Just a small request: Any chance the keystone recipe/structure req could be added to the page for it? Googling your youtube for it all the time stinks! xD
Do Astral Barriers prevent the Ender Bolt spell from teleporting people into areas protected by them? Or only Blink/Seven League Stride? I'd like to have some Dark Mage enemies on my map, and I'd rather not the player get teleported into the redstone.
A small bug in your structure generation. Your wool/library things seem to ALWAYS generate one block above the ground. Might want to look into it. I have found over 5 of them that generated in mid air. Sure, you want a ruins feel... but levitating buildings DON'T fit that feel.
A small bug in your structure generation. Your wool/library things seem to ALWAYS generate one block above the ground. Might want to look into it. I have found over 5 of them that generated in mid air. Sure, you want a ruins feel... but levitating buildings DON'T fit that feel.
They do if they are magical levitating ruined buildings..........
So are there any good tips to finding recipes? Ruins or towers seem really rare in my world and, despite my pile of runes, the only spells that I can figure out are Growth and SetMyHouseOnFire... wtb some hints
So are there any good tips to finding recipes? Ruins or towers seem really rare in my world and, despite my pile of runes, the only spells that I can figure out are Growth and SetMyHouseOnFire... wtb some hints
I found magelight by accident with the colors that were immediately available to me. It is one of my favorite spells by far though. The low level doesn't do much from stopping monster spawns, but it's good enough to be able to see, and you can fire it as a projectile to light up remote areas.
I found magelight by accident with the colors that were immediately available to me (red, yellow, orange, and purple (thanks to extrabiomes for purple flowers)), however I don't remember the exact recipe and I haven't yet found it again, but I believe it was one of each of whatever colors I used. It is one of my favorite spells by far though. The low level doesn't do much from stopping monster spawns, but it's good enough to be able to see, and you can fire it as a projectile to light up remote areas.
Well, that makes 3/70... does that count as a roll? heh
If I were a betting man, I'd say that the color shown in the spell item is a large factor in what runes make them, and I'm pretty sure some of the spells don't have recipes (like the spell for the hood of debugging), but there is a large variety of runes and a large space for recipes, so the possibilities are pretty large. The simpler the spell, the more likely the recipe is probably short(er).
I noticed that too : pistons don't work : perhaps some circuitry missing as they are ruins you know...
I think the buildings have not the ruins feel they should have, they are just looking new brand houses buried in the ground...
Can you make them more "ruins looking" please ?
They should have some blocks missing or broken windows, holes in the roof, etc...
That kind of stuff...
Like some temples in Millenaire for example.
Ruins look fine. Mith even left the air blocks out so that trees and dirt overtake them. /:| (I usually clean out the nicer looking places and make them bases. :3 )
ANYway, Just installed AM yesterday, and I'm really enjoying it so far. It REALLY changes the game. I keep seeing new 'mage towers' (Although, really, most of them seem more like dens or houses). You can play like normal, but you end up running away from the dark mages if you're not powerful enough. It's a real challenge. Full iron armor means nothing again! ^_^;
I do notice some extra lag when I enter new chunks, but that was mentioned before. I also know that the sound is borked from reading. Kinda sad, but this is a beta... :/
I'm sure I glitched my way into charming a sprite on teh way back from a sandstone den (the cactus farm, I call it, as it always seems to have a few cacti sitting inside), but there was no real proof other than the messages that came up and the damage on my leather armor. Said something about trying to find a set or a point (?). I'll post a picture if it happens again (I didn't know what it was until I looked on the wiki later. Didn't help that my Internet went down for the day.)
I wouldn't use this with the More Bows mod. It slaps one of the graphics for the bow on top of the leather tunic and messes up the bow graphic. (could be Forge, but still, worth mentioning) Causes some crashing, too. I never used More Bows, anyway, so I just deleted it. Not going to need bows once I get fireballs.
Just a hint for you nukular, Lanu and Atrum are VERY potent together, and provide a lot of water/wind based recipies. Also, there are a few recipies that are just a single rune/1-3 of a single type of rune. If you need help figuring out the rune types, there are.. Base (the slab itself, used in very few recipies), purple, blue, white, black, red, yellow, orange, and green. Try and find all of them, and if you are having a problem finding Green dye... Cook a cactus to get it. Up to you to put the things together though to figure them out.
Wow. I'm standing on my house and shooting enderbolt at a creeper thinking "Haha, stupid creeper. I'm On the roof of my house and you can't touch me" I'm only 4 blocks up so it's still following my, but i'm not close enough for it to blow up. Then enderbolt teleports it right next to me and blows out a chunk of my roof.... Ugh, stupid Karma... Why mithion? Why?
I mean, seriously. A mob that instantly hits you with no chance of missing and no interrupt time, should you run up and hit them. Their super-ranged-attacks also drain your mana to heal themselves, have knock-back, AND they drop absolutely NOTHING. Not to mention they spawn almost anywhere and at any time.
Seriously. No problem so far with the mod, but this... This is absolutely irritating. At least make them drop some kind of magical loot, like an essence or something, or restrict their spawn to a certain biome or time. Or simply nerf their combat.
Either of these 3 would be super helpful.
Wow. I'm standing on my house and shooting enderbolt at a creeper thinking "Haha, stupid creeper. I'm On the roof of my house and you can't touch me" I'm only 4 blocks up so it's still following my, but i'm not close enough for it to blow up. Then enderbolt teleports it right next to me and blows out a chunk of my roof.... Ugh, stupid Karma... Why mithion? Why?
I laughed pretty good at this one. That's one of the drawbacks of ender bolt for sure.
I mean, seriously. A mob that instantly hits you with no chance of missing and no interrupt time, should you run up and hit them. Their super-ranged-attacks also drain your mana to heal themselves, have knock-back, AND they drop absolutely NOTHING. Not to mention they spawn almost anywhere and at any time.
Seriously. No problem so far with the mod, but this... This is absolutely irritating. At least make them drop some kind of magical loot, like an essence or something, or restrict their spawn to a certain biome or time. Or simply nerf their combat.
Either of these 3 would be super helpful.
Mana elementals actually do have a 20% chance to miss, and they do have a drop table as well. It's rare, but they can drop arcane essence when killed. They also only spawn at night.
Their mana drain has been nerfed in the dev build for next update and the range has been shortened a bit, as that part is a little overpowered. However ,they are meant to be a somewhat challenging fight, and even then, there is a trick to killing them that makes it a cakewalk.
I have been searching for the Archmage's Tower for nigh on two hours now. I have Thaumcraft 3 installed, among other things, and have been using the Traveler's Boots to journey for thousands of blocks in every direction. In my many hours of play, I have seen only a single of the Ars Magica wisps, which I was too slow to Charm. Getting impatient, I ended up using Creative, spawning in a Wisp and charming it. After a good long time to following it, it started descending. It hit the ground. I dug down (Underground tower?) and the wisp went straight down. I kept going down. I hit a lava lake. It died in the lake, trying to go down further. I continued going down, and found bedrock just below that lava lake. I punched through, and spawned a few wisps under the world, and charmed them. They went to a singular point a few blocks below the bottom of the world, centered on where my original wisp had been trying to go down.
I have since tried to do some research, and found the picture and description of the Tower on the wiki. I have seen nothing like it, and there was no signs of such a structure where the wisps lead me. I have since tried with more wisps, and they all try to lead me to that same random spot. I have dug around it in all directions and found nothing.
Is there something I'm missing?
Additionally, I have encountered a second may-be-glitch. While adventuring, I stumbled across an Archives, at the top of which I found a Chrono Anchor Recipe. When I moused over it however, where the sequence of runes would be was instead a line of rapidly changing characters. Then I moused over another scroll, Heal Other, in my inventory, and found that its recipe too was now this line of characters where before it had been a regular rune sequence. I tried putting the Chrono Anchor back in the chest or throwing it on the ground, but it didn't help. When I returned to my base, I found that my chests full of recipes had ALL been thus affected, and now were entirely unusable.
Additionally, I have encountered a second may-be-glitch. While adventuring, I stumbled across an Archives, at the top of which I found a Chrono Anchor Recipe. When I moused over it however, where the sequence of runes would be was instead a line of rapidly changing characters. Then I moused over another scroll, Heal Other, in my inventory, and found that its recipe too was now this line of characters where before it had been a regular rune sequence. I tried putting the Chrono Anchor back in the chest or throwing it on the ground, but it didn't help. When I returned to my base, I found that my chests full of recipes had ALL been thus affected, and now were entirely unusable.
The heck?
I am aware of the wisp bug and I am working on it. You could try editing the save file so that HasGeneratedArchmageTower and HasSpawnedArchmageTower are both false - that will cause a new one to be generated somewhere else, and the wisps will go to that tower.
As for the scrambled recipes - you have accidentally activated Recording Mode
It's there for if you want to record what you play, so you don't have to worry about accidentally revealing the formula for a spell recipe. Saves time on editing and such.
To turn it on and off, simply press comma (',').
I don't want to be rude, but, I would like to say.... Even though you didn't give an exact recipe, giving out just the right runes for a certain recipe is already a bit too much. It's just a matter of swapping them around and then you find it. Many people like to explore the world and find the recipies themselves. (It's one of the main purposes of this mod.) Please don't do such here in this topic. You can always use PM's to share recipe information. ^^
Well, I also don't want to be rude, but.. The current system is just, well, not fun. At all. Sitting there moving colors around hoping you luck onto a good combo with no hint or reason why is pretty brain numbing. It might not occur to someone that knows the recipes, but I mean, hell, just do it as a permutations problem to see how many possible combinations of 8 elements in a 9-length (or less, which makes it even worse) set there are. It is a ridiculously massive number.
It wouldn't be *quite* as bad if you didn't have to get the runes in a correct order on top of using the right colors and numbers of each. As it is, though, random research like this is just not feasible, at least for me.
I know there are plans for something in this area, so I guess I'll give the mod another shot once they have come to fruition. I doubt the dev put all this work into spells with the intent of people not being able to find them.
Edit: to ilustrate my point, despite that guy telling me what colors make Mage Light, I still can't get it after 15 mins of trying. Not fun at all.
Well, I also don't want to be rude, but.. The current system is just, well, not fun. At all. Sitting there moving colors around hoping you luck onto a good combo with no hint or reason why is pretty brain numbing. It might not occur to someone that knows the recipes, but I mean, hell, just do it as a permutations problem to see how many possible combinations of 8 elements in a 9-length (or less, which makes it even worse) set there are. It is a ridiculously massive number.
It wouldn't be *quite* as bad if you didn't have to get the runes in a correct order on top of using the right colors and numbers of each. As it is, though, random research like this is just not feasible, at least for me.
I know there are plans for something in this area, so I guess I'll give the mod another shot once they have come to fruition. I doubt the dev put all this work into spells with the intent of people not being able to find them.
Edit: to ilustrate my point, despite that guy telling me what colors make Mage Light, I still can't get it after 15 mins of trying. Not fun at all.
The way you're going about getting the spells wouldn't be fun at all, but that's not the way it was intended to be. I purposely designed the combination system to have a ton of possibilities, roughly a half billion. You're not supposed to be able to sit there and try permutations hoping for a combination. If it was that easy, what's the point?
There are 2 main ways to get spell recipes; which directly tell you what a spell is. First, go exploring. Find towers/archives. In them, chests. In those, spell recipes. Certain towers can have as many as 8 spell recipes in them. It's guaranteed that if there is a chest in the tower, it will have a spell recipe (+ other random loot).
Second, hunt dark mages. They have a chance to drop spell recipes, and if you make yourself Novice armor or higher (though I would recommend at least Journeyman), hunting them is completely feasible.
This all being said, I realize early game for this mod is rather slow moving. The next update (which will be soon) has a focus on 2 things: fixing known bugs, and re-working the systems to make this mod more early-game friendly, which includes a complete revamp of the spell crafting system. The above 2 methods of finding recipes will remain, but it should hopefully be more user friendly, and it also turns spell scrolls into a form of currency on servers. It also adds Mage NPC villagers who will trade you recipes and other AM items.
The update after that will implement a research system of some sort so that you can discover recipes as well, among other new features.
Edit: Found it.. kinda. Under Gateway.
They do if they are magical levitating ruined buildings..........
Well, that makes 3/70... does that count as a roll? heh
Ruins look fine. Mith even left the air blocks out so that trees and dirt overtake them. /:| (I usually clean out the nicer looking places and make them bases. :3 )
ANYway, Just installed AM yesterday, and I'm really enjoying it so far. It REALLY changes the game. I keep seeing new 'mage towers' (Although, really, most of them seem more like dens or houses). You can play like normal, but you end up running away from the dark mages if you're not powerful enough. It's a real challenge. Full iron armor means nothing again! ^_^;
I do notice some extra lag when I enter new chunks, but that was mentioned before. I also know that the sound is borked from reading. Kinda sad, but this is a beta... :/
I'm sure I glitched my way into charming a sprite on teh way back from a sandstone den (the cactus farm, I call it, as it always seems to have a few cacti sitting inside), but there was no real proof other than the messages that came up and the damage on my leather armor. Said something about trying to find a set or a point (?). I'll post a picture if it happens again (I didn't know what it was until I looked on the wiki later. Didn't help that my Internet went down for the day.)
I wouldn't use this with the More Bows mod. It slaps one of the graphics for the bow on top of the leather tunic and messes up the bow graphic. (could be Forge, but still, worth mentioning) Causes some crashing, too. I never used More Bows, anyway, so I just deleted it. Not going to need bows once I get fireballs.
I mean, seriously. A mob that instantly hits you with no chance of missing and no interrupt time, should you run up and hit them. Their super-ranged-attacks also drain your mana to heal themselves, have knock-back, AND they drop absolutely NOTHING. Not to mention they spawn almost anywhere and at any time.
Seriously. No problem so far with the mod, but this... This is absolutely irritating. At least make them drop some kind of magical loot, like an essence or something, or restrict their spawn to a certain biome or time. Or simply nerf their combat.
Either of these 3 would be super helpful.
I laughed pretty good at this one. That's one of the drawbacks of ender bolt for sure.
Mana elementals actually do have a 20% chance to miss, and they do have a drop table as well. It's rare, but they can drop arcane essence when killed. They also only spawn at night.
Their mana drain has been nerfed in the dev build for next update and the range has been shortened a bit, as that part is a little overpowered. However ,they are meant to be a somewhat challenging fight, and even then, there is a trick to killing them that makes it a cakewalk.
Additionally, I have encountered a second may-be-glitch. While adventuring, I stumbled across an Archives, at the top of which I found a Chrono Anchor Recipe. When I moused over it however, where the sequence of runes would be was instead a line of rapidly changing characters. Then I moused over another scroll, Heal Other, in my inventory, and found that its recipe too was now this line of characters where before it had been a regular rune sequence. I tried putting the Chrono Anchor back in the chest or throwing it on the ground, but it didn't help. When I returned to my base, I found that my chests full of recipes had ALL been thus affected, and now were entirely unusable.
The heck?
I am aware of the wisp bug and I am working on it. You could try editing the save file so that HasGeneratedArchmageTower and HasSpawnedArchmageTower are both false - that will cause a new one to be generated somewhere else, and the wisps will go to that tower.
As for the scrambled recipes - you have accidentally activated Recording Mode
It's there for if you want to record what you play, so you don't have to worry about accidentally revealing the formula for a spell recipe. Saves time on editing and such.
To turn it on and off, simply press comma (',').
Well, I also don't want to be rude, but.. The current system is just, well, not fun. At all. Sitting there moving colors around hoping you luck onto a good combo with no hint or reason why is pretty brain numbing. It might not occur to someone that knows the recipes, but I mean, hell, just do it as a permutations problem to see how many possible combinations of 8 elements in a 9-length (or less, which makes it even worse) set there are. It is a ridiculously massive number.
It wouldn't be *quite* as bad if you didn't have to get the runes in a correct order on top of using the right colors and numbers of each. As it is, though, random research like this is just not feasible, at least for me.
I know there are plans for something in this area, so I guess I'll give the mod another shot once they have come to fruition. I doubt the dev put all this work into spells with the intent of people not being able to find them.
Edit: to ilustrate my point, despite that guy telling me what colors make Mage Light, I still can't get it after 15 mins of trying. Not fun at all.
The way you're going about getting the spells wouldn't be fun at all, but that's not the way it was intended to be. I purposely designed the combination system to have a ton of possibilities, roughly a half billion. You're not supposed to be able to sit there and try permutations hoping for a combination. If it was that easy, what's the point?
There are 2 main ways to get spell recipes; which directly tell you what a spell is. First, go exploring. Find towers/archives. In them, chests. In those, spell recipes. Certain towers can have as many as 8 spell recipes in them. It's guaranteed that if there is a chest in the tower, it will have a spell recipe (+ other random loot).
Second, hunt dark mages. They have a chance to drop spell recipes, and if you make yourself Novice armor or higher (though I would recommend at least Journeyman), hunting them is completely feasible.
This all being said, I realize early game for this mod is rather slow moving. The next update (which will be soon) has a focus on 2 things: fixing known bugs, and re-working the systems to make this mod more early-game friendly, which includes a complete revamp of the spell crafting system. The above 2 methods of finding recipes will remain, but it should hopefully be more user friendly, and it also turns spell scrolls into a form of currency on servers. It also adds Mage NPC villagers who will trade you recipes and other AM items.
The update after that will implement a research system of some sort so that you can discover recipes as well, among other new features.