I think this mod is way too good for a beta mod , all I would reccomend is better NPC light mages. Perhaps traders, or quests given by the mages? I know the NPC villager mage will trade, but villages are quite rare. I simply think the light mages deserve a lot more use.
Though I am not a fan of the NPC emerald trading system, a way to make villages less rare is to use the Medium version of More Villagers biomes mod which doubles villages spawn rate and makes them look nice, it works with light mage villagers as well as thaumcraft and mystcraft villagers.
Maybe it's just luck, but on three worlds in a row (freshly generated), I've found large blocks of frozen water right next to my spawn point. They look strange, but I assume they're deliberate since they're full of treasure chests. On my last run, I spawned on top of one of these, found over a dozen chests in the ice, and thus began the game with a backpack full of staves, spell recipes, random tech items (i.e., a Buildcraft multimeter), and other things.
This seems quite overpowered.
Can I have some of your luck? However, if you're finding buildcraft items in those chests something is off. The AM tower chests should only be spawning AM stuff. As far as the world gen for this mod, Mithion has said the next update will address the world gen issues.
I just want to say I love the Ars Magica mod. I have seen a few bugs resolved just by updating the mod but with a couple of exceptions I have not seen relsolved yet (if they are bugs anyway), 1. bone is not getting sucked into the essance nexus, 2. the book fragments and journal line spacing is compressed to the point that i can only read the first line. Are these 2 items bugged or intended?
Mob idea: Void Zombie. It is a standard zombie with a unique skin that passively reduces the light level around it and puts out torches / magelights / blue orchids / etc.
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/ Reality is a lovely place / But I wouldn't wanna live there! /
-Owl City, "The Real World"
Mob idea: Void Zombie. It is a standard zombie with a unique skin that passively reduces the light level around it and puts out torches / magelights / blue orchids / etc.
That honestly feels a lot more Thaumcrafty than Ars Magica's style.
Would be a "nice" punishment for overpumping Tenebris (darkness, night, blindness) aspect into the air. Might want to go and say that idea over there. Feel free to quote the first sentence here for sake of sounding like you know what you are talking about.
Yeah, that's one of the mage towers. Not seen one of them myself though.
That's a tower? All I see is a huge block of ice in an ugly rectangle. It extends all the way to the ocean floor, with several random chests and some blocks that look like they should have formed walls. I did encounter a couple of actual towers, but those were mostly empty (aside from providing early access to enchanting rooms and distillers.)
Loot was assorted spell recipes, 4 staves, pulverized iron, multimeter, molten redstone, arcane compound, plant essence, and a journal fragment. Those three tech items would seem to be off, though some mods like to inject themselves into every chest they see. The old Thaumcraft (not 3, thankfully) was notorious for it.
That's a tower? All I see is a huge block of ice in an ugly rectangle. It extends all the way to the ocean floor, with several random chests and some blocks that look like they should have formed walls. I did encounter a couple of actual towers, but those were mostly empty (aside from providing early access to enchanting rooms and distillers.)
Loot was assorted spell recipes, 4 staves, pulverized iron, multimeter, molten redstone, arcane compound, plant essence, and a journal fragment. Those three tech items would seem to be off, though some mods like to inject themselves into every chest they see. The old Thaumcraft (not 3, thankfully) was notorious for it.
Ars magica never generates other mod items. For some reason though, it doesn't bring up the usual crash if it is sharing IDs. What you have is an overlapping of IDs. Happened when I added AM to my FTB setup as well. Just shift them all up about 300 and it should resolve it. Or even better yet, go config digging and find yourself a truely open area and place them there.
A good few pages back someone suggested an alternate look for it, because let's face it, it's not the prettiest thing in the mod.
Aye. It looks like a bug. It it's meant to be frozen ocean, a more organic shape would be good. Something like an iceberg, rather than a huge cube. Re my spawn issue, I'm at a loss.
Ars magica never generates other mod items. For some reason though, it doesn't bring up the usual crash if it is sharing IDs. What you have is an overlapping of IDs. Happened when I added AM to my FTB setup as well. Just shift them all up about 300 and it should resolve it. Or even better yet, go config digging and find yourself a truely open area and place them there.
According to my research, "multimeter" comes from UniversalElectricity, a mod I don't have installed, and never heard of. I can only assume that something else is using their API, and doing it wrong. There is a UniversalElectricity.cfg file in my Minecraft setup, but it's empty. However, NEI shows the item id's, and they don't match anything in ArsMagica.cfg. I can only assume that the CFG values are wrong. I've noticed that several mods show values 256 less than their real number.
I would love to see ars magica hook into forge so that other items generate in mages towers and spells and stuff generate in ruins and dungeons. If where looking for lost magic it could make sense
The mages were very secretive and protective of their magical knowledge. You'll only find magical things in the towers, nowhere else. On the same hand, they were also very careful not to allow outside influences to "contaminate" their storerooms, and as such you don't find other items in their chests.
Mithion to create the nexus you need chiseled blocks the problem is that you cant make chiseled blocks and they are very hard to find the only place I have found them is in the stronghold for the End
Hey Sir :D,
i've made a Modreview about your awesome mod.
If you want to, you can add it to the list!
I'm also from Germany, so the showcase is in german too!
I hope you enjoin it and add it to the list!
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Though I am not a fan of the NPC emerald trading system, a way to make villages less rare is to use the Medium version of More Villagers biomes mod which doubles villages spawn rate and makes them look nice, it works with light mage villagers as well as thaumcraft and mystcraft villagers.
And its epic great job
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Can I have some of your luck? However, if you're finding buildcraft items in those chests something is off. The AM tower chests should only be spawning AM stuff. As far as the world gen for this mod, Mithion has said the next update will address the world gen issues.
if you see this, please post in it.
it could also be the official spell suggestion thread, where we post our ideas, so we aren't spamming this topic with ideas.
Thanks,
-Owl City, "The Real World"
That honestly feels a lot more Thaumcrafty than Ars Magica's style.
Would be a "nice" punishment for overpumping Tenebris (darkness, night, blindness) aspect into the air. Might want to go and say that idea over there. Feel free to quote the first sentence here for sake of sounding like you know what you are talking about.
That's a tower? All I see is a huge block of ice in an ugly rectangle. It extends all the way to the ocean floor, with several random chests and some blocks that look like they should have formed walls. I did encounter a couple of actual towers, but those were mostly empty (aside from providing early access to enchanting rooms and distillers.)
Loot was assorted spell recipes, 4 staves, pulverized iron, multimeter, molten redstone, arcane compound, plant essence, and a journal fragment. Those three tech items would seem to be off, though some mods like to inject themselves into every chest they see. The old Thaumcraft (not 3, thankfully) was notorious for it.
Ars magica never generates other mod items. For some reason though, it doesn't bring up the usual crash if it is sharing IDs. What you have is an overlapping of IDs. Happened when I added AM to my FTB setup as well. Just shift them all up about 300 and it should resolve it. Or even better yet, go config digging and find yourself a truely open area and place them there.
Also, I'm writing about the portals and keyrunes.
Aye. It looks like a bug. It it's meant to be frozen ocean, a more organic shape would be good. Something like an iceberg, rather than a huge cube. Re my spawn issue, I'm at a loss.
According to my research, "multimeter" comes from UniversalElectricity, a mod I don't have installed, and never heard of. I can only assume that something else is using their API, and doing it wrong. There is a UniversalElectricity.cfg file in my Minecraft setup, but it's empty. However, NEI shows the item id's, and they don't match anything in ArsMagica.cfg. I can only assume that the CFG values are wrong. I've noticed that several mods show values 256 less than their real number.
There are plenty of towers that generate with chiseled stone brick. It is relatively easy to come by.
The mod doesn't currently support texture packs. You need to change the block_textures.png file directly.
i've made a Modreview about your awesome mod.
If you want to, you can add it to the list!
I'm also from Germany, so the showcase is in german too!
I hope you enjoin it and add it to the list!