I just went out and found a couple mage towers, and learned a bunch of new spells. But when I select them in the inscription table, many of the runes depicted there are too faint to make out.
Some like Crocus are very clear, but others (Kula and Cocra especially) seem almost impossible to see when they're that faint.
I took a peek at the config file and couldn't see any way to adjust the transparency of the runes in the interface -> That may be a nice thing to be able to tweak.
I havent been using this mod for long, but...there are alot of buildings...I mean they are everywhere!
I checked the wiki and know this is intentional...but there are seriously alot, overwhelming even.
I had access to more spells than I could test before I even knew what hit me! (didnt even have a stack of cobblestone or even a decent home base set up yet)
other than that, no complaints. This is a great mod, keep up the good work.
I havent been using this mod for long, but...there are alot of buildings...I mean they are everywhere!
I checked the wiki and know this is intentional...but there are seriously alot, overwhelming even.
I had access to more spells than I could test before I even knew what hit me! (didnt even have a stack of cobblestone or even a decent home base set up yet)
other than that, no complaints. This is a great mod, keep up the good work.
If you check your config file, you can alter how frequently buildings appear. There is an example config file on the wiki: http://arsmagica.sho...com/wiki/Config
What you are looking for is
MCore showing up as disabled is a known bug. It will be fixed next version. It still works fine and the server that I play on has Chicken Core fine. The OP even has this bug listed.
I have a suggestion for an Essence-powered block.
What my suggestion is, is something like the Thaumic Repairer from Thaumcraft 2, but Essence-powered.
So, you put a tool or a piece of armor into the block. The block will then use Essence power to slowly repair the item you put in.
Cost can be slightly over the materials used to repair the item in an anvil, with the benefit of not losing levels.
See, the thing with the "Ad Hoc Network" is that Gateways don't work that way. Besides, what if you have more than 2 gateways with that same keystone? The way it is now is nice and simple - the keystone (or lack thereof) in your hand determines where you can go, and the keystone in the gateway (or lack thereof) determines who can arrive. You can control your destination much easier that way.
I'd rather improve keystones to be easier to use than change something that fundamental about how Gateways work. I have some ideas.
All you would be doing is moving the keystone from the hand and putting it in the second gateway. Adding a third gateway in that same network would basically make them work the same way they would if there were only 3 gateways on a world with out any keystones in them. You would randomly show up at one of the other 2 gateways.
From a security stand point, a third party would still have to some how find out your keystone code. No different then if you were walking around with it in your inventory.
As it stands now, in SMP, I kill you and pick up your loot, and now have access to every single one of your keystones that were on you. Making it easy to loot the rest of your hidden bases, that I would other wise not be able to find.
If all your gateways were in a closed, ad hoc network, a potential thief of griefer would have to ether find one of your bases with a working gate, or randomly try keystone combinations one after the other until they found the right one.
Any smart mage would still have a keystone set up to get past any booby traps that they have setup at their base, but even if some one killed you and took your keystone, they would still need to find your base.
One way you could negate keystone theft would be to have some sort of 'Dialing device', but then your veering a bit close to Stargate territory.
PS. Having seen the new quartz blocks in the latest snapshots of vanilla I hope you might consider updating the light nexus to use them in place of the current snow and glass.
There is something about placing huge blocks of glass on top of pillars of snow that just does not seem right to me.
Besides, quartz crystals have long been believed to channel mystical energies. It would make some sense to use them to channel natural energies from their surroundings into the nexus.
If you check your config file, you can alter how frequently buildings appear. There is an example config file on the wiki: http://arsmagica.sho...com/wiki/Config
I must thank You for putting a link to this up here, I couldn't seem to find that page on the wiki myself; For some reason My config file wasn't generating anything, even though it was having ID conflicts with some mods(I've changed the ID's for every mod so its not the usual ones listed on the front page), but without the config file I had no way of fixing this since I don't want to have to change all my other mods just to get this running to change this, and have to change them back. Much Appreciated.
If you check your config file, you can alter how frequently buildings appear. There is an example config file on the wiki: http://arsmagica.sho...com/wiki/Config
What you are looking for is
thank you for the reply guy, I have a good few mods, and the ars magicka mod is the only config file I havent really looked at...thank you, gonna go fix it now ^_^.
i have an idea(some of this might have been said before i dunno)
elemental spells
like at a certain level you obtain elemental spells and you choose one element to practise (you can still do other elements once you master the other one). each element will have its own realm. to get to a realm is simple all you need to do is activate a nether portal and use an element spell on it.
elements:
fire
water
earth
air
life
i have one mob idea for the fire realm
phoenix
large flaming bird which is very common. you can tame it with flaming pork(drop from the fire realm pig if not then another mob from there). once tamed you can ride it. there is a blue flame phoenix which is found rarely in the fire realm. can be bred with a normal phoenix to get a fire and ice phoenix
breeding guide
to breed phoenixes all you need is 2 phoenixes and flaming pork(regular pork crafted with blaze powder). once bred one phoenix will need a nest (just wheat placed in a circle and dirt in the center) after a while the egg will hatch and a baby phoenix will come out (if you breed a normal with a blue flame you will get a fire and ice) after 3 days it will be able to be ridden but will only be an adult 4 days after that(in-game days)
i have an idea(some of this might have been said before i dunno)
elemental spells
like at a certain level you obtain elemental spells and you choose one element to practise (you can still do other elements once you master the other one). each element will have its own realm. to get to a realm is simple all you need to do is activate a nether portal and use an element spell on it.
elements:
fire
water
earth
air
life
i have one mob idea for the fire realm
phoenix
large flaming bird which is very common. you can tame it with flaming pork(drop from the fire realm pig if not then another mob from there). once tamed you can ride it. there is a blue flame phoenix which is found rarely in the fire realm. can be bred with a normal phoenix to get a fire and ice phoenix
breeding guide
to breed phoenixes all you need is 2 phoenixes and flaming pork(regular pork crafted with blaze powder). once bred one phoenix will need a nest (just wheat placed in a circle and dirt in the center) after a while the egg will hatch and a baby phoenix will come out (if you breed a normal with a blue flame you will get a fire and ice) after 3 days it will be able to be ridden but will only be an adult 4 days after that(in-game days)
This is more or less handled by the affinity system sans "realms", but for now I am shying away from adding new dimensions. Thanks for the suggestion though!
You know something funny? I'm running 43 mods and i don't even know what i should do next. Build machines or go find more spells...It's all Buildcraft/IC2 and related things, and Ars Magica with Thaumcraft 3. I go mining for ore and right after i finish one ore vein theres another connected to it and i have to go back home in a matter of minutes to empty my inventory, even Forestry's Woven Backpacks don't help...
If you have a chunk loading mod, you can setup an ender chest system at your house which pulls items out via redstone engines and sends them to a network of chests, then you carry an ender chest with you and just drop your excess in it whenever your inventory gets full. (the ender storage mod will obviously work best in this setup)
Sorry for going off-topic of the thread. I'm just psyched to start playing this mod whenever the bug I'm running into gets fixed.
If the File is corrupt, You should try redownloading the mod. The first time I downloaded it It was corrupt for me, but that was mostly due to my poor internet connection at the time. Try re-downloading it and see if it works better with the newly downloaded file.
java.lang.SecurityException: Invalid signature file digest for Manifest main attributes
at sun.security.util.SignatureFileVerifier.processImpl(Unknown Source)
at sun.security.util.SignatureFileVerifier.process(Unknown Source)
at java.util.jar.JarVerifier.processEntry(Unknown Source)
at java.util.jar.JarVerifier.update(Unknown Source)
at java.util.jar.JarFile.initializeVerifier(Unknown Source)
at java.util.jar.JarFile.getInputStream(Unknown Source)
at sun.misc.URLClassPath$JarLoader$2.getInputStream(Unknown Source)
at sun.misc.Resource.cachedInputStream(Unknown Source)
at sun.misc.Resource.getByteBuffer(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at MultiMCLauncher.main(MultiMCLauncher.java:157)
Something is modifying the META-INF maybe?
Mods I have installed
Forge 6.6.497
MCore
PlayerAPI and GUiAPI for smartmoving
Smart Moving
Codechickencore and NEI
Rei's minimap
Balkon's weaponmod
audiotori
damageindicators
mob dismemberment and amputation
invtweaks
portalgun and gravigun
NotInMC mod
twilight forest
Pleeeeeeez update this mod!!! I LOVE IT SOOO. But I can't play since its 1.4.6 and I'm 1.4.7.
Any 1.4.6 mod will work on 1.4.7
Second, some ideas for more content:
Idea 1: Elemental auras in towers/dungeons/some biomes, etc...
Example: Say you find a swamp tower, (the one with the tree in the middle) while in/around that tower, you would have a temporary plant affinity in addition to one you may already have. This would go for other towers/structures/biomes, like: mountain biome-earth, nether-fire, end-ender, tree tower-life, etc...
Ideas 2/3 are both for essence:
Idea 2: Essence-based brewing
How it would work: You would make an item, whatever that happens to be, which you would place below/above/next to a cauldron, which would open a gui when right clicked. Inside the gui would be 4 slots-netherwart/effect reagent/spider eye/gunpowder (eye/gunpowder optional) and two buttons-fill bottle, and drink, as well as a storage bar to show how many/what potions it has created/stored. The fill bottle option would fill a glass bottle in your inventory with the newest stored potion, while the drink option would simply apply the newest potion to you without using a bottle. Brewing would be done by putting in the ingredients you want and filling the cauldron with water, then providing an essence supply. It would automatically brew the potion, draining essence from a nexus/water from the cauldron and storing the result, but not using up the ingredients.
Idea 3: essence forcefield
This is the most complex idea, and would basically be done by placing any number of an added block, rightclicking the last one to indicate that you are done placing them, and supplying essence, which would create a barrier to fill in the space between the placed blocks. To better explain this, have some pictures:
I just went out and found a couple mage towers, and learned a bunch of new spells. But when I select them in the inscription table, many of the runes depicted there are too faint to make out.
Some like Crocus are very clear, but others (Kula and Cocra especially) seem almost impossible to see when they're that faint.
I took a peek at the config file and couldn't see any way to adjust the transparency of the runes in the interface -> That may be a nice thing to be able to tweak.
I havent been using this mod for long, but...there are alot of buildings...I mean they are everywhere!
I checked the wiki and know this is intentional...but there are seriously alot, overwhelming even.
I had access to more spells than I could test before I even knew what hit me! (didnt even have a stack of cobblestone or even a decent home base set up yet)
other than that, no complaints. This is a great mod, keep up the good work.
If you check your config file, you can alter how frequently buildings appear. There is an example config file on the wiki:
http://arsmagica.sho...com/wiki/Config
What you are looking for is
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
Bug report bla bla bla blaA thousand pardons. I am an illiterate fool.
MCore showing up as disabled is a known bug. It will be fixed next version. It still works fine and the server that I play on has Chicken Core fine. The OP even has this bug listed.
What my suggestion is, is something like the Thaumic Repairer from Thaumcraft 2, but Essence-powered.
So, you put a tool or a piece of armor into the block. The block will then use Essence power to slowly repair the item you put in.
Cost can be slightly over the materials used to repair the item in an anvil, with the benefit of not losing levels.
All you would be doing is moving the keystone from the hand and putting it in the second gateway. Adding a third gateway in that same network would basically make them work the same way they would if there were only 3 gateways on a world with out any keystones in them. You would randomly show up at one of the other 2 gateways.
From a security stand point, a third party would still have to some how find out your keystone code. No different then if you were walking around with it in your inventory.
As it stands now, in SMP, I kill you and pick up your loot, and now have access to every single one of your keystones that were on you. Making it easy to loot the rest of your hidden bases, that I would other wise not be able to find.
If all your gateways were in a closed, ad hoc network, a potential thief of griefer would have to ether find one of your bases with a working gate, or randomly try keystone combinations one after the other until they found the right one.
Any smart mage would still have a keystone set up to get past any booby traps that they have setup at their base, but even if some one killed you and took your keystone, they would still need to find your base.
One way you could negate keystone theft would be to have some sort of 'Dialing device', but then your veering a bit close to Stargate territory.
PS. Having seen the new quartz blocks in the latest snapshots of vanilla I hope you might consider updating the light nexus to use them in place of the current snow and glass.
There is something about placing huge blocks of glass on top of pillars of snow that just does not seem right to me.
Besides, quartz crystals have long been believed to channel mystical energies. It would make some sense to use them to channel natural energies from their surroundings into the nexus.
thank you for the reply guy, I have a good few mods, and the ars magicka mod is the only config file I havent really looked at...thank you, gonna go fix it now ^_^.
elemental spells
like at a certain level you obtain elemental spells and you choose one element to practise (you can still do other elements once you master the other one). each element will have its own realm. to get to a realm is simple all you need to do is activate a nether portal and use an element spell on it.
elements:
fire
water
earth
air
life
i have one mob idea for the fire realm
phoenix
large flaming bird which is very common. you can tame it with flaming pork(drop from the fire realm pig if not then another mob from there). once tamed you can ride it. there is a blue flame phoenix which is found rarely in the fire realm. can be bred with a normal phoenix to get a fire and ice phoenix
breeding guide
to breed phoenixes all you need is 2 phoenixes and flaming pork(regular pork crafted with blaze powder). once bred one phoenix will need a nest (just wheat placed in a circle and dirt in the center) after a while the egg will hatch and a baby phoenix will come out (if you breed a normal with a blue flame you will get a fire and ice) after 3 days it will be able to be ridden but will only be an adult 4 days after that(in-game days)
http://www.minecraftforum.net/topic/1698011-updated-pix-gryphons-balanced-flight-for-survival-mode/
This is more or less handled by the affinity system sans "realms", but for now I am shying away from adding new dimensions. Thanks for the suggestion though!
Mithion! Your mage villagers want to be Squidwards! Give Them Squidward Model!
If you have a chunk loading mod, you can setup an ender chest system at your house which pulls items out via redstone engines and sends them to a network of chests, then you carry an ender chest with you and just drop your excess in it whenever your inventory gets full. (the ender storage mod will obviously work best in this setup)
Sorry for going off-topic of the thread. I'm just psyched to start playing this mod whenever the bug I'm running into gets fixed.
Something is modifying the META-INF maybe?
Mods I have installed
Forge 6.6.497
MCore
PlayerAPI and GUiAPI for smartmoving
Smart Moving
Codechickencore and NEI
Rei's minimap
Balkon's weaponmod
audiotori
damageindicators
mob dismemberment and amputation
invtweaks
portalgun and gravigun
NotInMC mod
twilight forest
It works with 1.4.7 (:
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
Any 1.4.6 mod will work on 1.4.7
Second, some ideas for more content:
Idea 1: Elemental auras in towers/dungeons/some biomes, etc...
Ideas 2/3 are both for essence:
Idea 2: Essence-based brewing
Idea 3: essence forcefield