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    posted a message on The Color of Infinity
    Excellent job on this map. I really enjoyed the laid back nature it had. I get a little tired of saving the world and crawling into some mastermind's castle, so maps where I can just relax while I play are really great (like this one and the Tuscarora map that came out a while ago). Do you guys know of any other adventure maps that give off that kind of vibe?
    Posted in: Maps
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    posted a message on Quick Server/Client lag question
    Thanks all. The server had much less lag today, so I suspect that it probably has something to do with the amount of players. Also, purely because I'm paranoid, would you mind deleting my quote? There is some stuff in there...
    Posted in: Server Support and Administration
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from mjra007

    Sorry to bother you again, I just can´t seem to find what the blue chalk and the nexus structure were replaced with,

    Obelisk for neutral. You craft it, so use the compendium or NEI to find the recipe. Rituals are performed on the obelisk to change it to the new versions of the dark and light nexus. Rituals are under the structures tab in the compendium
    Posted in: Minecraft Mods
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    posted a message on Quick Server/Client lag question
    Nevermind, I don't think I really want to post what that stuff is showing. Thanks anyways!
    Posted in: Server Support and Administration
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    posted a message on Quick Server/Client lag question
    I'm new to the whole server aspect of minecraft, so I'm not super familiar with a lot of specifics about it. I've recently started playing on a server, and, while my fps is high, I think I am getting a different kind of lag. I jump back several blocks sometimes, chests take several seconds to open, blocks reappear several seconds after being broken, things like that. I can move around and do stuff while this is happening, but it all gets undone after a couple moments. Is this server lag or is the lag on my side? Is it something that optifine would help? Thanks for helping
    Posted in: Server Support and Administration
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Can someone link me to a video or help me making the black aurem. I know that you have to use the ritual of corruption(obelisk) but I have no clue how these rituals work, the only thing i know is how to make the ritual with the chalk and the warding candles but I dont understand how to make the item after throwing the items in the middle


    The ritual confused me at first too. Make sure that you are surrounding an obelisk with the chalk/candles (sounds obvious, but you never know). Place the chalk/candles in the correct spots, toss in the items it calls for. The part that I'm guessing you haven't done is casting the spell. If I recall, the compendium is not super clear on this part. With the items still in the chalk circle, cast a spell at the obelisk. This will create the dark aurem. The spell is linked to the page at the bottom (I think it is fire damage for that, but I"m probably wrong)
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Once again, great job on the mod. I am playing through it right now, and I love the 1.2 update. I started messing around with flickers today, and they are amazing! They remind me a little bit of golems from Thaumcraft, which was my favorite part of that mod. I was wondering if I could make a few suggestions in that area. First, I think it would be great if flicker jars were could be placed for aesthetics. I love the way the little guys look, and wouldn't mind keeping some on my desk or something. Second, when flicker foci are placed in habitats, I would like to see them doing their job. I know they have a few animations currently, but I would like to actually see flickers creating a wall, or cutting down trees, etc. I know you are busy adding other amazing features, but I thought I would suggest these just in case you liked the idea. Again, great job on the mod.
    Posted in: Minecraft Mods
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    posted a message on EXODUS SEASON 1: Zombie Apocalypse (REMASTERED EDITION) [VOICEACTING] [MUSIC] [1.9] [NEW AREAS] [MUCH MORE]
    I just finished the map, and it was awesome. I thought I would get bored of endless swarms of mobs, but you managed to integrate zombie killing in so well that I was constantly looking forward to the next part of the story. I can't wait for season 2. The only complaint I have is that I now have nothing to play in between seasons. Thanks again
    Posted in: Maps
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Ulithium_Dragon

    This mod has a lot of potential, but I have one major issue with it: the magica regeneration rate is hideously low regardless of level.

    Would you at least consider adding something like a "magicaregenmult" variable in the .cfg file for those of us that actually want to progress in this mod in a timely manor? Personally I hate grinding, but the only thing I hate more than grinding is sitting on my **** waiting for cooldowns to be down and mana to regenerate... It's like this mod is requiring you to go do something else and wait 5 minutes in between training sessions, which is both annoying, and a waste of time that can be spent on other projects...


    Get potions or the mana regen talent. I find the regeneration aspect just fine.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from yoshimo

    I seem to be having an issue with researching.


    From what I can see, there are only two runes that can be the special runes.
    The problem is that it doesn't seem that there are enough.
    I realize that I may just be missing something, but I've looked at this so long I'm very convinced that this could be a glitch/bug.
    I have tried all of the elements I have acquired (I'm in creative mode just checking what these are about) to no avail.


    Not sure if this is true, but I'm pretty sure there are some recipes that are impossible to do. Just take the research out and try again, it isn't that bad.
    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 corinanth

    i want to know why this was removed in the first place the main reason alot of people liked AM with the industrial mods was the item to essence and the magic fabrication. while it may not have been properly balanced, I think that it would beneficial to simply adjust the numbers rather than dump a perfectly good feature that was quite popular. As I said earlier the current version has really Really poor essence generation. Am2 CANNOT be used without supporting industrial mob farms unless you want to wait hours for a light nexus which has been destroyed in terms of balance. I know it sounds harsh but you really messed up on essence balance, white nexuses are pretty much useless, dark nexuses rely on special mob farming implementations, and this liquid essence nonsense is completely worthless for power due to the issues involved with getting it. So why you even included it to begin with is beyond me.

    Personally I may consider rolling back to an earlier non-broken version of mine-craft and AM and i would encourage users of all similar overbalanced mods to do so as well go back to 1.4X and stay there until things improve. There is a real downward trend with almost all the major mods. i attribute this trend to a minority of Nerf happy sadomasochists constantly complaining on the forums about things being ""Too Easy"" which really ****es off a lot of the casual players because the mods they love are being ruined by a loud vocal minority and like the 1%ers in America these changes give the rich something to do to alleviate boredom but f**k over all the new players who have to start from scratch on a server .

    if this trend continues mine craft modding is GOING TO DIE Mojang already started hammering nails in the coffin with the 1.6.4 update so it doesn't help to speed it along by making mods too time consuming to be worth playing.

    if you disagree, try taking a poll on the topic I may be proved wrong but hey at least well know whether casual players are still welcome or whether or not it is time to move onto another moddable sandbox


    You're post is extremely inconsiderate considering the amount of work that Mithion puts into this mod. It's his work, let him do what he wants. I like the liquid essence better than the previous version, and he said it will be much easier to acquire with the implementation of essence lakes in 1.1. And sadomasochism? Are you kidding me? Making a game challenging is not pain, and if you think a little exploring to find essence is too hard, go play another mod. I love what Mithion has created, and your claims are nonsense.
    PS: Your political views suck too. The wealthy 1% taking over? Find a more reliable source, buddy
    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

    AM2 1.1 Patch Notes (So Far)
    =========================================

    New Stuff:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Added sigil system
      • Sigil Stand
        • this is needed to use sigils at all, sigils are applied to this block. Multiple sigils can exist on the same stand (max 3)
        • sigils can be disabled with redstone
        • All sigils can be upgraded by making an inlay ring around the sigil stand. Gold > Iron > Redstone. Different things are upgraded with each specific sigil, but almost all share a range upgrade of some sort.
        • The compendium will have more detailed information
      • Sigil of the Felled Oak
        • Slowly cuts down trees in a 9x9 around it
      • Sigil of Nature's Bounty
        • Increases growth rate of plants in a 9x9 around it
      • Sigil of Gentle Rains
        • Hydrates soil in a 9x9 around it
      • Sigil of the Flat Lands
        • Breaks all full blocks above it in a 9x9x4 radius (starting at the sigil itself, moving up)
      • Sigil of the Packed Earth
        • Fills all spaces below it in a 9x9x4 radius (starting at the sigil itself, moving down)
      • Sigil of Butchery
        • Kills animals within a 9x9 if there are more than 2 of that specific animal detected
      • Sigil of Progeny
        • Causes animals within a 9x9 to mate periodically
      • Sigil of Containment
        • Creates an invisible 9x9 barrier that non-players cannot leave
        • Stacks with Sigil of Interdiction
      • Sigil of Interdiction
        • Creates an invisible 9x9 barrier that non-players cannot enter
        • Stacks with Sigil of Containment
      • Sigil of the Light
        • Causes the Sigil Stand to emit light, and also creates lights in a 16x16 range
      • Sigil of Lunar Tides
        • Attracts Moonstone meteors in a 128x128 radius
    • Added Magic Broom
      • Picks up items within a radius and deposits them in its assigned chest
    • Added alternate crafting recipes for potions because brewing is messed up
    • Added AM ores to ore dictionary
    • Added magician's workbench
      • Remembers recipes for the last 8 things that have been crafted on it, has internal inventory and has multiple crafting grids
      • Can be upgraded to do better things
    • Added Everstone
      • Can be "broken" but will slowly regenerate (time is configurable)
      • Can be reclaimed with a crystal wrench
      • Can mimic any standard block that doesn't use a custom renderer
    • Added Witchwood Forest Biome
    • Added Liquid Essence Lakes that spawn in magical biomes making liquid essence much more prevalent
    • Added a config option to disable worldgen entirely in specific dimensions
    • Added a variant to illusion blocks that is always passable and doesn't lose its texture with true sight (named Ethereal Illusion Blocks)
      • It still emits particles with true sight, however.
    • Added "Drown" component for water magi
    • Shuffled the offense tree around
    • Added IMC support for blacklisting mob spawns in either biomes or dimensions
      • Send AM's Entity class name to blacklist and the biome or dimension ID
      • Biome: "bsb", "EntityDryad|22"
      • Dimension: "dsb", "EntityDryad|22"
    • Added the rest of the Boss Drop Items for the current bosses in the mod
      • Winter's Grasp
      • Arcane Spellbook
      • Fire Antenna
      • Earth Armor
      • Water Orbs
      • Air Sled
    • Added config for "ID Range" (one for blocks, one for items)
      • this causes AM to use the configured number as the start of its range when re-generating configs
      • this should make it easier for server owners to re-assign item ID ranges
      • set this config, then delete all the configs for block IDs and item IDs
      • when you re-run the game, the configs will begin at the number you specified and then increment from there
    • Added a config option for UI only visible when spell/spell book is equipped.
    • Added a config option for UI to turn the armor display off/on
    • Added Affinity UI
      • Occulus Page for detailed info
      • shows each icon and depth
      • mousing over the icon shows current advantages/disadvantages
      • In-game HUD that shows your primary/secondary affinity + depth
      • can be further configured with /amuicfg (show numerics)
    • Templated in Armor XP Infusion
      • This is not fully implemented yet (targetting 1.1.1)
      • Armors currently just sit hardcoded at 50% power
      • Compendium reflects this
    • Implemented Binding Shape
    Old Stuff That's Different:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Calefactors now implement ISidedInventory, so hoppers and pipes should work just fine. Any side can import/export.
    • Arcane reconstructor now implements ISidedInventory
    • Halved the mana cost of beam spells
    • Buffed the higher tier mana potions
    • Standard Illusion Blocks respond much more accurately to True Sight, texture wise.
    • Life tap now only applies to the caster, even if targeting others. Beware!
    • With the exception of Telekinesis and Attract (due to their special functionality and more or less requiring channeled), channeled spells now only affect the caster, and apply their effect more slowly
    • The Grow spell component now works on sand, making desert novas renewable.
    • The AoE shape now targets a radius even on Diminished
    • Slightly increased moonstone meteor spawn chance
    • Baby Hecates now render smaller than their adult counterparts
    • Spell recipe books include blank rune and spell parchment
    • Spell recipe books now list components in order
    • Compendium indicates that light nexus only charges during the day unless moonstone caps
    • Compendium is more clear where vinteum torches go with the earth guardian
    • Boosted the amount of poison/wither damage resistance that ender affinity grants from 50% to 75% (at max depth)
    • The crafting altar block now changes its underlying texture to blend in with the rest of the multiblock
    Things that don't break anymore:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Fixed Chain so it works properly after other shapes
    • Fixed a duplication bug with Dig
    • Fixed a crashing bug with the compendium and certain recipes, such as reflect
    • Fixed the compendium timing bug
    • Fixed a bug with MCPC+ that caused data duplication in the player's SpellKnowledge file
    • Fixed forward/flee behavior in particle emitters
    • Fixed the Seventh Sanctum suggestions
    • Added packets for spell client particles/sounds
    • Fixed the compendium text spacing issues due to optifine
    • Fixed a visual bug where the XP bar would overflow
    • Fixed the bug where a summon spell would summon thousands of the same creature and then crash the game
    • Fixed a bug with AoE+Dig digging behind walls under certain circmstances
    • Many MANY other little bug fixes

    ... *waggles eyebrows*


    This looks great! I can't wait for this to come out. I'm especially looking forward to the boss specific drops and the new workbench. One quick question, and I know this has been answered several times, but what about worldgen? You say that you can disable it in the new version, but I thought it wasn't implemented yet? Unless you mean trees/flowers?
    Posted in: Minecraft Mods
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    posted a message on Keeping mobs from despawning w/out nametags
    So zombies don't despawn if they hold something? Good to know, but what about the other mobs? Btw, I meant despawning when I am not close, thanks for clearing that up
    Posted in: Discussion
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    posted a message on Keeping mobs from despawning w/out nametags
    I would like to keep a few hostile mobs from despawning in my 1.5.2 world. I can't figure out a way to do it, however. I'm pretty sure using the anvil/spawn egg renaming trick doesn't stop them from despawning (if it does please tell me, i have not tested this). I am using mods, so if you know of any mods that add in things like a nametag or similar objects please let me know, or if there is a way to do it in vanilla feel free to share. Thanks
    Posted in: Discussion
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    posted a message on 1.6 MINDCRACK-INSPIRED! [FTB] [Normal-Hard] [Lag Free] 25 SPOTS!
    Two things: 1. I didn't get a PM
    2. The name TrollCrack is kind of... gross. Would you consider renaming it lol
    Posted in: PC Servers
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