You've got some amazing and stunning concepts floating around. Based on DW20's spotlight, I can say that I would definitely be interested in seeing this mod work. Some feedback for you based on the questions you posed:
I would prefer a research system to a searching system. I also think that Thaumcraft3's research system is the most elegant I've seen so far. I vastly prefer it over the previous version which was largely random. Sure, there's still a random factor, but if you know what your options are, and what require which essences, you can pretty much narrow it down to one or two options.
I don't like an entirely random research system, such as the current vanilla enchantment process where your results are completely random based on weighted numbers. After all, we're not some amateur poking around with strange glyphs, we're highly trained thaumaturgists and practitioners of the arcane arts. I don't mind some variance, but I'd like some way to steer or guide the research beyond blind chance.
Any research system will inevitably be compared to TC3's, so either wait for his API to come out, or you'll need to come up with something equally awesome. Otherwise, you'll just be compared negatively to TC3, which is completely unfair.
As far as mounts... the problem with flying mounts is that it will trivialize many challenges which Minecraft presents. It would be much easier to set up a land-based mount, maybe even one which also floats, but flight is pretty strong and will trivialize everything from environmental hazards like lava lakes to monsters (since every monster which doesn't have a ranged attack is pretty much just arrow fodder, and significantly reduces the threat of flying mobs like ghasts and blazes). Heck, looking at Coestar's latest FTB map, they were able to pretty much clear out a large mound much easier than it should have been done simply because of jet packs. If you want a mount that can fly, make it late-tier and expensive. Perhaps start off with a normal mount, then an upgrade to make it fly? As far as ideas for mounts:
* Wolf mount - moves fast, has a bite attack you can use while mounted which is fairly damaging. Upgradable to either Dire Wolf Mount which deals more damage on bite plus has inventory space, OR to winged wolf for jetpack flight (hold button to go up, release to drop, not able to hover), but not both.
* Horse mount - Moves fast, and has an inventory, but has no attack. Upgradable to either Unicorn (horn attack which does extra damage on a charge), Draft Horse (larger inventory), or Pegasus (jetpack flight).
* Dolphin mount - Moves very fast on or underwater. Manoeuvrable underwater, with reduced air consumption to let you stay underwater longer. Upgrades can include air tanks semi-permanent submersion, or a leaping dolphin with the ability to clear maybe five blocks long and maybe two high at the pinnacle of the arc. Good for jumping out of lakes into other bodies of water.
* Bull mount - Moves normal speed, slowest mount. Has a highly damaging charge attack that can even go through dirt, sand, and gravel (but not stone). Basically, anything you can punch. Blocks are destroyed, not dropped. Upgrade to being able to punch through blocks that can be mined with a stone pick (again, blocks are destroyed, not dropped, so not a good way to mine for ores).
* Eagle mount - Moves fast and creative-mode flight. End-tier mount, hard to get access to. Speed upgrade available.
Mounts count as summoned creatures, so you can't have your pet fire elemental out at the same time as your mount.
As far as what I would like to see in future updates? Man, it's hard to narrow it down to just one thing. You've got so many awesome things in this mod, and practically all of them are begging for a deeper tech tree. Honestly? Whatever seems easiest to code, or whatever seems to just reach out to you and say "CODE ME!". Whatever you make, it'll be gold-plated winsauce.
Any research system will inevitably be compared to TC3's, so either wait for his API to come out, or you'll need to come up with something equally awesome. Otherwise, you'll just be compared negatively to TC3, which is completely unfair.
Actually, I am finding that I rather like the way learning spells works in AM, now that I know how it works. Instead of sitting there "researching" you have to actively go look for them. Very nice way to get people out in the world, IMO.
What I am saying is, I dont really see the need for a research system at all.
Actually, I am finding that I rather like the way learning spells works in AM, now that I know how it works. Instead of sitting there "researching" you have to actively go look for them. Very nice way to get people out in the world, IMO.
What I am saying is, I dont really see the need for a research system at all.
But my issue with no research system is instead of feeling like a wizard discovering new uses for magic, I feel like a monkey that can go find a bunch of machine guns that someone else made (slight exaggeration in the name of hyperbole). So yeah I'd most definitely support having both ways to progress your spell knowledge sometimes it's fun to run around in the world but it is also fun to discover your own power via some method.
I certainly wouldn't be against some sort of research system, but frankly, those have historically tended to turn into "build a quarry, put pipe above magic table, get stuff". It is an extremely hard thing to design, made worse by not being able to predict how other mods will interfere. The current system doesnt have that problem, and is rather unique in that sense. It would be a real shame to lose that feel.
I say leave well enough alone. The scarcity of the spell scrolls is a big plus to me - being able to use them as a sort of currency and having a long-term goal to work towards (filling the book) are both pretty awesome aspects of the system as is. Everyone being able to spew them out with a macerator line would totally ruin that.
I say leave well enough alone. The scarcity of the spell scrolls is a big plus to me - being able to use them as a sort of currency and having a long-term goal to work towards (filling the book) are both pretty awesome aspects of the system as is. Everyone being able to spew them out with a macerator line would totally ruin that.
As a counterpoint, I don't want this mod balanced on the assumption that people are using BC/IC/EE/TC3/RP. I don't use those mods on my server, because they don't fit our preferred flavor.
The way spells currently work is okay, but making them one use will cause a problem in multiplayer. There around 90 spells and we've found 35 unique ones in an absolutely HUGE area (1000x1000). Making them one-use means that each of the players will have maybe 7 unique spells? Also, some of the spells are pretty unique. Sure, it's find if one person have different flavors of bolts or shields or summons--but mage light? Blink? Furnace touch? Growth? Speedy swimming? Those are excellent utility spells with unique effects. If the recipes are random per person and they require going farther and farther, statistics guarantee we will end up with twenty duplicates before we find all of them. It would be nice to be able to divine them in some way after we have a certain amount of power. (:
On another note; I'm curious if anything else will start appearing in chests besides ash/essences/spells/books? It may be nice to see lesser foci, mana potions or other objects. So far, the only way to discover new objects and functionality is to go to the wiki and spoil oneself. Why not nudge people in the right direction in terms of what is available in the mod?
can you add a config optioon to make the mana thing a bit different? like maby you will be abel to say where it shud be and how it could look, like more of a bar instead of a sircle. i would love to have your manna bar in a bar like the ones from thaumcraft right on the side of my inventory
can you make it so to make runes and things like that instead of coler you use something that has with that to do, like fire, lava,netherrack, waterm icem water...
Perhaps a compromise would be to have the weaker spells be researchable, but the stonger spells you will have to go out into the world to find. But, mithion has already said that he doesn't wish to have any research mechanism employed in the mod as of now.
Quote from Mithion »
I never said I was waiting for the TC research API; it was one of the poll questions as to what the community though...in fact after playing it, I feel that the TC research system wouldn't fit with Ars Magica.
So no, TC won't become a requirement for this mod.
He may not appreciate me quoting this as it was in the beta testers chat, however I feel it is necessary to prevent an all out fan war.
My apologies if this has already been covered, but will anything be done (or any configs/api's exist) for adding essence values for mod items, even if it's just other ores and ingots?
Well if you're playing on a server collaboration is kind of the point, right? I think sharing spells would be easy enough as the recipe isn't required to craft the spell (that's not being changed, is it?). You find something awesome, and teach it to your buddy/henchman/significant other so that they can cast it too!
Easy enough to drop runes in a chest in the order required to cast, so someone else can shift click them into a row, and get scribing.
Just to clarify, I don't like the idea of one-use spells at all, for the reasons I mentioned above. Especially on a pvp world, whether or not you share a spell you found could be a pretty important decision. I just don't want to be sitting over a research table as the alternative - frankly, if I could, I would change my vote in the poll to "i like it how it is"
Yay, look - I am still alive! I've been working on the update, but a little less due to the holidays (Merry X-mas everyone! :D) I hope to have 1.4.6 out soon.
As far as mounts... the problem with flying mounts is that it will trivialize many challenges which Minecraft presents. It would be much easier to set up a land-based mount, maybe even one which also floats, but flight is pretty strong and will trivialize everything from environmental hazards like lava lakes to monsters (since every monster which doesn't have a ranged attack is pretty much just arrow fodder, and significantly reduces the threat of flying mobs like ghasts and blazes). Heck, looking at Coestar's latest FTB map, they were able to pretty much clear out a large mound much easier than it should have been done simply because of jet packs. If you want a mount that can fly, make it late-tier and expensive. Perhaps start off with a normal mount, then an upgrade to make it fly? As far as ideas for mounts:
* Wolf mount - moves fast, has a bite attack you can use while mounted which is fairly damaging. Upgradable to either Dire Wolf Mount which deals more damage on bite plus has inventory space, OR to winged wolf for jetpack flight (hold button to go up, release to drop, not able to hover), but not both.
* Horse mount - Moves fast, and has an inventory, but has no attack. Upgradable to either Unicorn (horn attack which does extra damage on a charge), Draft Horse (larger inventory), or Pegasus (jetpack flight).
* Dolphin mount - Moves very fast on or underwater. Manoeuvrable underwater, with reduced air consumption to let you stay underwater longer. Upgrades can include air tanks semi-permanent submersion, or a leaping dolphin with the ability to clear maybe five blocks long and maybe two high at the pinnacle of the arc. Good for jumping out of lakes into other bodies of water.
* Bull mount - Moves normal speed, slowest mount. Has a highly damaging charge attack that can even go through dirt, sand, and gravel (but not stone). Basically, anything you can punch. Blocks are destroyed, not dropped. Upgrade to being able to punch through blocks that can be mined with a stone pick (again, blocks are destroyed, not dropped, so not a good way to mine for ores).
* Eagle mount - Moves fast and creative-mode flight. End-tier mount, hard to get access to. Speed upgrade available.
Mounts count as summoned creatures, so you can't have your pet fire elemental out at the same time as your mount.
...
I like some of the ideas for varied mounts, I hadn't really thought of that. Not sure how I will implement it, but it's definitely given me some expanded ideas on what I want to do. Well said!
I have no clue if these have been added but I have some spell ideas. The first of these is called Water Pulse and it it basicly just a weak blast of water which is fired at enimies. Another is Charged Whirlpool, it whips up a great whirlpool which sucks in all mobs within a set distance then after 30 seconds it gets electrified, damaging everything inside it. You could also add Wild Charge which causes a thunder storm which zaps you, but you take no damage but instead release a huge bolt of electricity which targets all nearby mobs.
These are really unique ideas for spells. I'm always looking to flush out the affinities. As it stands, Arcane, Ender, Fire, and Plant are pretty well rounded, with a good assortment of spells.
Water is slightly lacking, Ice and Magma are totally useless for the most part right now, and Lightning could use a little boost. I think I will make each update focus on a specific one of these, much like the last update was largely the "Plant" update (in addition to the other features).
Actually, I am finding that I rather like the way learning spells works in AM, now that I know how it works. Instead of sitting there "researching" you have to actively go look for them. Very nice way to get people out in the world, IMO.
What I am saying is, I dont really see the need for a research system at all.
I certainly wouldn't be against some sort of research system, but frankly, those have historically tended to turn into "build a quarry, put pipe above magic table, get stuff". It is an extremely hard thing to design, made worse by not being able to predict how other mods will interfere. The current system doesnt have that problem, and is rather unique in that sense. It would be a real shame to lose that feel.
I say leave well enough alone. The scarcity of the spell scrolls is a big plus to me - being able to use them as a sort of currency and having a long-term goal to work towards (filling the book) are both pretty awesome aspects of the system as is. Everyone being able to spew them out with a macerator line would totally ruin that.
With regards to research:
I personally can't stand sitting in a GUI for hours on end throwing items in hoping to find a combination. TC3 vastly improved the system, and gives a great deal of guidance in how research can progress.
I can guarantee research won't be an extreme item sink, and it will still require at least a little bit of exploration to get going. The system I am planning out (and it is still in the planning phase, so it won't be out with the 1.4.6 update) will have you using the mechanics of AM (spells for sure and possibly the essence system, as well as affinities) to discover new spells. There will be risks and rewards, and I hope to make it very engaging and fun; also allowing multiple people to contribute to the same research project. It will be (hopefully!) very intuitive to use to, allowing you to logically think through how something might work. Yes, there will be some randomness to it all, but in the end, it will mostly make sense. I also hope to allow multiple paths to each recipe, so that each playthrough could be different depending on what you find and discover.
With regards to spell recipes:
Spell recipes are one-time use, but what you may not know, is that you can *create* a spell recipe out of any scroll you already know in order to teach others (using the top part of an inscription table). When you enable "random" spell recipes, they are randomized on a per player basis - so your recipe for dig, for example, is not the same as mine would be. It's very easy to inscribe the recipes too, so it shouldn't be constraining.
So you can choose to openly share a recipe that you find with everyone, and then you have it (once you know it, you know it - even if you die), or you can choose to charge to teach others what you know. This is what makes spell recipes a currency. Especially with the ability to research new ones combined with exploration could make for a very interesting magical economy.
There are also 7 spells everyone starts off knowing, so you are not totally dead in the water if you are having trouble with exploration and/or research.
I know I am not going to please everyone, but I hope to make it balanced enough that any approach is viable, evenly balanced, and most importantly: fun!
My apologies if this has already been covered, but will anything be done (or any configs/api's exist) for adding essence values for mod items, even if it's just other ores and ingots?
Yes.
What else...oh, good news everyone! </farnsworth>
I think I fixed the tower gen problem with EBXL! If I have, it will be included with the 1.4.6 update.
Thank you to everyone for your comments and suggestions!
really nice. Waiting on your mod is hard. Only reason I have not upgraded is because you and a mod that massively affects my terrain gen have not updated.
[SEVERE] Encountered an unexpected exception NoSuchMethodError
java.lang.NoSuchMethodError: lq.h(DDD)V
at mithion.arsmagica.buffs.ArsMagicaBuffEffectTelekinesis.HandleTelekinesis(ArsMagicaBuffEffectTelekinesis.java:66)
at mithion.arsmagica.buffs.ArsMagicaBuffEffectTelekinesis.a(ArsMagicaBuffEffectTelekinesis.java:38)
at md.bx(EntityLiving.java:2313)
at md.y(EntityLiving.java:621)
at lq.j_(Entity.java:398)
at md.j_(EntityLiving.java:743)
at qx.j_(EntityPlayer.java:281)
at iq.g(EntityPlayerMP.java:219)
at iv.a(NetServerHandler.java:256)
at ec.a(SourceFile:136)
at cg.b(TcpConnection.java:451)
at iv.d(NetServerHandler.java:82)
at iw.b(NetworkListenThread.java:55)
at ht.b(SourceFile:30)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:704)
at ho.r(DedicatedServer.java:252)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:600)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499)
at fy.run(SourceFile:856)
Just got this crash on my server. I think i double casted telekinesis, or telekinesis tried to suck up exp.
Update sounds great, especially the EBXL part. About the research stuff, I totally agree about the GUI thing, and that's part of what I was trying to say. I'm sure you'll come up with something fun for it, but I just hope you make the process... well, long/hard. Speaking as someone primarily interested in SMP, it wouldn't be nearly as fun if people could just do a research-a-thon and have all spells within an hour or two. One of the reasons I've come to like the current system is the fact that it's hard-gated; Not everyone will find the same spells, it takes a lot of potentially life-threatening walking/killing to get what you do find, and so the spells have to be shared/sold if you ever want to build up a decent stock of them. This has great potential to lead to some fun factionalization type stuff.
So yeah, I just hope that, when it comes, the new research system is relatively time-intensive to keep (rarer, at least) spells hard to get, or configurable to be so via some sort of base research "success chance" setting or something - even better if it was configurable for each spell in particular. Maybe I'm weird like that - but my only real complaint about the TC3 system is that it's quite easy to blow right through it all in no time, though of course, most of the mod content isn't in yet.
This is so going into my 1.4.6 SP world as soon as its ready...beta or no beta. I look foward to see how it fares alongside Thaumcraft and the Tech mods.
Just curious Mirth, do you have a rough timeline of when you think the mod will be out for 1.4.6? And further after that, as a non-wip mod?
Also, do you think a spell that creates a lava source block would be acceptable? As I have a massive moat to fill with lava, and a spell like this would seriously help out a ton while dragging out hundreds of lava buckets from the Nether. Perhaps make it act like a pump, letting you absorb lava, to discharge later. Could also be a two part spell. One spell lets you absorb lava, filling an internal meter, that can be used to fuel any magma/fire based spell. And an obvious one that lets you discharge this lava into the environment. Could require specialization into magma magic as well to even be allowed to handle the magma in this advanced way.
I would prefer a research system to a searching system. I also think that Thaumcraft3's research system is the most elegant I've seen so far. I vastly prefer it over the previous version which was largely random. Sure, there's still a random factor, but if you know what your options are, and what require which essences, you can pretty much narrow it down to one or two options.
I don't like an entirely random research system, such as the current vanilla enchantment process where your results are completely random based on weighted numbers. After all, we're not some amateur poking around with strange glyphs, we're highly trained thaumaturgists and practitioners of the arcane arts. I don't mind some variance, but I'd like some way to steer or guide the research beyond blind chance.
Any research system will inevitably be compared to TC3's, so either wait for his API to come out, or you'll need to come up with something equally awesome. Otherwise, you'll just be compared negatively to TC3, which is completely unfair.
As far as mounts... the problem with flying mounts is that it will trivialize many challenges which Minecraft presents. It would be much easier to set up a land-based mount, maybe even one which also floats, but flight is pretty strong and will trivialize everything from environmental hazards like lava lakes to monsters (since every monster which doesn't have a ranged attack is pretty much just arrow fodder, and significantly reduces the threat of flying mobs like ghasts and blazes). Heck, looking at Coestar's latest FTB map, they were able to pretty much clear out a large mound much easier than it should have been done simply because of jet packs. If you want a mount that can fly, make it late-tier and expensive. Perhaps start off with a normal mount, then an upgrade to make it fly? As far as ideas for mounts:
* Wolf mount - moves fast, has a bite attack you can use while mounted which is fairly damaging. Upgradable to either Dire Wolf Mount which deals more damage on bite plus has inventory space, OR to winged wolf for jetpack flight (hold button to go up, release to drop, not able to hover), but not both.
* Horse mount - Moves fast, and has an inventory, but has no attack. Upgradable to either Unicorn (horn attack which does extra damage on a charge), Draft Horse (larger inventory), or Pegasus (jetpack flight).
* Dolphin mount - Moves very fast on or underwater. Manoeuvrable underwater, with reduced air consumption to let you stay underwater longer. Upgrades can include air tanks semi-permanent submersion, or a leaping dolphin with the ability to clear maybe five blocks long and maybe two high at the pinnacle of the arc. Good for jumping out of lakes into other bodies of water.
* Bull mount - Moves normal speed, slowest mount. Has a highly damaging charge attack that can even go through dirt, sand, and gravel (but not stone). Basically, anything you can punch. Blocks are destroyed, not dropped. Upgrade to being able to punch through blocks that can be mined with a stone pick (again, blocks are destroyed, not dropped, so not a good way to mine for ores).
* Eagle mount - Moves fast and creative-mode flight. End-tier mount, hard to get access to. Speed upgrade available.
Mounts count as summoned creatures, so you can't have your pet fire elemental out at the same time as your mount.
As far as what I would like to see in future updates? Man, it's hard to narrow it down to just one thing. You've got so many awesome things in this mod, and practically all of them are begging for a deeper tech tree. Honestly? Whatever seems easiest to code, or whatever seems to just reach out to you and say "CODE ME!". Whatever you make, it'll be gold-plated winsauce.
Actually, I am finding that I rather like the way learning spells works in AM, now that I know how it works. Instead of sitting there "researching" you have to actively go look for them. Very nice way to get people out in the world, IMO.
What I am saying is, I dont really see the need for a research system at all.
But my issue with no research system is instead of feeling like a wizard discovering new uses for magic, I feel like a monkey that can go find a bunch of machine guns that someone else made (slight exaggeration in the name of hyperbole). So yeah I'd most definitely support having both ways to progress your spell knowledge sometimes it's fun to run around in the world but it is also fun to discover your own power via some method.
I say leave well enough alone. The scarcity of the spell scrolls is a big plus to me - being able to use them as a sort of currency and having a long-term goal to work towards (filling the book) are both pretty awesome aspects of the system as is. Everyone being able to spew them out with a macerator line would totally ruin that.
As a counterpoint, I don't want this mod balanced on the assumption that people are using BC/IC/EE/TC3/RP. I don't use those mods on my server, because they don't fit our preferred flavor.
The way spells currently work is okay, but making them one use will cause a problem in multiplayer. There around 90 spells and we've found 35 unique ones in an absolutely HUGE area (1000x1000). Making them one-use means that each of the players will have maybe 7 unique spells? Also, some of the spells are pretty unique. Sure, it's find if one person have different flavors of bolts or shields or summons--but mage light? Blink? Furnace touch? Growth? Speedy swimming? Those are excellent utility spells with unique effects. If the recipes are random per person and they require going farther and farther, statistics guarantee we will end up with twenty duplicates before we find all of them. It would be nice to be able to divine them in some way after we have a certain amount of power. (:
On another note; I'm curious if anything else will start appearing in chests besides ash/essences/spells/books? It may be nice to see lesser foci, mana potions or other objects. So far, the only way to discover new objects and functionality is to go to the wiki and spoil oneself. Why not nudge people in the right direction in terms of what is available in the mod?
Happy holidays!
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
He may not appreciate me quoting this as it was in the beta testers chat, however I feel it is necessary to prevent an all out fan war.
Easy enough to drop runes in a chest in the order required to cast, so someone else can shift click them into a row, and get scribing.
Happiness is like peeing in your pants, everyone sees it but only you feel its warmth.
I like some of the ideas for varied mounts, I hadn't really thought of that. Not sure how I will implement it, but it's definitely given me some expanded ideas on what I want to do. Well said!
These are really unique ideas for spells. I'm always looking to flush out the affinities. As it stands, Arcane, Ender, Fire, and Plant are pretty well rounded, with a good assortment of spells.
Water is slightly lacking, Ice and Magma are totally useless for the most part right now, and Lightning could use a little boost. I think I will make each update focus on a specific one of these, much like the last update was largely the "Plant" update (in addition to the other features).
With regards to research:
I personally can't stand sitting in a GUI for hours on end throwing items in hoping to find a combination. TC3 vastly improved the system, and gives a great deal of guidance in how research can progress.
I can guarantee research won't be an extreme item sink, and it will still require at least a little bit of exploration to get going. The system I am planning out (and it is still in the planning phase, so it won't be out with the 1.4.6 update) will have you using the mechanics of AM (spells for sure and possibly the essence system, as well as affinities) to discover new spells. There will be risks and rewards, and I hope to make it very engaging and fun; also allowing multiple people to contribute to the same research project. It will be (hopefully!) very intuitive to use to, allowing you to logically think through how something might work. Yes, there will be some randomness to it all, but in the end, it will mostly make sense. I also hope to allow multiple paths to each recipe, so that each playthrough could be different depending on what you find and discover.
With regards to spell recipes:
Spell recipes are one-time use, but what you may not know, is that you can *create* a spell recipe out of any scroll you already know in order to teach others (using the top part of an inscription table). When you enable "random" spell recipes, they are randomized on a per player basis - so your recipe for dig, for example, is not the same as mine would be. It's very easy to inscribe the recipes too, so it shouldn't be constraining.
So you can choose to openly share a recipe that you find with everyone, and then you have it (once you know it, you know it - even if you die), or you can choose to charge to teach others what you know. This is what makes spell recipes a currency. Especially with the ability to research new ones combined with exploration could make for a very interesting magical economy.
There are also 7 spells everyone starts off knowing, so you are not totally dead in the water if you are having trouble with exploration and/or research.
I know I am not going to please everyone, but I hope to make it balanced enough that any approach is viable, evenly balanced, and most importantly: fun!
Yes.
What else...oh, good news everyone! </farnsworth>
I think I fixed the tower gen problem with EBXL! If I have, it will be included with the 1.4.6 update.
Thank you to everyone for your comments and suggestions!
[SEVERE] Encountered an unexpected exception NoSuchMethodError
java.lang.NoSuchMethodError: lq.h(DDD)V
at mithion.arsmagica.buffs.ArsMagicaBuffEffectTelekinesis.HandleTelekinesis(ArsMagicaBuffEffectTelekinesis.java:66)
at mithion.arsmagica.buffs.ArsMagicaBuffEffectTelekinesis.a(ArsMagicaBuffEffectTelekinesis.java:38)
at md.bx(EntityLiving.java:2313)
at md.y(EntityLiving.java:621)
at lq.j_(Entity.java:398)
at md.j_(EntityLiving.java:743)
at qx.j_(EntityPlayer.java:281)
at iq.g(EntityPlayerMP.java:219)
at iv.a(NetServerHandler.java:256)
at ec.a(SourceFile:136)
at cg.b(TcpConnection.java:451)
at iv.d(NetServerHandler.java:82)
at iw.b(NetworkListenThread.java:55)
at ht.b(SourceFile:30)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:704)
at ho.r(DedicatedServer.java:252)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:600)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:499)
at fy.run(SourceFile:856)
Just got this crash on my server. I think i double casted telekinesis, or telekinesis tried to suck up exp.
So yeah, I just hope that, when it comes, the new research system is relatively time-intensive to keep (rarer, at least) spells hard to get, or configurable to be so via some sort of base research "success chance" setting or something - even better if it was configurable for each spell in particular. Maybe I'm weird like that - but my only real complaint about the TC3 system is that it's quite easy to blow right through it all in no time, though of course, most of the mod content isn't in yet.
Anyways, merry xmas everyone!
Also, Chocobos...FTW
Also, do you think a spell that creates a lava source block would be acceptable? As I have a massive moat to fill with lava, and a spell like this would seriously help out a ton while dragging out hundreds of lava buckets from the Nether. Perhaps make it act like a pump, letting you absorb lava, to discharge later. Could also be a two part spell. One spell lets you absorb lava, filling an internal meter, that can be used to fuel any magma/fire based spell. And an obvious one that lets you discharge this lava into the environment. Could require specialization into magma magic as well to even be allowed to handle the magma in this advanced way.