HOLY FUDGE IT'S UPDATED!!!. When did that happen??? How was i not right there when it did?!?!?!?! Arrrgggggg...... I'm so happy, new spells! Thanks mithion!
Then the Wiki, or the front page, need an update about that fact. They aren't that big a problem for me (I use more enchants, and my most recent enchanted weapon has the most hilarious knock-up effect).
However the latest few updates of Forge seems to have broken the sounds of Ars Magica as well other mods.
Ah, I see. Thank you for the reply. I was getting quite confused as to what the root of the problem might be. I'm eager to try this intriguing mod at its full glory.
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Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Just noticed that the Mana Creepers are bugged. About one in 10 times, they will just blow up like a normal creeper, no vortex or anything. And no, I can tell them apart, my texturepack changes creepers a ton from the default style you use.
This isn't an intended feature and has been fixed for the next release.
Then the Wiki, or the front page, need an update about that fact. They aren't that big a problem for me (I use more enchants, and my most recent enchanted weapon has the most hilarious knock-up effect).
So you kill the creepers by getting them pregnant?
I don't like this...I have ideas for one or two floating towers, but really, most of them should be on the ground (and some are even under it!). I'm just gonna tweak how they spawn a bit so that it's more robust and flexible.
This already happens (though it doesn't care about your equipment - it's only based on the average magic level of nearby players). I think I might need to scale it back a little bit though.
If there are no players around though, it's randomized, which means you still may encounter the occasional really nasty dark mage. But if you're careful you can still take them on. You can identify the meaner ones by the color of their spell book. Orange is a weaker version, and if they have a red spell book, they're meaner. If it's a black spell book, don't take them on without friends.
Really? Hmm, I can't say I really noticed, which is probably the best compliment out there. Everything just seems to fit so well together.
Haven't really payed attention to the spellbook colours. Mostly the "I'm-getting-blasted-to-bits" indication triggers my rampart fleeing.
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People just can't stay away from me... but that is because I'm so fat I have my own gravitational field.
It's the flying cutlery that stresses me out.
I've been having tons of fun with this mod since I got it installed, but there is one thing about it that bothers me; mages with ender bolt. I've only been struck by it twice, the first time was on a server where my brother asked me to help him recover his gear from a ravine underground. I considered myself reasonably well equipped so I reluctantly ventured down the ravine. ZAP. Teleported into lava. Dead. WTF. Needless to say, it was incredibly frustrating, as I just lost full iron armour and a book full of spells.
The second time wasn't quite as bad, but it was still annoying. I was mining a 5x5 hole and I saw a cave in the wall so I went in, see a mage, then - ZAP. I'm all the way back on the surface, and have to climb up a mountain to get back to my house.
My other brother also says he was on a mining expedition that went extremely well. It was day 3 and he had a whole stack of iron ore, several diamonds, lapis, gold, infused ores from thaumcraft, etc. He was basically set. But then as he started to head for the surface, he got struck by an enderbolt. And where does he find himself? Inside a freaking wall. So he ends up suffocating and loses everything.
TLDR:I find mages with ender bolt to be incredibly unfair and frustrating to play against, so maybe you could have it so that enemies can't use enderbolt on easy difficulty only? Or is there a config file with the option to disable this feature?
I've been having tons of fun with this mod since I got it installed, but there is one thing about it that bothers me; mages with ender bolt. I've only been struck by it twice, the first time was on a server where my brother asked me to help him recover his gear from a ravine underground. I considered myself reasonably well equipped so I reluctantly ventured down the ravine. ZAP. Teleported into lava. Dead. WTF. Needless to say, it was incredibly frustrating, as I just lost full iron armour and a book full of spells.
The second time wasn't quite as bad, but it was still annoying. I was mining a 5x5 hole and I saw a cave in the wall so I went in, see a mage, then - ZAP. I'm all the way back on the surface, and have to climb up a mountain to get back to my house.
My other brother also says he was on a mining expedition that went extremely well. It was day 3 and he had a whole stack of iron ore, several diamonds, lapis, gold, infused ores from thaumcraft, etc. He was basically set. But then as he started to head for the surface, he got struck by an enderbolt. And where does he find himself? Inside a freaking wall. So he ends up suffocating and loses everything.
TLDR:I find mages with ender bolt to be incredibly unfair and frustrating to play against, so maybe you could have it so that enemies can't use enderbolt on easy difficulty only? Or is there a config file with the option to disable this feature?
The Dark/Light Mage spell list is not configurable, though I have already stated that I will be improving ender bolt so that it can no longer teleport you inside a wall. I agree completely that it is frustrating and unfair to be teleported into a wall, and I consider it a bug.
Into lava? Totally possible if you're close to it. Will it always happen? No. I'd recommend carrying a bucket of water.
You first need to get 1 XP. Then use the Arcane Empowerment Table to unlock you mana.
You don't even need 1 xp - just the Arcane Empowerment Table. That will unlock magic for use. Subsequent magic levels require you to match your XP level to your magic level before your magic level can be increased.
I know there probaly went a lot of work in, but still ...
... a option to turn your Mobs off. Not that i dont like them, but they feel a bit deplaced at the moment (you know, your alone and all and there are ... mages) and they also conflict with a lot of other Mob-Mods and even vanilla (i dont get any Enderman spawned since i use your mod ).
I love the whole magic system (except the magic-level-loss ) but those mobs arent really fitting (except the mana creeper/elementals). In my opinion at least.
Maybe your considering it (and if there is a config option already ... tell me please).
No can do there. The mobs are as much part of the mod as anything else, and I have put way too much work into them (especially the mage AI) to simply make it so you can disable them. It's a complete package.
I have already agreed to add a config variable that allows you to change their spawn rate. Though it will have a minimum to prevent you from turning them off entirely. So that may help you, and it will be in the next update.
As for Enderman, I think you're just having some bad luck...I see them all the time while playing AM. Sure, the white mages chase them off from time to time, but they almost never kill them.
You are incredible!!!! I want to learn about writing mods and coding in java so bad. Problem is I have know Idea where to start. The most I have learned came from youtube videos while running a server and editing config files. I made a small batch file thing once that let me switch jars easily....so yea I'm a total noob. I know this post might get blasted by people but I figured the author sounds really mature, helpful and this mod is amazing so I figured I would ask this question. What would be a good place to start if I wanted to start teaching myself about modding. I tried searching google for learning to code in java but after reading up on it I feel there must be some basics I need to read into first. Anyway thanks for this seriously amazing mod.
It also allows you to store spell recipes on the right hand page.
But seriously...what were you expecting that it would do??
Well, i pretty much figured out what the left side was for. I thought there was like a way for you to switch/go through the spells w/o opening the spellbook. like a shortcut key or something ._.
You are incredible!!!! I want to learn about writing mods and coding in java so bad. Problem is I have know Idea where to start. The most I have learned came from youtube videos while running a server and editing config files. I made a small batch file thing once that let me switch jars easily....so yea I'm a total noob. I know this post might get blasted by people but I figured the author sounds really mature, helpful and this mod is amazing so I figured I would ask this question. What would be a good place to start if I wanted to start teaching myself about modding. I tried searching google for learning to code in java but after reading up on it I feel there must be some basics I need to read into first. Anyway thanks for this seriously amazing mod.
I'm a firm believer in understanding "why" something works in addition to actually having it work. Because of that, if you are not familiar with java at all, I would do some reading on W3Schools about java, in particular:
primitive types
variables
functions
classes
interfaces
inheritance (very critical for proper modding)
annotations (if you plan to use forge)
After that, you could check out Wuppy's modding tutorials, which will get you started with forge and minecraft modding in general (new blocks, new items, new mobs). Though it assumes you have at least a basic understanding of Java.
Modding is not easy. It takes time, both to learn and to implement, and can be very involved if you want to do it right. Making your mod work with SMP only adds to it, as now you have to deal with proxies and packet handling (though they aren't too bad once you get over the initial learning curve, and get an understanding of *what* should be proxied vs what should not). The list of reading topics I have provided is a very basic start but it should get you going.
Well, i pretty much figured out what the left side was for. I thought there was like a way for you to switch/go through the spells w/o opening the spellbook. like a shortcut key or something ._.
Use x / z to scroll through the active spell list (the left side). It's also configurable in the game options menu if you don't like those keys.
I'm a firm believer in understanding "why" something works in addition to actually having it work. Because of that, if you are not familiar with java at all, I would do some reading on W3Schools about java, in particular:
primitive types
variables
functions
classes
interfaces
inheritance (very critical for proper modding)
annotations (if you plan to use forge)
After that, you could check out Wuppy's modding tutorials, which will get you started with forge and minecraft modding in general (new blocks, new items, new mobs). Though it assumes you have at least a basic understanding of Java.
Modding is not easy. It takes time, both to learn and to implement, and can be very involved if you want to do it right. Making your mod work with SMP only adds to it, as now you have to deal with proxies and packet handling (though they aren't too bad once you get over the initial learning curve, and get an understanding of *what* should be proxied vs what should not). The list of reading topics I have provided is a very basic start but it should get you going.
Use x / z to scroll through the active spell list (the left side). It's also configurable in the game options menu if you don't like those keys.
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
This isn't an intended feature and has been fixed for the next release.
So you kill the creepers by getting them pregnant?
Cool.
Really? Hmm, I can't say I really noticed, which is probably the best compliment out there. Everything just seems to fit so well together.
Haven't really payed attention to the spellbook colours. Mostly the "I'm-getting-blasted-to-bits" indication triggers my rampart fleeing.
It's the flying cutlery that stresses me out.
The second time wasn't quite as bad, but it was still annoying. I was mining a 5x5 hole and I saw a cave in the wall so I went in, see a mage, then - ZAP. I'm all the way back on the surface, and have to climb up a mountain to get back to my house.
My other brother also says he was on a mining expedition that went extremely well. It was day 3 and he had a whole stack of iron ore, several diamonds, lapis, gold, infused ores from thaumcraft, etc. He was basically set. But then as he started to head for the surface, he got struck by an enderbolt. And where does he find himself? Inside a freaking wall. So he ends up suffocating and loses everything.
TLDR:I find mages with ender bolt to be incredibly unfair and frustrating to play against, so maybe you could have it so that enemies can't use enderbolt on easy difficulty only? Or is there a config file with the option to disable this feature?
The Dark/Light Mage spell list is not configurable, though I have already stated that I will be improving ender bolt so that it can no longer teleport you inside a wall. I agree completely that it is frustrating and unfair to be teleported into a wall, and I consider it a bug.
Into lava? Totally possible if you're close to it. Will it always happen? No. I'd recommend carrying a bucket of water.
Above ground? Again, possible. Harmless too.
You don't even need 1 xp - just the Arcane Empowerment Table. That will unlock magic for use. Subsequent magic levels require you to match your XP level to your magic level before your magic level can be increased.
No can do there. The mobs are as much part of the mod as anything else, and I have put way too much work into them (especially the mage AI) to simply make it so you can disable them. It's a complete package.
I have already agreed to add a config variable that allows you to change their spawn rate. Though it will have a minimum to prevent you from turning them off entirely. So that may help you, and it will be in the next update.
As for Enderman, I think you're just having some bad luck...I see them all the time while playing AM. Sure, the white mages chase them off from time to time, but they almost never kill them.
Storing\using spells.
That's it? nothing else?
Yup it's enough though with 70 odd spells.
It also allows you to store spell recipes on the right hand page.
But seriously...what were you expecting that it would do??
Well, i pretty much figured out what the left side was for. I thought there was like a way for you to switch/go through the spells w/o opening the spellbook. like a shortcut key or something ._.
I'm a firm believer in understanding "why" something works in addition to actually having it work. Because of that, if you are not familiar with java at all, I would do some reading on W3Schools about java, in particular:
primitive types
variables
functions
classes
interfaces
inheritance (very critical for proper modding)
annotations (if you plan to use forge)
After that, you could check out Wuppy's modding tutorials, which will get you started with forge and minecraft modding in general (new blocks, new items, new mobs). Though it assumes you have at least a basic understanding of Java.
Modding is not easy. It takes time, both to learn and to implement, and can be very involved if you want to do it right. Making your mod work with SMP only adds to it, as now you have to deal with proxies and packet handling (though they aren't too bad once you get over the initial learning curve, and get an understanding of *what* should be proxied vs what should not). The list of reading topics I have provided is a very basic start but it should get you going.
Use x / z to scroll through the active spell list (the left side). It's also configurable in the game options menu if you don't like those keys.
OH YES THANK YOU
22 years old. Doctor Who nerd.