? They can apply potion effects or give you research, which is pretty cool IMO. But having a instant damage effect from a berry lasting five seconds is very bad, and in fact, very lethal. Just a heads up for y'all, mana berries can apply instant damage with a duration.
    Posted in: Minecraft Mods
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    posted a message on [U-5/10/14] Cosmotorium Orrery [Now with model concepts!]
    I wish you the best of luck in this endeavor. You aren't alone in the whole "Man, it sucks magic isn't real" and "Victorian Outfits are way more awesome then what people wear now" things.

    I'd offer to help, but my skills lie not in coding, modelling, nor texturing, but in breaking things and finding out how I broke it and what might fix it.
    I'm getting better at understanding Minecraft Error logs, and I have some experience in testing mods for games(nothing big, just normal stress testing and occasionally world seam reporting[this was for TES: IV: Oblivion, so level design was a different game all together, and I was good at finding semi-hidden breaks in the world, and finding ways to completely break progression without console commands]).
    Once you have a beta or alpha you need tested, let me know. I don't have any credentials, but I am good at what I do.
    Posted in: Requests / Ideas For Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Oh, derp, yeah, forgot to come back and say that the issue had persisted down to just UA and TC4.(using TC4 only for making finding a master wizard tower easier as I know that the seed "404" spawns one behind you in some mountains... and a massive taint biome in front of you if taint world gen is enabled)

    Seeing that it's been fixed means I can go all "Yey" and add UA again. Now if only I had some muffins... FNORD
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Hey, I was on my way to the local 7-11 to grab a Corndog with actual corn bread breading and though back to that crazy suggestion for magic levels 100+. I thought maybe we (as in you) could add a fourth tier of skill point, but the levels only go up to 100, so you only get the one point. Naturally the things you can spend it on are somewhat limited, but you get only one of them. Offense would be "Kiss of Death", which does the old AM1 effect. Defense would be "Auto-Life", which is kinda like Chrono Anchor in of that it can allow you to best death, but it's a buff that doesn't wear off until it procs, and one can combine it with a Contingency effect for badass things like "Contingency: Death; Zone; Ignition; Self; Fire Resist" for a combined effect that when you "die" you come back right away, the world is on fire around you, and you are unharmed by it.

    Actually, Scratch the "Auto-Life", make it "Phoenix" and make it cast that kind of effect as well as a sort of defensive attack, and the effect changes depending on what your highest Affinity is.
    In that sense, having NO affinity actual makes it a super powerful blast that bypasses armor and seeks out foes with bolts of energy, but they don't bypass armor.
    Utility I'm having trouble with, honestly. I was going to go with the cardinal sin of spells and make it a "Noms" spell that feeds you, but that kinda needs Self to work like at all, and that's Defensive... So I don't know, really.

    Talents would have a talent that lets you shed Burnout much quicker and when you stand in any Nexus or by any device that uses Essence, you charge it slowly, and can speed it up by sneaking and right clicking it, but it drains mana like crazy and makes you hungry. Plus the longer you do it the worse the side effects are when you stop. Oh, and sneaking makes your armor infuse quicker.



    Or...

    You could just make level 100 a cosmetic level. That is, those who reach level 100 gain access to the Beta Tester Particle System, but they only show up for them when casting spells. A brief show of barely contained energy from a insanely powerful mage.

    PS: Just tried a bunch of new BBcode tags. Turns out there was a way all along to do what I've always wanted to do and I never knew. fnord
    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 ttqs

    I spend the first three skill points on passive skills. I cannot create any spell ,So I cannot gain any more sill points.Can I cancel the skills which i have learned to regain the sill points?
    Quote from Varogh
    Use the /respec command (only in 1.0.2b)


    You could also try and find some Infinity Orbs.
    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 AllenWL

    how frequently does the pool of liquid essence appear? are their other ores and such?
    will playing this mod in a old world effect the gameplay(need to go farther to find stuff or something)?
    I have a world with thaumcraft, and i don't know if having another magic mod or using an old world will effect this somewhat.
    Liquid Essence isn't exactly rare, but generates best in open flat areas. Deserts are great for finding it(plus it glows like redstone, so looking for it at night is even easier).
    There are three common ores and two uncommon ores. The three common ones spawn fairly often(as expected) and are Vintium, Chimerite, and Blue Topaz(sorry if I spelled them incorrectly). Out of all of those, only Blue Topas may give you trouble, as it actually generates kinda low in the world, but it's hardly rare.
    The two uncommon ores are Moonstone and Sunstone. Moonstone doesn't actually spawn at all, but appears when meteorites land that are from AM2. Only happens near players and at night, more common around the full moon. Sunstone does generate randomly, but very rarely on the overworld(a issue I hope Mithion understands is bad for early game Utility Casters, unless something has changed in 1.0.2b), but is fairly common in the nether, but this is because it spawns only in lava. Plenty of lava in the nether means a decent amount of sunstone waiting for you to mine it... assuming you can reach it and clear the lava around it, anyway.

    That's actually not all there is, as there are some plants and a tree type as well. While I don't know if one can get a renewable source of Trama Root(I hope so, but don't know) or Wakebloom, I know that the other three are renewable enough.
    The first is Blue Orchid, and it grows where there is grass and whatnot, like a normal flower.
    Second is Desert Nova, which, surprise surprise, grows in the desert(actually, on sand, but I digress).
    There are three "new" new plants as well. The first, which is renewable by growing a type of tree which is new to AM2(but I don't actually know how I'm supposed to get the saplings as I have had zero luck getting them from the tree itself), is called Aum. Aum is a white flower and grows under the new kind of tree, called Witchwood. Witchwood Trees are renewable, but only grow when they have Liquid Essence near them, apparently.
    Second, as previously named, is Trama Root(Tarma Root in game, but you ain't foolin' Me, Mithion!), and tends to grow pretty much anywhere that isn't hostile to life all together. Can be found in caves, even. Rather cool, but I'm not sure how renewable it is yet.
    Third is Wakebloom, and it grows on water(wat), kinda like a lily pad but it's a flower.

    Interesting note, you can get some AM2 plants via casting Grow on blocks, acting kinda like Bonemeal, but it works on any type of valid block. I don't know how easy Trama Root or Wakebloom would be, but it's doable I'm sure.


    Last note: Touch Range might have been hit a bit too hard with the nerf bat, as some previously usable spells seem to be screwing up. Actually, it might be a different issue altogether, but that would be even worse.

    I had some touch range Farming spells. Touch Sow, Touch Plant Seeds, Touch Grow, and Touch Harvest Plants. I didn't test them prior to the nerf bat being swung, but they seem to only kinda work. Touch Sow is very temperamental, and despite being on top of the block I want to cast it on, and looking down, it doesn't work sometimes. Touch Grow doesn't seem to want to work on my Natura Crops, but I haven't tested it on normal crops yet because I don't have any normal seeds, just Barley. Touch Harvest Plants hasn't been tested due to Touch Grow being a jerk. Or being bugged or something, I don't know. I live in a Deadlands on my world, the fire everywhere and ash everywhere else makes it hard to live a normal life.
    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 reverb88

    Unfortunately I'm not familiar with any of these programs/mods. If somebody could tell me how to use/access them that would be great, or at least point me in the right direction.
    It won't do much good to tell you which ones they were(though IIRC one was WorldEdit, or whatever the Single Player Commands sub-mod was called), because at the moment, AM2 doesn't have any structures.

    Though I know for a fact that the mod Dimensional Doors took a route that it seems that AM2 is going to take for it's generation. That is, there are some hard coded structures, but one can "easily" add new ones by placing a file that contains the generation code for the structure. Easily in pseudo-air-quotes because while it's easy for a end user to add that file, it's not always easy to make the structure and save it.
    Quote from Elsien

    I am trying to make a basic regeneration spell and part of the recipe is 500 Essence (Neutral) I have an Essence Nexi built 2 blocks to the right of the Crafting machine. I flip the switch, start adding ingredients to my spell, then it comes to the 500 essence. At this moment the switch flips off and I cannot flip it back on, nor can I figure out any way of getting Essence to the machine.

    Is this a bug?

    Nothing touches base on this in the compendium, and I have noticed another person has reported a very similar issue in a separate topic, and has had no helpful information since it's posting about 10 days ago.

    I would just like some information on this situation.

    LOVE THE MOD, THANK YOU FOR CREATING IT!!!!
    Oops, should have multi-quoted. Did you link the Nexus to the Altar using a Crystal Wrench? Did you make sure to do this by first right clicking on the Nexus itself? Have you given the Nexus any Liquid Essence blocks to absorb?(place them under it, up to ten blocks deep, but I recommend just breaking the block next to the one you used the chalk on and placing the stuff there, but many ways to do this 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)
    Quote from Rossmallo

    I'm considering trying this mod again, but I need to ask two things.

    The first time I used this, it made MC lag like hell after a while. This was about 5 months ago. Has it improved since then?

    Also - When I tried to uninstall the mod, it basically made my world unusable, and utterly dependant on having Ars installed. Can the mod now be safely removed later on if it turns out to be too laggy or simply not for me?
    AM1 wasn't laggy for me, but my computer was crap when I first played it, so I did have lag no matter what I had installed. As for safely uninstalling mods, that's technically impossible for AM1, but only because forge didn't have certain things in place at the time (IIRC). Now that we do have those things, you can remove almost any mod safely. Keyword "almost", because some mods have massive amounts of world generation that would leave massive holes in your world if you were to remove them. Seeing as AM2 has next to no world generation(a couple ores, a few plants, and a type of tree), you won't lose much if you remove it. AM1 actually has less things that would be removed when you remove it as there is only one ore and two plants in AM1, but plenty of structures(most using only vanilla blocks to boot).
    Posted in: Minecraft Mods
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