Do you take book ideas for this mod because i have a story that I would love it you would add. There once was a group of ancients. They existed, fought, farmed, built, and survived as one. They survived deep underground, within the stronghold of the end that they had built around a mysterious object to protect it. One day, half of the group had finally found the means of opening the gates to Hell, while below, the others were opening the gates to Armageddon.
They fought over where to conquer. Either to Armageddon, Or to Hell. It ended when both of the teams split up, and broke their portals behind them.
They renamed their groups. The Masters, and The Slayers
The Masters made their living in the End. They made peace with the King of the end and gave him unstoppable powers, making him a dragon. In return, The king gave them the control of the end, and it's people. The wicked Obsidian towers erected turned the people into their current forme, the Enderman. It also had an effect on the Masters, turning them into Corrupt beings, Darkening their souls into a cold, hard black. They then Oppressed the people, making them their slaves, forcing them to carve and cut more towers. The more the towers, the more powerful the Masters became. One day the dragon king tried to free his people, and in retaliation they had the people cast their magic on crystals, that not only healed the king, but put him into submission, and gave The Masters control of escaped subjects in the over-world. Each of the Masters shattered a crystal, to show a truce to the king's soul. All that did was power them further, and the people grew none the wiser. They donned Armor of obsidian and End souls, and then ruled with a bedrock fist. They now wait, for some fools to open the portal, and to release their full wrath.
The Slayer Went into the deep dark pits of hell and Conquered Satan himself. They Built stronghold like buildings out of the bones of the Demons they slayed. Hell could not be without demons so it turned the imbued the slayers with demonic power from their Strongholds. This caused a great power to be put into them and cause a surge of evil as well. half of their population was killed but the rest were granted Eternal Life and Great power. They took the pigmen as their lackeys and Ruled hell with an iron fist. They Built great structures that would marvel Any castle of today, But the truth is if you travel to hell you will find these structures deserted and crumbling. Where did the slayers go? Well let me just tell you this someone dug to deep and years ago and they are a among us. They are among usDo you take book ideas for this mod because i have a story that I would love it you would add. There once was a group of ancients. They existed, fought, farmed, built, and survived as one. They survived deep underground, within the stronghold of the end that they had built around a mysterious object to protect it. One day, half of the group had finally found the means of opening the gates to Hell, while below, the others were opening the gates to Armageddon.
They fought over where to conquer. Either to Armageddon, Or to Hell. It ended when both of the teams split up, and broke their portals behind them.
They renamed their groups. The Masters, and The Slayers
The Masters made their living in the End. They made peace with the King of the end and gave him unstoppable powers, making him a dragon. In return, The king gave them the control of the end, and it's people. The wicked Obsidian towers erected turned the people into their current forme, the Enderman. It also had an effect on the Masters, turning them into Corrupt beings, Darkening their souls into a cold, hard black. They then Oppressed the people, making them their slaves, forcing them to carve and cut more towers. The more the towers, the more powerful the Masters became. One day the dragon king tried to free his people, and in retaliation they had the people cast their magic on crystals, that not only healed the king, but put him into submission, and gave The Masters control of escaped subjects in the over-world. Each of the Masters shattered a crystal, to show a truce to the king's soul. All that did was power them further, and the people grew none the wiser. They donned Armor of obsidian and End souls, and then ruled with a bedrock fist. They now wait, for some fools to open the portal, and to release their full wrath.
The Slayer Went into the deep dark pits of hell and Conquered Satan himself. They Built stronghold like buildings out of the bones of the Demons they slayed. Hell could not be without demons so it turned the imbued the slayers with demonic power from their Strongholds. This caused a great power to be put into them and cause a surge of evil as well. half of their population was killed but the rest were granted Eternal Life and Great power. They took the pigmen as their lackeys and Ruled hell with an iron fist. They Built great structures that would marvel Any castle of today, But the truth is if you travel to hell you will find these structures deserted and crumbling. Where did the slayers go? Well let me just tell you this someone dug to deep and years ago and they are a among us. They are among us
There is an "eye of ender" like system for the AM tower - but I do not mention it anywhere on purpose. You need to experiment a little to find it.
I've done all I can think to do. Is there some eye of ender mechanic that I simply haven't discovered, or is it not a thing? I've tried everything I can think of, and I really want augmented casting, but I don't want to cheat my way into it if there is a legit way of finding the tower (other than exploring the entire 10k radius, which simply is not fun)
The clairvoyance spell isn't working on my version (5.37.007). If the eye of ender mechanic is unavailable in my version, would you be so kind as to tell me it's okay to cheat my way in?
I can't seem to find the archmage's tower on my map. After some research into how one may find the tower, the only information I got was this:
I've done all I can think to do. Is there some eye of ender mechanic that I simply haven't discovered, or is it not a thing? I've tried everything I can think of, and I really want augmented casting, but I don't want to cheat my way into it if there is a legit way of finding the tower (other than exploring the entire 10k radius, which simply is not fun)
The clairvoyance spell isn't working on my version (5.37.007). If the eye of ender mechanic is unavailable in my version, would you be so kind as to tell me it's okay to cheat my way in?
I wonder what those wisps that fly around are for...
Every structure has a single tower protector block that you must find and destroy. This prevents cheating without doing the puzzles properly. Even in creative. The puzzles are fun. Give them a try.
I would love a little bit of help here: I have found both the Levitation and the Flight spell, but I can't craft either of them (no spell shows up in the slot after putting in the runes).
I can craft all other spells I have, just not those ones. They both mention each other on the scrolls, so I was super excited to find them both, but I can't make them. What do I do?
the blocks from peacefulpack.... 'slime pool' (which is not actually an ore but behaves similarly) blaze tree wood, Ghast Ore, and fossils cause mithion.arsmagica.delayedeffect.tick for the spell 'dig' to throw a java nullpointer exception. Game crash.
Netherores are unaffected completely by dig (gonna check the config to see if there's a way to add new blocks to dig's effect...Or maybe the spell considers them 'high hardness' or something?)
Haven't experimented much with other utility spells.
While it doesn't list Ars Magica in the confirmed list that it's compatible with, I can confirm that it does. I use it my self.
I can confirm that you can set all the ars mobs spawn rates with dr. Zhark's custom mob spawner (for mo' creatures), all the way down to zero if they really tick you off. You don't even neccessarily have to install Mo' creatures(It IS a hefty mod), as long as you install guiapi (in core mods) and custom mob spawner (in mods).
I can confirm that you can set all the ars mobs spawn rates with dr. Zhark's custom mob spawner (for mo' creatures), all the way down to zero if they really tick you off. You don't even neccessarily have to install Mo' creatures(It IS a hefty mod), as long as you install guiapi (in core mods) and custom mob spawner (in mods).
The problem is that it's still very random as to where things are. I'm not wanting to completely remove the spawns, or just simply tone them down significantly. I would like to see them have some reason for being where they appear other than it being dark. Come to think of it, some of this is why I even stopped using MoCreatures... Although frequency is an issue, it's mostly about context. If I wanted to turn them off, there is a config setting for that.
Nevermind the part where a mod like that has a tendency for people to just turn off the things they don't like and potentially spoil some balance mechanics. I know it's easier to just use vanilla spawning mechanics, but given this mod, I think alot of potential might be overlooked here by just passing the issue off as something along the lines of "don't like the spawns, just turn them off or play peaceful (noob)". You can't tell me that the current system of Just strolling into a tower, disabling the traps, and looting everything without any sort of threat, and just wandering off to the next place a few hundred blocks a way to rinse/repeat until you've gotten the majority of spells doesn't feel lacking. You don't quite have to go as far as doing something similar to Millenaire bandits, but you can certainly still give towers that feeling of needing some sort of preparation to clear them out.
I'm using this mod with aether and the builds spawn in the middle of the dungeons and it messes up the dungeon D: any chance this will be fixed? like so they don't spawn in the aether.
The Archmage Tower Generates automatically now with no bugs right in a newly generated world...?
Just wanted to make sure! And the fire bolt spell has a charge again when it was said in a changelog that it was removed.
I see power lookups are back to occurring during game start-up instead of during world-load. This is unfortunate for users that play this mod mostly in multiplayer. Power lookups take 90 seconds on my i5-560 laptop with SSD. The game already took 2.5 minutes to load with 117 mods installed, now it takes 4 minutes. I liked it better in release 10 because it would not have to calculate power values at all if you just launch the game and connect to a server. The lookups would happen on the server when it gets started, not on the client. But now that it's switched back again to occur during start-up, I'm really hoping to get some options to control this. A 90 second delay every time I open the game kinda sucks, and on my slower laptop it will probably take 3 to 5 minutes, which is unacceptable.
With that said, here is my suggestion:
1) An option to change when power lookups occur, either during game load or during world load. During world-load should be the default, as that works fine for SSP & SMP, while during game-load should be a secondary option for people that only play single player.
2) This would be the best solution: Only calculate the power lookups ONCE EVER. I don't need it to look at all the in-game items every time I play. The items in-game are not going to change...ever...for a lot of players. If they do change, then Ars Magica should just do power calculations on-the-fly for any items that have null values.
3) On-the-fly power lookups. If options 1 & 2 aren't feasible, maybe this would be.
I've posted about this before but haven't heard anything back yet, then got banned for a few weeks for making fun of Texans so I haven't looked through this thread again to see if this problem has been addressed.
Decided to upload it on Dropbox, seeing as Pastebin wasn't big enough (606 kb or something) and Minecraft well it wouldn't let me post. So hope this works:
2013-06-14 17:02:05 [INFO] [STDOUT] CONFLICT @ 20012 item slot already occupied by thermalexpansion.plugins.buildcraft.pipes.TEItemPipe@4cc6de7e while adding mithion.arsmagica.items.ArsMagicaItem@14394993
2013-06-14 17:02:05 [INFO] [fml.ItemTracker] The mod ArsMagica is overwriting existing item at 20268 (item.buildcraftPipe.pipeitemsinsertion from ThermalExpansion) with mithion.arsmagica.items.ArsMagicaItem
2013-06-14 17:02:05 [FINE] [fml.ItemTracker] Adding item mithion.arsmagica.items.ArsMagicaItem(20268) owned by ArsMagica
2013-06-14 17:02:05 [INFO] [STDOUT] CONFLICT @ 20013 item slot already occupied by thermalexpansion.plugins.buildcraft.pipes.TEItemPipe@3d0d5c44 while adding mithion.arsmagica.items.ArsMagicaItem@382493ac
You have item ID conflicts. Follow the instructions on the OP under "Excessively Asked Questions", the first entry in there.
I see power lookups are back to occurring during game start-up instead of during world-load. This is unfortunate for users that play this mod mostly in multiplayer. Power lookups take 90 seconds on my i5-560 laptop with SSD. The game already took 2.5 minutes to load with 117 mods installed, now it takes 4 minutes. I liked it better in release 10 because it would not have to calculate power values at all if you just launch the game and connect to a server. The lookups would happen on the server when it gets started, not on the client. But now that it's switched back again to occur during start-up, I'm really hoping to get some options to control this. A 90 second delay every time I open the game kinda sucks, and on my slower laptop it will probably take 3 to 5 minutes, which is unacceptable.
With that said, here is my suggestion:
1) An option to change when power lookups occur, either during game load or during world load. During world-load should be the default, as that works fine for SSP & SMP, while during game-load should be a secondary option for people that only play single player.
2) This would be the best solution: Only calculate the power lookups ONCE EVER. I don't need it to look at all the in-game items every time I play. The items in-game are not going to change...ever...for a lot of players. If they do change, then Ars Magica should just do power calculations on-the-fly for any items that have null values.
3) On-the-fly power lookups. If options 1 & 2 aren't feasible, maybe this would be.
I've posted about this before but haven't heard anything back yet, then got banned for a few weeks for making fun of Texans so I haven't looked through this thread again to see if this problem has been addressed.
Thanks.
Tried to fix it, didn't go well. I'm not all that concerned about it right now. 3 minutes, while longer than I would prefer, is an acceptable range for me. It's stable, not crashing, and I have other things I need to focus on.
Tried to fix it, didn't go well. I'm not all that concerned about it right now. 3 minutes, while longer than I would prefer, is an acceptable range for me. It's stable, not crashing, and I have other things I need to focus on.
Oh okay. It seems like a bit of a thorn in your side, hehe. Is there any trick to break the lookups so they don't occur and would just use the existing AM_Power.cfg file?
Oh okay. It seems like a bit of a thorn in your side, hehe. Is there any trick to break the lookups so they don't occur and would just use the existing AM_Power.cfg file?
Lil bit I have a much more comprehensive solution set up in AM2, but it required such a drastic change that it isn't worth the time to make it in AM1.
It should read the power lookups in from the file every time if they are generated, so I am unsure what is taking so long. If I come across any tricks I will post them for sure.
Great mod! I played with it for a while. And LMNOP? WHat is that supposed to be? I hit a casts too hard, and blew up while swimming in lava apparently.
It is trying to kill me or is a bug?
http://pastebin.com/HbEpEFns
There once was a group of ancients. They existed, fought, farmed, built, and survived as one. They survived deep underground, within the stronghold of the end that they had built around a mysterious object to protect it. One day, half of the group had finally found the means of opening the gates to Hell, while below, the others were opening the gates to Armageddon.
They fought over where to conquer. Either to Armageddon, Or to Hell. It ended when both of the teams split up, and broke their portals behind them.
They renamed their groups. The Masters, and The Slayers
The Masters made their living in the End. They made peace with the King of the end and gave him unstoppable powers, making him a dragon. In return, The king gave them the control of the end, and it's people. The wicked Obsidian towers erected turned the people into their current forme, the Enderman. It also had an effect on the Masters, turning them into Corrupt beings, Darkening their souls into a cold, hard black. They then Oppressed the people, making them their slaves, forcing them to carve and cut more towers. The more the towers, the more powerful the Masters became. One day the dragon king tried to free his people, and in retaliation they had the people cast their magic on crystals, that not only healed the king, but put him into submission, and gave The Masters control of escaped subjects in the over-world. Each of the Masters shattered a crystal, to show a truce to the king's soul. All that did was power them further, and the people grew none the wiser. They donned Armor of obsidian and End souls, and then ruled with a bedrock fist. They now wait, for some fools to open the portal, and to release their full wrath.
The Slayer Went into the deep dark pits of hell and Conquered Satan himself. They Built stronghold like buildings out of the bones of the Demons they slayed. Hell could not be without demons so it turned the imbued the slayers with demonic power from their Strongholds. This caused a great power to be put into them and cause a surge of evil as well. half of their population was killed but the rest were granted Eternal Life and Great power. They took the pigmen as their lackeys and Ruled hell with an iron fist. They Built great structures that would marvel Any castle of today, But the truth is if you travel to hell you will find these structures deserted and crumbling. Where did the slayers go? Well let me just tell you this someone dug to deep and years ago and they are a among us. They are among usDo you take book ideas for this mod because i have a story that I would love it you would add.
There once was a group of ancients. They existed, fought, farmed, built, and survived as one. They survived deep underground, within the stronghold of the end that they had built around a mysterious object to protect it. One day, half of the group had finally found the means of opening the gates to Hell, while below, the others were opening the gates to Armageddon.
They fought over where to conquer. Either to Armageddon, Or to Hell. It ended when both of the teams split up, and broke their portals behind them.
They renamed their groups. The Masters, and The Slayers
The Masters made their living in the End. They made peace with the King of the end and gave him unstoppable powers, making him a dragon. In return, The king gave them the control of the end, and it's people. The wicked Obsidian towers erected turned the people into their current forme, the Enderman. It also had an effect on the Masters, turning them into Corrupt beings, Darkening their souls into a cold, hard black. They then Oppressed the people, making them their slaves, forcing them to carve and cut more towers. The more the towers, the more powerful the Masters became. One day the dragon king tried to free his people, and in retaliation they had the people cast their magic on crystals, that not only healed the king, but put him into submission, and gave The Masters control of escaped subjects in the over-world. Each of the Masters shattered a crystal, to show a truce to the king's soul. All that did was power them further, and the people grew none the wiser. They donned Armor of obsidian and End souls, and then ruled with a bedrock fist. They now wait, for some fools to open the portal, and to release their full wrath.
The Slayer Went into the deep dark pits of hell and Conquered Satan himself. They Built stronghold like buildings out of the bones of the Demons they slayed. Hell could not be without demons so it turned the imbued the slayers with demonic power from their Strongholds. This caused a great power to be put into them and cause a surge of evil as well. half of their population was killed but the rest were granted Eternal Life and Great power. They took the pigmen as their lackeys and Ruled hell with an iron fist. They Built great structures that would marvel Any castle of today, But the truth is if you travel to hell you will find these structures deserted and crumbling. Where did the slayers go? Well let me just tell you this someone dug to deep and years ago and they are a among us. They are among us
I've done all I can think to do. Is there some eye of ender mechanic that I simply haven't discovered, or is it not a thing? I've tried everything I can think of, and I really want augmented casting, but I don't want to cheat my way into it if there is a legit way of finding the tower (other than exploring the entire 10k radius, which simply is not fun)
I wonder what those wisps that fly around are for...
I can craft all other spells I have, just not those ones. They both mention each other on the scrolls, so I was super excited to find them both, but I can't make them. What do I do?
the blocks from peacefulpack.... 'slime pool' (which is not actually an ore but behaves similarly) blaze tree wood, Ghast Ore, and fossils cause mithion.arsmagica.delayedeffect.tick for the spell 'dig' to throw a java nullpointer exception. Game crash.
Netherores are unaffected completely by dig (gonna check the config to see if there's a way to add new blocks to dig's effect...Or maybe the spell considers them 'high hardness' or something?)
Haven't experimented much with other utility spells.
I can confirm that you can set all the ars mobs spawn rates with dr. Zhark's custom mob spawner (for mo' creatures), all the way down to zero if they really tick you off. You don't even neccessarily have to install Mo' creatures(It IS a hefty mod), as long as you install guiapi (in core mods) and custom mob spawner (in mods).
The problem is that it's still very random as to where things are. I'm not wanting to completely remove the spawns, or just simply tone them down significantly. I would like to see them have some reason for being where they appear other than it being dark. Come to think of it, some of this is why I even stopped using MoCreatures... Although frequency is an issue, it's mostly about context. If I wanted to turn them off, there is a config setting for that.
Nevermind the part where a mod like that has a tendency for people to just turn off the things they don't like and potentially spoil some balance mechanics. I know it's easier to just use vanilla spawning mechanics, but given this mod, I think alot of potential might be overlooked here by just passing the issue off as something along the lines of "don't like the spawns, just turn them off or play peaceful (noob)". You can't tell me that the current system of Just strolling into a tower, disabling the traps, and looting everything without any sort of threat, and just wandering off to the next place a few hundred blocks a way to rinse/repeat until you've gotten the majority of spells doesn't feel lacking. You don't quite have to go as far as doing something similar to Millenaire bandits, but you can certainly still give towers that feeling of needing some sort of preparation to clear them out.
Just wanted to make sure! And the fire bolt spell has a charge again when it was said in a changelog that it was removed.
With that said, here is my suggestion:
1) An option to change when power lookups occur, either during game load or during world load. During world-load should be the default, as that works fine for SSP & SMP, while during game-load should be a secondary option for people that only play single player.
2) This would be the best solution: Only calculate the power lookups ONCE EVER. I don't need it to look at all the in-game items every time I play. The items in-game are not going to change...ever...for a lot of players. If they do change, then Ars Magica should just do power calculations on-the-fly for any items that have null values.
3) On-the-fly power lookups. If options 1 & 2 aren't feasible, maybe this would be.
I've posted about this before but haven't heard anything back yet, then got banned for a few weeks for making fun of Texans so I haven't looked through this thread again to see if this problem has been addressed.
Thanks.
2013-06-14 17:02:05 [INFO] [STDOUT] CONFLICT @ 20012 item slot already occupied by thermalexpansion.plugins.buildcraft.pipes.TEItemPipe@4cc6de7e while adding mithion.arsmagica.items.ArsMagicaItem@14394993
2013-06-14 17:02:05 [INFO] [fml.ItemTracker] The mod ArsMagica is overwriting existing item at 20268 (item.buildcraftPipe.pipeitemsinsertion from ThermalExpansion) with mithion.arsmagica.items.ArsMagicaItem
2013-06-14 17:02:05 [FINE] [fml.ItemTracker] Adding item mithion.arsmagica.items.ArsMagicaItem(20268) owned by ArsMagica
2013-06-14 17:02:05 [INFO] [STDOUT] CONFLICT @ 20013 item slot already occupied by thermalexpansion.plugins.buildcraft.pipes.TEItemPipe@3d0d5c44 while adding mithion.arsmagica.items.ArsMagicaItem@382493ac
You have item ID conflicts. Follow the instructions on the OP under "Excessively Asked Questions", the first entry in there.
Tried to fix it, didn't go well. I'm not all that concerned about it right now. 3 minutes, while longer than I would prefer, is an acceptable range for me. It's stable, not crashing, and I have other things I need to focus on.
Oh okay. It seems like a bit of a thorn in your side, hehe. Is there any trick to break the lookups so they don't occur and would just use the existing AM_Power.cfg file?
Lil bit
It should read the power lookups in from the file every time if they are generated, so I am unsure what is taking so long. If I come across any tricks I will post them for sure.