Does anyone know what the illuminated buff does? I don't really get it, since it seems to do nothing to me.
I converts you in a walking light source. It is useful when you are mining underwater and you don't have glowstone or Jack-o-Lanterns. Also after seeing the up coming features, I only have something to say: If you are gonna update, is better to start saving all the energy that is stored in the nexus in mana batteries?
I converts you in a walking light source. It is useful when you are mining underwater and you don't have glowstone or Jack-o-Lanterns. Also after seeing the up coming features, I only have something to say: If you are gonna update, is better to start saving all the energy that is stored in the nexus in mana batteries?
Oh, thanks Macro, i didn't know that, it was a bit vague for me, but i bumped up my particles and that seemed to work on seeing the change
For your question, i believe it would be best, as i have no idea what would happen to the existing nexi.
I have a really strange problem.
I made a modpack for myself with a hell of a lot of mods in it.
Then my friends wanted to play together with me and the amount of mods I used was to many for my poor computer to handle so I removed a bunch of mods and then put up a local server for me and my friends.
All works perfectly with my modpack that I removed mods from but I thought that since I only removed a bunch of mods and really used the same configs for the mods I had left in the modpack as in the big modpack I might just as well use the big modpack so that I could still play singleplayer with all the mods.
The problem is I can't connect to the server because I have an ID missmatch between the server and the game.
The smaller modpack works but not the larger.
The strange part is that the ID that missmatch is ID 761 and after checking the id's in the configs and ingame I see that both modpacks have the same id 761 for thorns in AM. Since both modpacks have the same ID there shouldn't be an ID conflict, right? I mean, I first thought there prob was some ID's conflicting that I missed in the larger modpack and that the mod using it was smart enough to just give it one of the free ID's no matter what the configs said, but since both modpacks actually show the same ID's ingame I'm at a loss to why one modpack can connect and the other can't...
So, if you read thrue the book I just wrote above, any ideas or/and solution?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/17/2011
Posts:
348
Minecraft:
Chaosflo44
Member Details
HELP!
When using AM2 and Chocolate Quest (BetterDungeons) together, instead of Dungeon Mobs there are AM2 creatures in the dungeons which I think is because they have the same entity ID.
So is there any way of changing the entity IDs of the AM2 creatures? If not could you add one maybe?
This one's a bit different as it comes in 2 parts due to how some of the textures are done. The first download is everything and you would copy that over to your resource pack as normal. The second download is just the spell icons. To get the new spell icons you will have to extract the contents of that zip file into the 'assets' folder of the Ars Magica 2 mod itself. Ars Magica 2 will not look into resource packs for spell icons currently, it will only look into it's own mod zip file.
I have a really strange problem.
I made a modpack for myself with a hell of a lot of mods in it.
Then my friends wanted to play together with me and the amount of mods I used was to many for my poor computer to handle so I removed a bunch of mods and then put up a local server for me and my friends.
All works perfectly with my modpack that I removed mods from but I thought that since I only removed a bunch of mods and really used the same configs for the mods I had left in the modpack as in the big modpack I might just as well use the big modpack so that I could still play singleplayer with all the mods.
The problem is I can't connect to the server because I have an ID missmatch between the server and the game.
The smaller modpack works but not the larger.
The strange part is that the ID that missmatch is ID 761 and after checking the id's in the configs and ingame I see that both modpacks have the same id 761 for thorns in AM. Since both modpacks have the same ID there shouldn't be an ID conflict, right? I mean, I first thought there prob was some ID's conflicting that I missed in the larger modpack and that the mod using it was smart enough to just give it one of the free ID's no matter what the configs said, but since both modpacks actually show the same ID's ingame I'm at a loss to why one modpack can connect and the other can't...
So, if you read thrue the book I just wrote above, any ideas or/and solution?
Kinda sounds like an id conflict between something that gets added in the larger pack.
This one's a bit different as it comes in 2 parts due to how some of the textures are done. The first download is everything and you would copy that over to your resource pack as normal. The second download is just the spell icons. To get the new spell icons you will have to extract the contents of that zip file into the 'assets' folder of the Ars Magica 2 mod itself. Ars Magica 2 will not look into resource packs for spell icons currently, it will only look into it's own mod zip file.
Spell Crafting Alter with Witchwood Planks and Sunstone caps
Mage Armor
Battlemage Armor
Boss Drops
Dryads
Mana Creepers
Mage Villager
Mana Elementals
Water Elementals
Light Mages
Dark Mages
Hell Cows
Earth Elementals
Fire Elementals
Darklings
Nature Guardian
Arcane Guardian
Earth Guardian
Water Guardian
Winter Guardian
Air Guardian
Fire Guardian
Please add to the OP.
Wow, druha, i really like the blocks and the items, but those faces... These will give me nightmares if i use the pack
I would say my favorite is the keystone door, awesome work on that one
Hey Mith, I'm not quite understanding the new spell system. Does the spell get more powerful when you use more shapes in a shape group, or just by using more shape groups?
Wow, druha, i really like the blocks and the items, but those faces... These will give me nightmares if i use the pack
I would say my favorite is the keystone door, awesome work on that one
vonDoomCraft is a survival horror pack so if it makes you have nightmares then it's done its job well.
Be patient. Mith can't reasonably reply to every comment on this thread, and that's aside from what time he has being focused on his work, and updating to 1.2.
I am fine being patient, except he skipped over my question and answered several people after me which had me worried that he might have overlooked my question since I did have multiple quotes in my post.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/17/2011
Posts:
348
Minecraft:
Chaosflo44
Member Details
Hey!
I found a bug: When using AM2 and Better Dungeons (Chocolate Quest) together AM2 mobs spawn in dungeons. I know that this is a feature but Hecates don't move/attack at all in there. I've heard that Hecates don't spawn naturally until the player reaches level 20 but in the dungeons they still spawn but don't do anything.
Wow. Excellent work! Added to the OP as requested.
Hey man why do I get this spam in the console there are also a few missing textures you can see. Thanx though man I love this mod.,
2014-03-16 15:03:51 [SEVERE] [arsmagica2] The language resource /lang/de_DE.lang cannot be located on the classpath. This is a programming error. 2014-03-16 15:03:51 [SEVERE] [arsmagica2] The language resource /lang/en_US.lang cannot be located on the classpath. This is a programming error. 2014-03-16 15:03:51 [SEVERE] [arsmagica2] The language resource /lang/zh_CN.lang cannot be located on the classpath. This is a programming error.
I found a bug: the magic levels are stored per player entety instead off per player name, this is ofcorsen ot normally a bug but when you have sync installed i lose all my levels every time i die or switch shell...i will report this at the tread of the other mod to.
Per entity is the way it is going to stay, not per user name - it's far too deep in the mod to change it. Sync needs to throw the death events, or add an API event that I can hook into so that it can be fixed. Either one is fine by me.
The events I would need are the forge events for PlayerDeath and Player Respawn.
Per entity is the way it is going to stay, not per user name - it's far too deep in the mod to change it. Sync needs to throw the death events, or add an API event that I can hook into so that it can be fixed. Either one is fine by me.
The events I would need are the forge events for PlayerDeath and Player Respawn.
ok, thanks for responding so fast. I have reported it to ichun to and i hope he will do something about it.
So is there an ETA for 1.2? Should I bother building large structures/complex spells if they will just be replaced? Unless it won't be for a while. I don't want to get too attached to my Nexi...
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
So is there an ETA for 1.2? Should I bother building large structures/complex spells if they will just be replaced? Unless it won't be for a while. I don't want to get too attached to my Nexi...
Their replacements could most likely fit in the same spots. But as with every mod, 2 weeks after the last person asked.
Does anyone know what the illuminated buff does? I don't really get it, since it seems to do nothing to me.
Oh, thanks Macro, i didn't know that, it was a bit vague for me, but i bumped up my particles and that seemed to work on seeing the change
For your question, i believe it would be best, as i have no idea what would happen to the existing nexi.
I made a modpack for myself with a hell of a lot of mods in it.
Then my friends wanted to play together with me and the amount of mods I used was to many for my poor computer to handle so I removed a bunch of mods and then put up a local server for me and my friends.
All works perfectly with my modpack that I removed mods from but I thought that since I only removed a bunch of mods and really used the same configs for the mods I had left in the modpack as in the big modpack I might just as well use the big modpack so that I could still play singleplayer with all the mods.
The problem is I can't connect to the server because I have an ID missmatch between the server and the game.
The smaller modpack works but not the larger.
The strange part is that the ID that missmatch is ID 761 and after checking the id's in the configs and ingame I see that both modpacks have the same id 761 for thorns in AM. Since both modpacks have the same ID there shouldn't be an ID conflict, right? I mean, I first thought there prob was some ID's conflicting that I missed in the larger modpack and that the mod using it was smart enough to just give it one of the free ID's no matter what the configs said, but since both modpacks actually show the same ID's ingame I'm at a loss to why one modpack can connect and the other can't...
So, if you read thrue the book I just wrote above, any ideas or/and solution?
When using AM2 and Chocolate Quest (BetterDungeons) together, instead of Dungeon Mobs there are AM2 creatures in the dungeons which I think is because they have the same entity ID.
So is there any way of changing the entity IDs of the AM2 creatures? If not could you add one maybe?
Minecraft v1.6.4
vonDoomCraft BETA v3.9 Get it: http://www.minecraftforum.net/topic/264712-
Resolution: 128x
Download: https://www.dropbox.com/s/0a1s2zorupobl73/vonDoomCraft_ArsMagica2_1.1.2b.zip and https://www.dropbox.com/s/9kdhykl31fib5dx/vonDoomCraft_ArsMagica2_1.1.2b_SpellIcons.zip
This one's a bit different as it comes in 2 parts due to how some of the textures are done. The first download is everything and you would copy that over to your resource pack as normal. The second download is just the spell icons. To get the new spell icons you will have to extract the contents of that zip file into the 'assets' folder of the Ars Magica 2 mod itself. Ars Magica 2 will not look into resource packs for spell icons currently, it will only look into it's own mod zip file.
Images:
Minerals, Essences, Spellbook, Spell Parchment, Runes
Infinity Orbs, Chalk, Foci, Keystone, Bound Tools, Staves
Affinty Tomes, Essence Bag, Mana Cake, Mana Potions, Crystal Phalactary, Arcane Compendium, Magitech Staff, Crystal Wrench
Evil Looking Book, Wooden Leg, Hell Cow Horn, Bucket of Liquid Essence, Sigils, Magician's Workbench Upgrade
Illusion Block, Vinteum, Chimarite Blue Topaz, Moonstone, Sunstone
Caster, Summoner, Arcane Reconstructor, Essence Refiner
Seerer Stone, Astral Barrier, Califractor, Caster (again)
Neutral Nexus
Light Nexus, Moonstone caps
Dark Nexus, Chimarite caps
Gateway
Inscription Table, Occulus, Particle Emitter
Lecturn and Magician's Workbench
Essence Conduits
Slipstream Generators
Keystone Door
Spell Crafting Alter with Witchwood Planks and Sunstone caps
Mage Armor
Battlemage Armor
Boss Drops
Dryads
Mana Creepers
Mage Villager
Mana Elementals
Water Elementals
Light Mages
Dark Mages
Hell Cows
Earth Elementals
Fire Elementals
Darklings
Nature Guardian
Arcane Guardian
Earth Guardian
Water Guardian
Winter Guardian
Air Guardian
Fire Guardian
Please add to the OP.
Kinda sounds like an id conflict between something that gets added in the larger pack.
Wow, druha, i really like the blocks and the items, but those faces... These will give me nightmares if i use the pack
I would say my favorite is the keystone door, awesome work on that one
Wow. Excellent work! Added to the OP as requested.
vonDoomCraft is a survival horror pack so if it makes you have nightmares then it's done its job well.
They are not... they only look like books.
player.me/felinoel
I found a bug: When using AM2 and Better Dungeons (Chocolate Quest) together AM2 mobs spawn in dungeons. I know that this is a feature but Hecates don't move/attack at all in there. I've heard that Hecates don't spawn naturally until the player reaches level 20 but in the dungeons they still spawn but don't do anything.
Very true. I might just download it actually, i only play at night, and i would like to see what horrors they can bring me
Why not, let's try it! Downloading now druha... wish me luck!
EDIT: I can't help but notice that you did nothing to the Hecate, or at least it's not in your preview, any reason for that?
Hey man why do I get this spam in the console there are also a few missing textures you can see. Thanx though man I love this mod.,
2014-03-16 15:03:51 [SEVERE] [arsmagica2] The language resource /lang/de_DE.lang cannot be located on the classpath. This is a programming error.
2014-03-16 15:03:51 [SEVERE] [arsmagica2] The language resource /lang/en_US.lang cannot be located on the classpath. This is a programming error.
2014-03-16 15:03:51 [SEVERE] [arsmagica2] The language resource /lang/zh_CN.lang cannot be located on the classpath. This is a programming error.
The events I would need are the forge events for PlayerDeath and Player Respawn.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Their replacements could most likely fit in the same spots. But as with every mod, 2 weeks after the last person asked.