can u make it compatble with better than wolfs plz, it doesnt work when i install it
thx
hehe you're funny have you even read anything about BTW you know the fact that it is in general incompatible with everything, also Ars in a lot of ways goes completely against Flowerchilds' view of how his mod is best played (agree or disagree it's his mod).
Oh by the way this mod does not suck, I''m afraid it's yourself.
So, does anyone else find the ghost runes when you know a spell a bit hard to read?
Might just be my screen, but they're really dark.
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
This just goes to show how incredibly ignorant you are. The "research" is exploration. If you weren't so lazy and looked around your world you might find some spell. And PLEASE tell me how windmills fit in with this mod? It's a magic mod! It does not have technology in it. Blood woods? Okay, that might be viable as a suggestion. If you want it, mithion is HIGHLY open to listening to suggestions, but it's still his mod, and he adds what he wants, not what you want, not what your mom wants, not what Chuck Norris wants. What he wants. The pinnacle of your ignorance was summed up when you said "therefore it sucks" not even bothering to use correct capitalization and punctuation. You should have stated the correct point of your opposition and somewhere along the way, you would have realized, just how ridiculously entitled you are being. Now please leave. We do not want nor appreciate your presence.
This just goes to show how incredibly ignorant you are. The "research" is exploration. If you weren't so lazy and looked around your world you might find some spell. And PLEASE tell me how windmills fit in with this mod? It's a magic mod! It does not have technology in it. Blood woods? Okay, that might be viable as a suggestion. If you want it, mithion is HIGHLY open to listening to suggestions, but it's still his mod, and he adds what he wants, not what you want, not what your mom wants, not what Chuck Norris wants. What he wants. The pinnacle of your ignorance was summed up when you said "therefore it sucks" not even bothering to use correct capitalization and punctuation. You should have stated the correct point of your opposition and somewhere along the way, you would have realized, just how ridiculously entitled you are being. Now please leave. We do not want nor appreciate your presence.
He's probably a troll or a child, don't bother with him. Ignore is the best thing to do in these cases.
I don't see the quoted error in there (but my wife tells me I'm blind and stupid, so...):
[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(234, 233, 220)]CONFLICT @ 20002 item slot already occupied by mithion.arsmagica.items.arsmagicaItem@6e200e2d while adding thermalexpansion.core.item.ItemWrench@7a82e4d6[/background][/size][/font][/color]
I do note that both Redpower and Thermal Expansion are on the incompatibilities list, but only due to ID conflicts that can be resolved with changing configuration files.
1.) No variant of Dig spell will ever remove bedrock. If it does, then it's a bug.
2.) The Dig spells are programmed to emulate a pickaxe/shovel. If a stone pickaxe can break it, then so can Dig I. Diamond for Dig II. The tradeoff is you burn some mana to do it faster. Mages don't worry about petty things like gruntwork. It's not OP if I could take out a pickaxe of the same type and just do it that way.
3.) Even if you are really good at survival, it will still take a LONG time to get to magic level 50.
4.) You're not taking into account everything else that mana is used for - you're just looking at dig.
5.) I've said it before, and I will say it again: Try it. Do a complete playthrough. Don't just give yourself level 50 and go nuts with the spells. They'll all seem OP if you do it that way.
6.) I won't be adding a config file for Dig - the way it is, it is quite compatible with other mods. Due to the tool emulation, it's simply a swap from pickaxe/shovel to Dig. Look at that. I even saved you inventory space!
As for the crash: Logs or it didn't happen.
As for the magic levels lost..."randomly" doesn't help me. What are you doing when the levels get lost? Did you die? Did you do a dimension transfer? Are you using other mods?
The more information you can provide, the easier it is for me to find the problem.
The ID's get shifted to avoid conflicts with vanilla items.
It is easier to check what the conflicting items names are in the log, and then change the ID's according to that.
I.e. if pulverized iron is conflicting, then go change its ID. Etc.
It looks like the increased initial load is too much for my PC. Minecraft never launches past the white screen. No crash, and it doesn't register as "Not Responding" in the task manager. Real disappointment, since I just lost my magic level and spells from the previous version's bug. Any chance for something less intensive on the start-up? I know my PC is a little dated, but now I don't think Ars Magica will even be an option anymore. Shame, I was loving the mod.
I had created a separate instance using just the new Ars Magica mod, so it's not something else.
I'm assuming that in adding cooldowns for spells this causes the book you have to re-equip for each tick of the cooldown? I have no idea how it's coded or how it works, but seeing other mods that have re-charging/repairing items and the constant "equip" animation as they recharge/repair I'm assuming there is a similarity to your spell cooldowns. All in all I love the change, as this prevents spamming of spells like Divine Intervention and Ender Intervention.
Still, this makes casting charged spells out of the same spellbook difficult, as you constantly do the "equip" animation while charging a spell if any other spells in the same spellbook are on cooldown. For example, if I teleport to the nether and run a short ways, then attempt to cast Divine Intervention out of the same spellbook, I often fail as I don't fully "charge" the spell before doing the equip animation, requiring repeated attempts before casting it successfully. Curious if there is a way to fix this, as I've started putting all my long cooldown spells in a separate spellbook instead of by school/type like I had initially. (f.e. kind of hard to cast haste after teleporting from the nether when both spells are in the same spellbook).
Also, (and I have no idea if a fix for this can be implemented) I find the ability to teleport above or just dimension-shift above the nether's bedrock ceiling a little overpowered. Admittedly, I abuse it constantly now, but rather I didn't have the opportunity. Currently I don't bother with minecarts and tracks and roads, or even nether portals and carefully constructed tunnels to protect me from ghasts. I just fly up high, cast Ender Intervention, and run across the bedrock ceiling to my destination, completely safe from the dangers of the nether. It's even safer than the overworld, which feels off. Just my 2 cents.
I've fixed the id's problem but now the runes are messed up, if i put a red rune wich is supposed to give me the firebolt spell, it gives me the water one, like if the runes were changed between them, why is that?
I have all my old spellbooks from before the latest version, so I haven't done much with spellcrafting; however, do you have this set to true in your config file?
B:RandomSpellRecipes=true
As I understand it the recipe would change, so that is not necessarily the correct recipe.
So just redownloaded this mod.. was the sounds finally added directly to ars magica rather than being inserted into the resources folder? since the zip downloaded from the front page no longer has those folders. Going through installing all of my mods at the moment so I thought I'd check if that wasn't a slip up or something.
Well, in all fairness, the maze probably should have air blocks in it so that the contraptions don't break into oblivion.
I completely agree with this. Also, why all the glowstone in there? I mean, light while building it is helpful, but leaving it in kinda just encourages you to mine your way through it rather than actually play with it. The wool in there is also strange, and the bedrock is VERY strange. Bedrock on ground-level structures kinda inhibits any future renovations.
hehe you're funny have you even read anything about BTW you know the fact that it is in general incompatible with everything, also Ars in a lot of ways goes completely against Flowerchilds' view of how his mod is best played (agree or disagree it's his mod).
Oh by the way this mod does not suck, I''m afraid it's yourself.
http://www.minecraftforum.net/topic/1633234-146-whitelist-ars-magica-server-needs-a-name-suggestions-welcome/
I need a name for it...
Might just be my screen, but they're really dark.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
I couldn't have said it any better than that
He's probably a troll or a child, don't bother with him. Ignore is the best thing to do in these cases.
Was this in response to my pastebin?
http://pastebin.com/5EfJLZhS
I don't see the quoted error in there (but my wife tells me I'm blind and stupid, so...):
[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(234, 233, 220)]CONFLICT @ 20002 item slot already occupied by mithion.arsmagica.items.arsmagicaItem@6e200e2d while adding thermalexpansion.core.item.ItemWrench@7a82e4d6[/background][/size][/font][/color]
I do note that both Redpower and Thermal Expansion are on the incompatibilities list, but only due to ID conflicts that can be resolved with changing configuration files.
ThermalExpansion is on the Known Mod Incompatibilities list. Good luck.
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
Good catch. I'll make sure I fix it.
The ID's get shifted to avoid conflicts with vanilla items.
It is easier to check what the conflicting items names are in the log, and then change the ID's according to that.
I.e. if pulverized iron is conflicting, then go change its ID. Etc.
It's the flying cutlery that stresses me out.
I had created a separate instance using just the new Ars Magica mod, so it's not something else.
Still, this makes casting charged spells out of the same spellbook difficult, as you constantly do the "equip" animation while charging a spell if any other spells in the same spellbook are on cooldown. For example, if I teleport to the nether and run a short ways, then attempt to cast Divine Intervention out of the same spellbook, I often fail as I don't fully "charge" the spell before doing the equip animation, requiring repeated attempts before casting it successfully. Curious if there is a way to fix this, as I've started putting all my long cooldown spells in a separate spellbook instead of by school/type like I had initially. (f.e. kind of hard to cast haste after teleporting from the nether when both spells are in the same spellbook).
Also, (and I have no idea if a fix for this can be implemented) I find the ability to teleport above or just dimension-shift above the nether's bedrock ceiling a little overpowered. Admittedly, I abuse it constantly now, but rather I didn't have the opportunity. Currently I don't bother with minecarts and tracks and roads, or even nether portals and carefully constructed tunnels to protect me from ghasts. I just fly up high, cast Ender Intervention, and run across the bedrock ceiling to my destination, completely safe from the dangers of the nether. It's even safer than the overworld, which feels off. Just my 2 cents.
I have all my old spellbooks from before the latest version, so I haven't done much with spellcrafting; however, do you have this set to true in your config file?
As I understand it the recipe would change, so that is not necessarily the correct recipe.
I completely agree with this. Also, why all the glowstone in there? I mean, light while building it is helpful, but leaving it in kinda just encourages you to mine your way through it rather than actually play with it. The wool in there is also strange, and the bedrock is VERY strange. Bedrock on ground-level structures kinda inhibits any future renovations.