Block, item and entity ID are on different space.
Entity IDs are between 0 and 255. Most of them are reserved for vanilla stuff => http://www.minecraft...lues#Entity_IDs .
Easiest way to clear entities is with clearlag plugin (if it doesn't crash as soon as chunk gets loaded) or WordGuard (/stoplag will remove all entities continuously in loaded chunks). The latest will also kill farms' mobs and tammed wolves so use it with caution...
Wow, this is the first I've heard of an entity conflict between mods (block and item IDs used to be more frequent, but, thankfully, they're not bad anymore).
There doesn't seem to be a way for me to change entity IDs in either of the mod's configs, and the chunk crashes the server when loaded. I would really prefer a fix to the problem instead of installing another mod (I already have over 100) as a band-aid.
if you're using 5.52.013 (I forget if you have said the version), it shouldn't be an entity ID crash. Ars uses mod entity IDs to avoid this very issue. Older versions may have that problem, however. The entity IDs for Ars are configurable in AM_Main.cfg (or ArsMagica.cfg, depending on how far back you go).
Another thing you could try is deleting (or simply moving, either way back up first) the region file corresponding to the problematic location and let it regenerate.
I looked at the code referenced by the stack trace, and there's nothing there that should be causing this. Technically, the line 323 doesn't even exist in the file! (EntitySummonedCreature is only 321 lines long)
Something is likely being reflected in, and if that is the case, then that makes the whole thing a lot more complicated.
Incidentally, is there actually anything being summoned? If so, what are you summoning that causes the crash?
if you're using 5.52.013 (I forget if you have said the version), it shouldn't be an entity ID crash. Ars uses mod entity IDs to avoid this very issue. Older versions may have that problem, however. The entity IDs for Ars are configurable in AM_Main.cfg (or ArsMagica.cfg, depending on how far back you go).
Another thing you could try is deleting (or simply moving, either way back up first) the region file corresponding to the problematic location and let it regenerate.
I looked at the code referenced by the stack trace, and there's nothing there that should be causing this. Technically, the line 323 doesn't even exist in the file! (EntitySummonedCreature is only 321 lines long)
Something is likely being reflected in, and if that is the case, then that makes the whole thing a lot more complicated.
Incidentally, is there actually anything being summoned? If so, what are you summoning that causes the crash?
First, thank you for making such an awesome mod!
Yes, I am using 5.52.013. I have tried deleting the chunk the entity resides in with MCEdit, but I haven't tried deleting the region file. I think I will try that since nothing is being built there. It's in a village, actually. Nothing is being summoned, either.
I ran into an Ars Magica villager with an earth golem following him around while exploring tonight, so it only seems to be a problem with the one area. I'll delete the region file and see if that works.
also i think you can put a password on the zip file so that others can't decompile it
If you put a password on the zip file then it won't be able to be opened by minecraft and won't work as a mod.
It's impossible to stop a mod (or anything in fact) from being decompiled. You can make it more difficult, through things like obfuscation, which is what minecraft itself has done, but that hasn't stopped it from being decompiled (all minecraft mods are made with a decompiled version of minecraft).
Oh - is there a "balanced" mod that lets us choose the enchantments on our items? Enchanting Plus and EnchantView are both super cheezy.
Well, I consider Twilight Forest's method quite balanced. Effectively, you can trade enchantments from one type of gear to another. I.E. enchant a few gold chestplates, and when you get a good one with the enchants ya like on it, you then use the un-crafting table to re-build it into another piece of armor with the same enchants, paying a pretty hefty level price to boot, but it allows you to cheap out and not make 10-20 sets of the same EXPENSIVE armor to attempt to get good enchants.
You can also use Vanilla enchanting books, as another trick. I recommend having a very good xp farm (something good for this mod anyway, if not a bit cheap) for whatever method you use though.
I am having an issue with the /help command for Ops only since installing it. I see that some others have had the same issue. Was a solution ever found?
an unknown error occurred while attempting to perform this command whenever and OP tries to use /help
I have a question. In the towers there are runes on the floor that explode. As a OP how can I place those if I want to enhance a tower or create my own?
When I use this mod there are annoying white blotches at the top of my screen on either side of the blue number at the top. Its really annoying and I can't see whatever is supposed to be there. Does anyone know how to fix it?
I have a question. In the towers there are runes on the floor that explode. As a OP how can I place those if I want to enhance a tower or create my own?
Thanks
They're just regular fire runes. There's a spell to place them in the spells creative tab.
They're just regular fire runes. There's a spell to place them in the spells creative tab.
Wow ok somehow I missed that! Thanks a lot. Really great mod so far.
One more question. Is there a way that I can place my own tower protectors? I found the block and placed it in my spawn building. But when I switch back to normal mode I can still destroy/place things. Is there something else I need to do?
my AM_Power config isn't working. I change the values, but when I run minecraft they reset to the original ones. I can change Main with no problem, is there something special about Power?
I think I found something that... well, I'm not sure it's a bug, exactly. More like an incorrect interaction between mods.
The tower guardians in the archmage tower are supposed to be immune to any damage from non-magical sources, right? Well, the weapons in MachineMuse's Modular Powersuits mod can hurt them. The railgun, plasma cannon, and blade launcher can all do damage; I tested it when I first found the tower.
I'm not sure if the armor systems can defend against their magical attacks; I was in creative mode when I tested the weapons.
I have an Essence Nexus that is full of energy. I placed a conduit down with two crystal pillars so that I could pipe the essence to my calefactor and fabricator. The conduit is blue/teal but the essence will *not* pipe through it. If I move the calefactor within range of the nexus itself, the essence goes straight to it, not through the conduit.
Are there some other rules about conduits that I should know about? I have this conduit about 6 blocks from the essence nexus... everything else seems to be working, just not the conduit.
Well, I consider Twilight Forest's method quite balanced. Effectively, you can trade enchantments from one type of gear to another. I.E. enchant a few gold chestplates, and when you get a good one with the enchants ya like on it, you then use the un-crafting table to re-build it into another piece of armor with the same enchants, paying a pretty hefty level price to boot, but it allows you to cheap out and not make 10-20 sets of the same EXPENSIVE armor to attempt to get good enchants.
You can also use Vanilla enchanting books, as another trick. I recommend having a very good xp farm (something good for this mod anyway, if not a bit cheap) for whatever method you use though.
First, thanks, I didn't know about that use of the Uncrafting Table. I need to try it out. If it works I can drop EV from my mod stack...
I do however consider building an XP farm around a mob spawner both cheesy and, well, I played WoW from when it came out, for a number of years. And I have NO PATIENCE at all any more for any game mechanic that requires me to essentially grind-while-afk. The bulk of my XP comes from caving and crafting.
Enchanting books? I actually use a lot. However the enchantment system, when applied to books, is heavily unbalanced: You can consume a whole 30 levels of XP and get just one enchant. And theres no lower bound to the quality of the enchant just because you enchanted the book at level 30. Also, lots of mods (Thaumcraft) add their own enchants but have rules about the items they can go on - these enchants will never appear on books. And the sheer breadth of enchants means that, if you are aiming for a specific enchant, you need to enchant ~200 books to have a reasonable chance of getting it. Which is a lot of level 30's. Which is a lot of xp grinding. Which is something (See above) I don't do
Finally, as it turns out, I use Twilight Forest. But if I didn't, it would be a rather large mod to add if *all* I was looking for was the uncrafting tables functionality.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/12/2013
Posts:
72
Minecraft:
CthulhuTheElder
Member Details
Hey, I'm not sure if you guys take suggestions, but could you possibly expand on ice magic there is only like 4 spells for it. Thanks for any and all effort put towards this.
When I use this mod there are annoying white blotches at the top of my screen on either side of the blue number at the top. Its really annoying and I can't see whatever is supposed to be there. Does anyone know how to fix it?
Can someone please answer? I'm having a lot of trouble with broken textures and its very annoying. My mana bar thingy at the top is just a giant white block, when my Fire Bolt hits the ground it is a giant white square. Enderbolt is a purple square with Enderman particles around it, my Nexus circle is a big black square, and there are probably many others I haven't discovered yet. It really sucks and ruins the immersion and feel of the mod.
If it helps, I'm on an HP computer running Windows Vista 64. I'm using this mod in the mod pack for the Mystic Heathens server, but that's most likely not the problem as my brother uses the same modpack on his laptop and he has all the textures working properly.
Wow, this is the first I've heard of an entity conflict between mods (block and item IDs used to be more frequent, but, thankfully, they're not bad anymore).
There doesn't seem to be a way for me to change entity IDs in either of the mod's configs, and the chunk crashes the server when loaded. I would really prefer a fix to the problem instead of installing another mod (I already have over 100) as a band-aid.
Any ideas? Anyone? Thanks in advance!
Another thing you could try is deleting (or simply moving, either way back up first) the region file corresponding to the problematic location and let it regenerate.
I looked at the code referenced by the stack trace, and there's nothing there that should be causing this. Technically, the line 323 doesn't even exist in the file! (EntitySummonedCreature is only 321 lines long)
Something is likely being reflected in, and if that is the case, then that makes the whole thing a lot more complicated.
Incidentally, is there actually anything being summoned? If so, what are you summoning that causes the crash?
First, thank you for making such an awesome mod!
Yes, I am using 5.52.013. I have tried deleting the chunk the entity resides in with MCEdit, but I haven't tried deleting the region file. I think I will try that since nothing is being built there. It's in a village, actually. Nothing is being summoned, either.
I ran into an Ars Magica villager with an earth golem following him around while exploring tonight, so it only seems to be a problem with the one area. I'll delete the region file and see if that works.
If you put a password on the zip file then it won't be able to be opened by minecraft and won't work as a mod.
It's impossible to stop a mod (or anything in fact) from being decompiled. You can make it more difficult, through things like obfuscation, which is what minecraft itself has done, but that hasn't stopped it from being decompiled (all minecraft mods are made with a decompiled version of minecraft).
Well, I consider Twilight Forest's method quite balanced. Effectively, you can trade enchantments from one type of gear to another. I.E. enchant a few gold chestplates, and when you get a good one with the enchants ya like on it, you then use the un-crafting table to re-build it into another piece of armor with the same enchants, paying a pretty hefty level price to boot, but it allows you to cheap out and not make 10-20 sets of the same EXPENSIVE armor to attempt to get good enchants.
You can also use Vanilla enchanting books, as another trick. I recommend having a very good xp farm (something good for this mod anyway, if not a bit cheap) for whatever method you use though.
I am having an issue with the /help command for Ops only since installing it. I see that some others have had the same issue. Was a solution ever found?
an unknown error occurred while attempting to perform this command whenever and OP tries to use /help
Thanks!!
Thanks
They're just regular fire runes. There's a spell to place them in the spells creative tab.
Wow ok somehow I missed that! Thanks a lot. Really great mod so far.
One more question. Is there a way that I can place my own tower protectors? I found the block and placed it in my spawn building. But when I switch back to normal mode I can still destroy/place things. Is there something else I need to do?
The tower guardians in the archmage tower are supposed to be immune to any damage from non-magical sources, right? Well, the weapons in MachineMuse's Modular Powersuits mod can hurt them. The railgun, plasma cannon, and blade launcher can all do damage; I tested it when I first found the tower.
I'm not sure if the armor systems can defend against their magical attacks; I was in creative mode when I tested the weapons.
Are there some other rules about conduits that I should know about? I have this conduit about 6 blocks from the essence nexus... everything else seems to be working, just not the conduit.
First, thanks, I didn't know about that use of the Uncrafting Table. I need to try it out. If it works I can drop EV from my mod stack...
I do however consider building an XP farm around a mob spawner both cheesy and, well, I played WoW from when it came out, for a number of years. And I have NO PATIENCE at all any more for any game mechanic that requires me to essentially grind-while-afk. The bulk of my XP comes from caving and crafting.
Enchanting books? I actually use a lot. However the enchantment system, when applied to books, is heavily unbalanced: You can consume a whole 30 levels of XP and get just one enchant. And theres no lower bound to the quality of the enchant just because you enchanted the book at level 30. Also, lots of mods (Thaumcraft) add their own enchants but have rules about the items they can go on - these enchants will never appear on books. And the sheer breadth of enchants means that, if you are aiming for a specific enchant, you need to enchant ~200 books to have a reasonable chance of getting it. Which is a lot of level 30's. Which is a lot of xp grinding. Which is something (See above) I don't do
Finally, as it turns out, I use Twilight Forest. But if I didn't, it would be a rather large mod to add if *all* I was looking for was the uncrafting tables functionality.
-Billy
Life would be unbearably dull if we had answers to all our questions.
Can someone please answer? I'm having a lot of trouble with broken textures and its very annoying. My mana bar thingy at the top is just a giant white block, when my Fire Bolt hits the ground it is a giant white square. Enderbolt is a purple square with Enderman particles around it, my Nexus circle is a big black square, and there are probably many others I haven't discovered yet. It really sucks and ruins the immersion and feel of the mod.
If it helps, I'm on an HP computer running Windows Vista 64. I'm using this mod in the mod pack for the Mystic Heathens server, but that's most likely not the problem as my brother uses the same modpack on his laptop and he has all the textures working properly.