Sorry been away from the computer and hate accessing the forum on my phone. You can check affinities only by using the ?player.dat file? for right now. And I'm not sure that the battle mage armor xp thing is fully implemented yet.
I am in the process of making an adventure map, and I am looking for a magic mod for the mage characters. Is there any way with this mod to allow certain players to learn spells but not others? Also the same with the opposite way round. Can you suggest a way that I can limit a person to being able to learn spells but not use weapons?
@CTP I'll join.
Oh yeah and what is the "Color" perk for in the talents menu? Forgive me if it's literally as simple as colouring projectiles.
It all depends on what you mean by the "have certain players learn certain spells and not others." You can set it so skill trees are locked so you can be one class, or you can set it up so certain spell aspects are blocked off and can't be used.
as for not using weapons... I suppose you could add some mod that disabled craftign recipes. But you need iron swords shovels and arrows for spell crafting so leave the iron tools in. I'd suggest playing with the mod a good while before using it in an adventure map.
I'm just using Ars Magica 2 for the first time. I'm using it along side several other mods.
To make a physical damage spell I need an iron sword and an Invar Axe, among other things for the rest of the spell. I have a feeling the Invar Axe isnt right because I dont think Invar is added by this mod.
Iv seen in other forums about item ids conflicting or somthing along those lines. I assume thats whats happening here.
So I just need to know, Is the invar axe being part of Physical Damage an Item id conflict? and if so, what do I need to do to fix it?
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"I would agree with you, but then we'd both be wrong."
Just did a quick check on recipes and I think your issue is an id conflict with the Invar axe and the Red Rune from AM2. A basic projectile physical damage spell is an arrow, a snowball, a vinteum dust, an iron sword, and a red rune. The one you are missing is what is having the conflict I believe, you can go into the config file for AM2 and change the id for red rune and might want to check the others too to make sure there aren't any more hidden conflicts. just take a blank rune in creative and use it with the different dyes to see what you would get. if you dont get a colored rune there is another id conflict.
The Commenter-
Optifine only affects the text in the Arcane Compendium, you can use it with this mod, but you will have to spend a bit more time reading it with no spaces to help the flow. Mithion fixed it for the next patch I think, so you would only have to deal with it temporarily. I also set up a little guide that might help you avoid using it altogether for now if you wish.
I'm just using Ars Magica 2 for the first time. I'm using it along side several other mods.
To make a physical damage spell I need an iron sword and an Invar Axe, among other things for the rest of the spell. I have a feeling the Invar Axe isnt right because I dont think Invar is added by this mod.
Iv seen in other forums about item ids conflicting or somthing along those lines. I assume thats whats happening here.
So I just need to know, Is the invar axe being part of Physical Damage an Item id conflict? and if so, what do I need to do to fix it?
I'm pretty sure it is a conflict. I literally can't remember off the top of my head ANY mods that add Invar, much less Ars Magica, so...
Looks good so far. I only noticed one minor error. You have titles above all of the recipes that you took pictures of, but the title above the essence conduit says essence refiner.
Edit: Inlays are useful for more than just guardian summoning. You can use them as rails. Redstone inlay is like a powered rail that is constantly on. You do not want to use redstone inlays too close to a turn though, otherwise you may cause your minecart to run off the tracks. Iron inlays allow a cart to go back the direction that it came from. I assume someone can find a use for it. Gold inlays work as short range teleportation tracks. I can't remember the maximum range, but you will want to have another gold inlay on the other end where the track continues. Gold inlays do allow you to have your cart go through a solid wall with you in it. Another useful feature of inlays is that, while they do need a block under them when you place them, you do not need a block under them for the inlays to stay placed. This allows you in essence to have a floating rail system if done correctly.
Thanks, I found the config file for both TE3 and AM2, and there are a few conflicting IDs.
Its my understanding forge checks for that kind of thing and makes adjustments as necessary but its not foolproof.
does forge have some kind of file that lists IDs from all the mods? Or maybe some third party program that does?
I'm sure going to hate having to scan over each mod to make sure I dont move the IDs to already in-use IDs.
Edit: Nvm, Iv managed to fix it manually and then found a mod that fixes ID issues, kinda wish I did it in the reverse order but oh well. Thank all of you for your help.
Maybe the drop is just very low as Mithion says, but i think it shuould be higher so we can farm that trees, other way if you dont get at leat a saplig per tree you are going to run out of them as soon as you use them.... unless this is intentional and a way to keep us exploring
There was a plan to give them their own biome or something to that effect if I remember right.
There may also be a better method to harvest them in the future.
Just a question: is Affinity working in this version? Me and a few others have been playing on a small server with magic-themed modpack, and I don't know whether the fact that I slowly regen health is Life Affinity [Heal OP] or something else from another mod. No one else playing knows if it's working or not. There's nothing in the Occulus or my HUD about it, and I don't know how to get Affinity Tomes either.
I am interested. in joining as well. Is it Just AM2?
####################
# mobs
#===================
# Spawn control for different AM mobs.
####################
mobs {
}
ok so no help?
If make a summon spell the creative way the spell will default to skeleton. (as far as i know)
Sorry been away from the computer and hate accessing the forum on my phone. You can check affinities only by using the ?player.dat file? for right now. And I'm not sure that the battle mage armor xp thing is fully implemented yet.
As for battlemage armor XP... have you tried holding the armor in your hand and right clicking?
Sorry I didn't just put it here but I was workin on this and I have to run out for abit. Thought I would get this out there and get you what you wanted before I left, its at the bottom of the post. http://www.minecraftforum.net/topic/2160841-ars-magica-2-scholar-reborn/
Done what I planned for today, any feedback on the forum from the link is welcome.
as for not using weapons... I suppose you could add some mod that disabled craftign recipes. But you need iron swords shovels and arrows for spell crafting so leave the iron tools in. I'd suggest playing with the mod a good while before using it in an adventure map.
To make a physical damage spell I need an iron sword and an Invar Axe, among other things for the rest of the spell. I have a feeling the Invar Axe isnt right because I dont think Invar is added by this mod.
Iv seen in other forums about item ids conflicting or somthing along those lines. I assume thats whats happening here.
So I just need to know, Is the invar axe being part of Physical Damage an Item id conflict? and if so, what do I need to do to fix it?
so i can't have optifine with this mod? thats a let down for me
Just did a quick check on recipes and I think your issue is an id conflict with the Invar axe and the Red Rune from AM2. A basic projectile physical damage spell is an arrow, a snowball, a vinteum dust, an iron sword, and a red rune. The one you are missing is what is having the conflict I believe, you can go into the config file for AM2 and change the id for red rune and might want to check the others too to make sure there aren't any more hidden conflicts. just take a blank rune in creative and use it with the different dyes to see what you would get. if you dont get a colored rune there is another id conflict.
The Commenter-
Optifine only affects the text in the Arcane Compendium, you can use it with this mod, but you will have to spend a bit more time reading it with no spaces to help the flow. Mithion fixed it for the next patch I think, so you would only have to deal with it temporarily. I also set up a little guide that might help you avoid using it altogether for now if you wish.
I'm pretty sure it is a conflict. I literally can't remember off the top of my head ANY mods that add Invar, much less Ars Magica, so...
Looks good so far. I only noticed one minor error. You have titles above all of the recipes that you took pictures of, but the title above the essence conduit says essence refiner.
Edit: Inlays are useful for more than just guardian summoning. You can use them as rails. Redstone inlay is like a powered rail that is constantly on. You do not want to use redstone inlays too close to a turn though, otherwise you may cause your minecart to run off the tracks. Iron inlays allow a cart to go back the direction that it came from. I assume someone can find a use for it. Gold inlays work as short range teleportation tracks. I can't remember the maximum range, but you will want to have another gold inlay on the other end where the track continues. Gold inlays do allow you to have your cart go through a solid wall with you in it. Another useful feature of inlays is that, while they do need a block under them when you place them, you do not need a block under them for the inlays to stay placed. This allows you in essence to have a floating rail system if done correctly.
Its my understanding forge checks for that kind of thing and makes adjustments as necessary but its not foolproof.
does forge have some kind of file that lists IDs from all the mods? Or maybe some third party program that does?
I'm sure going to hate having to scan over each mod to make sure I dont move the IDs to already in-use IDs.
Edit: Nvm, Iv managed to fix it manually and then found a mod that fixes ID issues, kinda wish I did it in the reverse order but oh well. Thank all of you for your help.
Seems to do nothing except equip the armor.
Not getting ANY witchwood sapling drops, even after taking five very sizable Witchwood Trees. Very annoying.....
There was a plan to give them their own biome or something to that effect if I remember right.
There may also be a better method to harvest them in the future.