As for the new poll, I have some questions before I vote.
With the new affinity system, will you still be limited to one type of magic (ex. you choose affinity, and then level within that affinity) or will it be possible, with enough time, to just max out all of the affinities?
What exactly is your reasoning behind changing the cooldown system? The old system seemed to be working fine for what it was designed to do, but this new system does seem interesting. Its hard to tell what I really think of it without testing it out. Also, have you considered using both the "stamina bar" and cooldown limiting factors at once? That might be interesting...
Arkenor, I dunno about SSP but on my SMP server they seem to disappear a while after world gen and like wisps become extremely rare. I think Mo' Creatures might have something to do with it though; do you use that mod also? In creative mode the Summon Dryad spell doesn't work either but I've read on the wiki a while back that it was removed from survival or something and can only be gotten through creative means so it might be intended now.
In the stone brick area is a blue nexus, a few blocks underground.
If I remove the essence conduit and put the calefactor where the conduit is now, it works.
Edit: It started working when my nexus had more stored essence.
Edit 2: Also, Calefactors don't seem to work with hoppers.
Do Dryads despawn? I was reading that they can make plants grow faster, so they sound like the sort of folks I'd like wandering around my gardens, should I ever get as far as making one. And they're the kind of fine faefolk a goodly wizard likes having around anyway. If they're not going to despawn as soon as my back is turned.
Dryads follow the despawn rules of standard mobs such as cows and pigs.
As for the new poll, I have some questions before I vote.
With the new affinity system, will you still be limited to one type of magic (ex. you choose affinity, and then level within that affinity) or will it be possible, with enough time, to just max out all of the affinities?
What exactly is your reasoning behind changing the cooldown system? The old system seemed to be working fine for what it was designed to do, but this new system does seem interesting. Its hard to tell what I really think of it without testing it out. Also, have you considered using both the "stamina bar" and cooldown limiting factors at once? That might be interesting...
For the new affinities, I'm thinking of some sort of radial progression system - that is, for example, casting a lot of air spells would shift you away from earth and make earth more expensive. Then you could further that by also casting say lightning spells, but that would shift you away from ice.
The UI for it might look something like:
So in this case the caster would have a slight decrease to air and lightning costs, and a slight increase to plant and earth. I still haven't figured out how I would handle life and ender affinities, either add them in to the wheel or make them specific regions, or what. I dunno.
this is a quick mockup I made in GIMP in about 5 minutes so it's far from final
As for the cooldown system - there have been several occasions where cooldowns cause technical sync issues and that really annoying item bob which interrupts the channel of other spells. So this would (in theory) remove or at least reduce that effect. The way I see it working is as the bar goes up, the cost of all spells goes up, until they're somewhere between 3-5 times as expensive at max (balance required!). Also, having higher levels in that bar will make you more hungry (sort of like run jumping everywhere does). It's a mental strain. Filling the bar completely may add some sort of "silence" effect, in which you cannot cast any spells for say 5 seconds, but the bar decreases rapidly down to 75% or something. Again, not sure yet.
Plus, thematically, why shouldn't a mage in trouble be able to dig deep within his own power and fling spells with wild abandon, ending exhausted, but victorious? Seems to me, as long as you have mana, you should be able to keep going, but maybe it gets a little harder each time until you rest for a bit. You're only on "cooldown" when you're magically exhausted, or out of mana. Just seems better than a simple cooldown, to me.
This post may have tipped my hand towards questions 1 and 3...2 I'm not sure where I stand. There's arguments to support both answers in my mind.
For the new affinities, I'm thinking of some sort of radial progression system ...I still haven't figured out how I would handle life and ender affinities, either add them in to the wheel or make them specific regions, or what. I dunno.
Maybe add a dimension?
...The way I see it working is as the bar goes up, the cost of all spells goes up, until they're somewhere between 3-5 times as expensive at max (balance required!). Also, having higher levels in that bar will make you more hungry (sort of like run jumping everywhere does). It's a mental strain.
It stands to reason that if I were a mage with a strong air affinity, air spells may cause the flux to go up slower than using earth spells.
What would happen to Affinity books? Please give them another function--I love books (:
The dimension is a cool idea but is also a nightmare from a GUI/usability perspective...I have never been one to shy away from a challenge though...
As for books, I'm not sure what they would do...maybe give you an immediate boost towards that specific affinity?
If you can drag and rotate the affinity circle, it'd be usable. As for the books, they should give an extra boost rather than work towards the affinity they are labeled as on the circle. So, if you are maxed out on fire, and you pick up a fire affinity book, it would still help a bit, but affinity books should not stack.
It stands to reason that if I were a mage with a strong air affinity, air spells may cause the flux to go up slower than using earth spells.
What would happen to Affinity books? Please give them another function--I love books (:
peace
The dimension is nice, but you forgot the arcane affinity.
Maybe it would be best to rearange the 3 outsider affinities (life, ender, arcane) into light and dark affinities.
Light:
All healing spells.
Divine intervention.
Radient shield.
Magelight.
Most of the arcane spells (many would be renaimed to "light bolt" or "beam of light", etc.)
Dark:
All ender spells (except divine intervention)
Life/ mana drain spells.
Most conjures.
This is a rough outline, but it would make adding a dimension possible.
The dimension is nice, but you forgot the arcane affinity.
Maybe it would be best to rearange the 3 outsider affinities (life, ender, arcane) into light and dark affinities.
Light:
All healing spells.
Divine intervention.
Radient shield.
Magelight.
Most of the arcane spells (many would be renaimed to "light bolt" or "beam of light", etc.)
Dark:
All ender spells (except divine intervention)
Life/ mana drain spells.
Most conjures.
This is a rough outline, but it would make adding a dimension possible.
That or do away with magma/ice affinities (just roll them into the other ones, they only have about 3 spells each anyways), and have Ender where Magma is and Life where Ice is.
As for Arcane, that could be the inner circle of the chart. So as long as you cast a balance of spells (ie from all affinities more or less equally), you are of an "Arcane" affinity, and casting Arcane spells would work to move you back towards the middle of the circle. Arcane could be kind of like General wizard specialization in a certain tabletop game, if you get what I mean.
That or do away with magma/ice affinities (just roll them into the other ones, they only have about 3 spells each anyways), and have Ender where Magma is and Life where Ice is.
As for Arcane, that could be the inner circle of the chart. So as long as you cast a balance of spells (ie from all affinities more or less equally), you are of an "Arcane" affinity, and casting Arcane spells would work to move you back towards the middle of the circle. Arcane could be kind of like General wizard specialization in a certain tabletop game, if you get what I mean.
I personally agree with Michael on turning Arcane, Ender, and Life affinities into two affinities. Magma just needs some spells, as does ice.
Also, just throwing an idea out for an ice spell... Blizzard. As you channel it, in the area around you steadily becomes consumed by a blizzard that damages and slows entities and creates snow on the ground. Casting stance would effect radius of effect and damage.
You're buff system conflicts with the familiars mod to cause a ticking entity crash when a familiar is summoned. Can you fix this? Familiars works when I remove your mod. Just thought you may want to know. Here is the crash log:
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 4/29/13 2:33 PM
Description: Ticking entity
java.lang.NullPointerException
at mithion.arsmagica.proxies.ArsMagicaUtilsCommon.arsMagicaBuffIsActive(ArsMagicaUtilsCommon.java:247)
at mithion.arsmagica.AMExtendedProperties.getSpeedModifierLand(AMExtendedProperties.java:421)
at mithion.arsmagica.AMEventHandler.onEntityLiving(AMEventHandler.java:319)
at net.minecraftforge.event.ASMEventHandler_8_AMEventHandler_onEntityLiving_LivingUpdateEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:317)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:816)
at net.minecraft.world.World.func_72866_a(World.java:2336)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2298)
at net.minecraft.world.World.func_72939_s(World.java:2144)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mithion.arsmagica.proxies.ArsMagicaUtilsCommon.arsMagicaBuffIsActive(ArsMagicaUtilsCommon.java:247)
at mithion.arsmagica.AMExtendedProperties.getSpeedModifierLand(AMExtendedProperties.java:421)
at mithion.arsmagica.AMEventHandler.onEntityLiving(AMEventHandler.java:319)
at net.minecraftforge.event.ASMEventHandler_8_AMEventHandler_onEntityLiving_LivingUpdateEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:317)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:816)
at net.minecraft.world.World.func_72866_a(World.java:2336)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2298)
-- Entity being ticked --
Details:
Entity Type: Familiars_DefaultMobPack.Familiar Chicken (mods.Familiars.DefaultMobs.common.FamiliarChicken)
Entity ID: 1850
Entity Name: entity.Familiars_DefaultMobPack.Familiar Chicken.name
Entity's Exact location: 68.33, 70.00, 256.29
Entity's Block location: World: (68,70,256), Chunk: (at 4,4,0 in 4,16; contains blocks 64,0,256 to 79,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, 0.00, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2144)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['FatsackTony'/213, l='New World', x=68.33, y=71.00, z=256.29]]
Chunk stats: ServerChunkCache: 628 Drop: 0
Level seed: 8109345663060177803
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (64,64,252), Chunk: (at 0,4,12 in 4,15; contains blocks 64,0,240 to 79,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 2474 game time, 2474 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 56343 (now: false), thunder time: 147507 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
also, in reply to your post question, I have an idea.
What about consolidating it into a single Mana "Overheat" bar. It would be like on FPS turrets where each shot or spell increases the "heat" so to speak, by a certain amount, and the bar reduces over time or cools off. Leveling up could increase the maximum capacity for this bar, and potions could increase the cooling rate. Although you may want different terms than cooling and heating.
I personally agree with Michael on turning Arcane, Ender, and Life affinities into two affinities. Magma just needs some spells, as does ice.
Also, just throwing an idea out for an ice spell... Blizzard. As you channel it, in the area around you steadily becomes consumed by a blizzard that damages and slows entities and creates snow on the ground. Casting stance would effect radius of effect and damage.
I agree, and I have more spell ideas.
Magma spells:
Magma- would create a block of lava (same mechanics as aqua). This would require a reagent (to prevent it from being OP).
Scorched earth- a directional wave of flame that burns the ground and destroys all plants and crops.
Hellfire: rain magma balls from the sky, same effective area as lightning storm.
Ice spells:
Call snow: like the call rain spell, but causes snow, even in desert biomes.
Freazing beam: creates a beam that does low damage, but slows enemies down (stops them in augmented).
And instead of adding another dimension, you could add a slider bar on the side for light/dark spells. If you reach a certain point in dark, light mages will attack you, and casting light spells will be neigh impossible, and vise versa.
With vanilla spawners I think you need to be within 16 blocks in order for it spawn any mobs. Even if you chunkloaded the area it probably would't work unless you afked near it, which would require you not needing a chunk loader since you are chunk loading the area.
If soul shards gets updated then you should be able to chunkload one of the spawners that doesn't need you to be nearby for mobs to spawn.
That or do away with magma/ice affinities (just roll them into the other ones, they only have about 3 spells each anyways), and have Ender where Magma is and Life where Ice is.
As for Arcane, that could be the inner circle of the chart. So as long as you cast a balance of spells (ie from all affinities more or less equally), you are of an "Arcane" affinity, and casting Arcane spells would work to move you back towards the middle of the circle. Arcane could be kind of like General wizard specialization in a certain tabletop game, if you get what I mean.
And what about the spells without affinity? They are something more like the Pure essence, and there must be four major branches of affinities that can fit in the corners of the chart, being: Arcane includes it's own spells, and Fire and Lightning spells. Life includes it's spells and the ones from the Water and Plant Affinities. Pure includes the non-affinity spells and the Ice and Air spells. And the Ender includes it's spells and the Magma and Earth spells. The general affinity should be the way it is, any kind of specialization. Just my thoughts of course.
Another idea, just for the sake of having more books to decorate a library with (download bibliocraft now):
Have you ever needed to check which spells you know in an affinity, but find using your spell inscription table while cross checking the wiki too cumbersome?
The affinity reference tomes are a perfect solution!
They are readable books, and will be different to every player (think like the thaumonomicon). The book will tell you all the spells you know in a particular affinity. One spell would be displayed on each page. Furthermore, the spells mana cost, spell type (bolt, AOE, beam, etc.) and what the spell does in detail ( ie, "calling Dr. Jones" would not be the description for aqua in the referance tome).
The tomes would be craft able by adding the desired essence to a book (lightning Essence for lightning referance tome, etc.). They could be placed on lectures (which really should have 3D models for books), or can be read on the go.
While it might be more efficient to have one book, I like having more books. It makes having a library/collection room worthwhile.
I feared for that answer... Yeah I'll have to wait for SoulShards if I want to do that, but I've already found a good essence provider for the Blue Nexus so I'm pretty good. It's just the Dark Nexus requires no hassle, you set it up once and you're done, you know?
Do what I do.
Turn a blue nexus into a white one via putting some chickens in it caged up so they can't get out.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/10/2012
Posts:
51
Member Details
I really like the radial affinity progression idea, although with Life versus Ender, I think it should be separate rather than a new dimension added to it.
I would also like to ask if the immunities the Enderdragon possesses against the spell types I mentioned earlier is intentional, unintentional and will likely be fixed, or unintentional and unlikely to be fixed.
With the new affinity system, will you still be limited to one type of magic (ex. you choose affinity, and then level within that affinity) or will it be possible, with enough time, to just max out all of the affinities?
What exactly is your reasoning behind changing the cooldown system? The old system seemed to be working fine for what it was designed to do, but this new system does seem interesting. Its hard to tell what I really think of it without testing it out. Also, have you considered using both the "stamina bar" and cooldown limiting factors at once? That might be interesting...
This would be very cool.
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
In the stone brick area is a blue nexus, a few blocks underground.
If I remove the essence conduit and put the calefactor where the conduit is now, it works.
Edit: It started working when my nexus had more stored essence.
Edit 2: Also, Calefactors don't seem to work with hoppers.
Dryads follow the despawn rules of standard mobs such as cows and pigs.
For the new affinities, I'm thinking of some sort of radial progression system - that is, for example, casting a lot of air spells would shift you away from earth and make earth more expensive. Then you could further that by also casting say lightning spells, but that would shift you away from ice.
The UI for it might look something like:
So in this case the caster would have a slight decrease to air and lightning costs, and a slight increase to plant and earth. I still haven't figured out how I would handle life and ender affinities, either add them in to the wheel or make them specific regions, or what. I dunno.
this is a quick mockup I made in GIMP in about 5 minutes so it's far from final
As for the cooldown system - there have been several occasions where cooldowns cause technical sync issues and that really annoying item bob which interrupts the channel of other spells. So this would (in theory) remove or at least reduce that effect. The way I see it working is as the bar goes up, the cost of all spells goes up, until they're somewhere between 3-5 times as expensive at max (balance required!). Also, having higher levels in that bar will make you more hungry (sort of like run jumping everywhere does). It's a mental strain. Filling the bar completely may add some sort of "silence" effect, in which you cannot cast any spells for say 5 seconds, but the bar decreases rapidly down to 75% or something. Again, not sure yet.
Plus, thematically, why shouldn't a mage in trouble be able to dig deep within his own power and fling spells with wild abandon, ending exhausted, but victorious? Seems to me, as long as you have mana, you should be able to keep going, but maybe it gets a little harder each time until you rest for a bit. You're only on "cooldown" when you're magically exhausted, or out of mana. Just seems better than a simple cooldown, to me.
This post may have tipped my hand towards questions 1 and 3...2 I'm not sure where I stand. There's arguments to support both answers in my mind.
Maybe add a dimension?
It stands to reason that if I were a mage with a strong air affinity, air spells may cause the flux to go up slower than using earth spells.
What would happen to Affinity books? Please give them another function--I love books (:
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
As for books, I'm not sure what they would do...maybe give you an immediate boost towards that specific affinity?
If you can drag and rotate the affinity circle, it'd be usable. As for the books, they should give an extra boost rather than work towards the affinity they are labeled as on the circle. So, if you are maxed out on fire, and you pick up a fire affinity book, it would still help a bit, but affinity books should not stack.
The dimension is nice, but you forgot the arcane affinity.
Maybe it would be best to rearange the 3 outsider affinities (life, ender, arcane) into light and dark affinities.
Light:
All healing spells.
Divine intervention.
Radient shield.
Magelight.
Most of the arcane spells (many would be renaimed to "light bolt" or "beam of light", etc.)
Dark:
All ender spells (except divine intervention)
Life/ mana drain spells.
Most conjures.
This is a rough outline, but it would make adding a dimension possible.
I agree--I just used what Mith had posted and added a dimension. To be honest, the affinity system confuses me:
http://arsmagica.shoutwiki.com/wiki/Opposing_affinities
I'm not really sure where arcane fits in, because it opposes ender, while ender opposes life. I don't really know how to conceptualize it.
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
That or do away with magma/ice affinities (just roll them into the other ones, they only have about 3 spells each anyways), and have Ender where Magma is and Life where Ice is.
As for Arcane, that could be the inner circle of the chart. So as long as you cast a balance of spells (ie from all affinities more or less equally), you are of an "Arcane" affinity, and casting Arcane spells would work to move you back towards the middle of the circle. Arcane could be kind of like General wizard specialization in a certain tabletop game, if you get what I mean.
I personally agree with Michael on turning Arcane, Ender, and Life affinities into two affinities. Magma just needs some spells, as does ice.
Also, just throwing an idea out for an ice spell... Blizzard. As you channel it, in the area around you steadily becomes consumed by a blizzard that damages and slows entities and creates snow on the ground. Casting stance would effect radius of effect and damage.
// Quite honestly, I wouldn't worry myself about that.
Time: 4/29/13 2:33 PM
Description: Ticking entity
java.lang.NullPointerException
at mithion.arsmagica.proxies.ArsMagicaUtilsCommon.arsMagicaBuffIsActive(ArsMagicaUtilsCommon.java:247)
at mithion.arsmagica.AMExtendedProperties.getSpeedModifierLand(AMExtendedProperties.java:421)
at mithion.arsmagica.AMEventHandler.onEntityLiving(AMEventHandler.java:319)
at net.minecraftforge.event.ASMEventHandler_8_AMEventHandler_onEntityLiving_LivingUpdateEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:317)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:816)
at net.minecraft.world.World.func_72866_a(World.java:2336)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2298)
at net.minecraft.world.World.func_72939_s(World.java:2144)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mithion.arsmagica.proxies.ArsMagicaUtilsCommon.arsMagicaBuffIsActive(ArsMagicaUtilsCommon.java:247)
at mithion.arsmagica.AMExtendedProperties.getSpeedModifierLand(AMExtendedProperties.java:421)
at mithion.arsmagica.AMEventHandler.onEntityLiving(AMEventHandler.java:319)
at net.minecraftforge.event.ASMEventHandler_8_AMEventHandler_onEntityLiving_LivingUpdateEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:317)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:816)
at net.minecraft.world.World.func_72866_a(World.java:2336)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2298)
-- Entity being ticked --
Details:
Entity Type: Familiars_DefaultMobPack.Familiar Chicken (mods.Familiars.DefaultMobs.common.FamiliarChicken)
Entity ID: 1850
Entity Name: entity.Familiars_DefaultMobPack.Familiar Chicken.name
Entity's Exact location: 68.33, 70.00, 256.29
Entity's Block location: World: (68,70,256), Chunk: (at 4,4,0 in 4,16; contains blocks 64,0,256 to 79,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, 0.00, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2144)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['FatsackTony'/213, l='New World', x=68.33, y=71.00, z=256.29]]
Chunk stats: ServerChunkCache: 628 Drop: 0
Level seed: 8109345663060177803
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (64,64,252), Chunk: (at 0,4,12 in 4,15; contains blocks 64,0,240 to 79,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 2474 game time, 2474 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 56343 (now: false), thunder time: 147507 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 857964648 bytes (818 MB) / 1477967872 bytes (1409 MB) up to 5726666752 bytes (5461 MB)
JVM Flags: 2 total; -Xmx6144m -XX:MaxPermSize=256m
AABB Pool Size: 2437 (136472 bytes; 0 MB) allocated, 2203 (123368 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 7, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.43.679 Minecraft Forge 7.7.2.679 64 mods loaded, 64 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.1.43.679} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.7.2.679} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.8.6.1} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.5.2.9} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowerCrystalsCore{1.1.2} [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_bspkrsCore{v2.02(1.5.1)} [bspkrsCore] ([1.5.1]bspkrsCorev2.02.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Familiars_API{1.5.1} [Familiars API] (Familiars_API_1.5.1a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TreeCapitator{Forge 1.5.1.r01} [TreeCapitator] ([1.5.1]TreeCapitator.Forge.1.5.1.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_GuiApiBasicExample{1.1} [mod_GuiApiBasicExample] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_GuiApiIngameMessageExample{1.0} [mod_GuiApiIngameMessageExample] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_GuiApiIntermediateExample{1.0} [mod_GuiApiIntermediateExample] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_GuiApiItemTickExample{1.0} [mod_GuiApiItemTickExample] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_GuiApiTWLExamples{1.0} [mod_GuiApiTWLExamples] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI{0.15.5} [GuiAPI] (GuiAPI-0.15.5-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AsgardShield_Core{1.1.6} [AsgardShield] (1.5.1AsgardShield_v1.1.6Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ArmorStatusHUD{v1.6(1.5.1)} [ArmorStatusHUD] ([1.5.1]ArmorStatusHUDv1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{2.5.9} [Damage Indicators] ([1.5.1]DamageIndicators v2.5.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FloatingRuins{Forge 1.5.1.r01} [FloatingRuins] ([1.5.1]FloatingRuins.Forge.1.5.1.r01.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap{v3.3_04 [1.5.1]} [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ArsMagica{5.50.007} [Ars Magica] (ArsMagica_5.50.007.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BattleTowers{1.3.2} [Battle Towers] (BattleTowers_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BBMM{1.7.5} [Building Blocks Mod Maker] (BBMM v1.7.5.3 (MC 1.5.1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CatapultMod{0.8.9.137-beta-MC151} [Catapult Mod] (Catapult_Mod-0.8.9.137-beta-MC151.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{1.12.2} [DrZhark's CustomSpawner] (CustomMobSpawner 1.12.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomNpcs{0.8} [CustomNpcs] (CustomNPCs_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DeadlyWorld{0.1.1} [Deadly World] (DeadlyWorld 0.1.1 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{5.0.8} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v5.0.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GW_DungeonMobs{2.3.2} [Dungeon Mobs] (Dungeon Mobs v2.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DungeonCrawler{0.2.4} [Dungeon Crawler] (DungeonCrawler 0.2.4v3 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DungeonPack{1.5.1 v1} [DungeonPack] (DungeonPack 1.5.1 v1 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_maze{1.2.0} [mod_maze] (DynamicMazes1.2[1.5.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EE3{pre1g (build 4)} [Equivalent Exchange 3] (ee3-universal-pre1g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ElementalTinkerer{PRE-5c} [§oElemental Tinkerer] (Elemental Tinkerer [PRE-5c] .zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtrabiomesXL{3.13.0} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.5.1-3.13.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Familiars_DefaultMobPack{1.5.1} [DefaultMobPack] (Familiars_DefaultMobPack_1.5.1a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PrimitiveMobsFamPack{1.0} [PrimitiveMobsFamiliarPack] (FamPackPrimitiveMobsMC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FinderCompass{1.5.1B} [Finder Compass] (FinderCompass_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LegendaryBeasts{a1.5.1.1} [Legendary Beasts] (Forge_LegendaryBeastsAlpha1.5.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
InfernalMobs{1.2.9} [Infernal Mobs] (InfernalMobs_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.53} [Inventory Tweaks] (InventoryTweaks-1.53.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest{5.2.1.284} [Iron Chest] (ironchest-universal-1.5-5.2.1.284.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Lanterns{1.2} [Lanterns] (Lanterns 1.2 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LavaMonsters{2.2} [Lava Monsters] (LavaMonsters 2.2 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LostBooks{1.0} [Lost Books] (LostBooks 1.0 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Magical-Crops{2.0.6} [Magical Crops - Version 2!] (magical_crops_1.5.1.2.0.6BETA.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Meteors{2.10.1} [Falling Meteors] (Meteors Mod V2.10.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_Minions{1.6.3} [Minions] (Minions_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iDiamondhunter{1.5_v1} [More Bows mod] (More bows Forge 1.5.1_01.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoreSwordsMod{2.4.1} [More Swords Mod] (More Swords Mod 2.4.1 For 1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{1.5.1_2.0.13} [Natura] (Natura_1.5.1_2.0.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherOres{1.5.1R2.1.1} [Nether Ores] (NetherOres-2.1.1-52.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{3.0.4c} [Thaumcraft] (Thaumcraft3.0.4c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LegendGear{1.5.2} [LegendGear] (NMcCoy-LegendGear-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PetBat{1.1.8} [Pet Bat] (PetBat_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PrimitiveMobs{1.4} [PrimitiveMobs] (PrimitiveMobsv1.3.5MC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RopesPlus{1.3.9} [Ropes+] (RopePlus_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_Ruins{9.8} [Ruins Spawning System] (Ruins_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SpecialMobs{2.4.2} [Special Mobs] (SpecialMobs 2.4.2 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.5.1_1.2f2.1} [Tinkers' Construct] (TConstruct_1.5.1_1.2f2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.17.1} [The Twilight Forest] (twilightforest-1.17.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
UtilityMobs{2.0} [Utility Mobs] (UtilityMobs 2.0 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IDResolver{1.5.1.0} [ID Resolver] (IDResolver-1.5.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MSC{1.5.1.0} [Mob Spawn Controls] (Forge_MobSpawnControlsv1.5.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 826 (46256 bytes; 0 MB) allocated, 657 (36792 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['FatsackTony'/213, l='New World', x=68.33, y=71.00, z=256.29]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
also, in reply to your post question, I have an idea.
What about consolidating it into a single Mana "Overheat" bar. It would be like on FPS turrets where each shot or spell increases the "heat" so to speak, by a certain amount, and the bar reduces over time or cools off. Leveling up could increase the maximum capacity for this bar, and potions could increase the cooling rate. Although you may want different terms than cooling and heating.
I agree, and I have more spell ideas.
Magma spells:
Magma- would create a block of lava (same mechanics as aqua). This would require a reagent (to prevent it from being OP).
Scorched earth- a directional wave of flame that burns the ground and destroys all plants and crops.
Hellfire: rain magma balls from the sky, same effective area as lightning storm.
Ice spells:
Call snow: like the call rain spell, but causes snow, even in desert biomes.
Freazing beam: creates a beam that does low damage, but slows enemies down (stops them in augmented).
And instead of adding another dimension, you could add a slider bar on the side for light/dark spells. If you reach a certain point in dark, light mages will attack you, and casting light spells will be neigh impossible, and vise versa.
With vanilla spawners I think you need to be within 16 blocks in order for it spawn any mobs. Even if you chunkloaded the area it probably would't work unless you afked near it, which would require you not needing a chunk loader since you are chunk loading the area.
If soul shards gets updated then you should be able to chunkload one of the spawners that doesn't need you to be nearby for mobs to spawn.
Have you ever needed to check which spells you know in an affinity, but find using your spell inscription table while cross checking the wiki too cumbersome?
The affinity reference tomes are a perfect solution!
They are readable books, and will be different to every player (think like the thaumonomicon). The book will tell you all the spells you know in a particular affinity. One spell would be displayed on each page. Furthermore, the spells mana cost, spell type (bolt, AOE, beam, etc.) and what the spell does in detail ( ie, "calling Dr. Jones" would not be the description for aqua in the referance tome).
The tomes would be craft able by adding the desired essence to a book (lightning Essence for lightning referance tome, etc.). They could be placed on lectures (which really should have 3D models for books), or can be read on the go.
While it might be more efficient to have one book, I like having more books. It makes having a library/collection room worthwhile.
Do what I do.
Turn a blue nexus into a white one via putting some chickens in it caged up so they can't get out.
Well it looks like soul shards has updated. You are in luck in this case
I would also like to ask if the immunities the Enderdragon possesses against the spell types I mentioned earlier is intentional, unintentional and will likely be fixed, or unintentional and unlikely to be fixed.