yeah it is weird. how about staffs? we can craft staffs that are so or so powerfull (3 different staffs: 1 Diminished staff 1 normal staff 1 augmented staff) and it would be awesome if we can get elemental staffs to. like Diminished staff of fire that make fire spells more powerfull to the same cost. so that we can select 1 spell in our book than bind the spell to the staff and than shooting it also create a spell to entbind the staffs. it would look like so: we have our spellbook in our inventory with our spells in it. than we have our staffs with the bind spells from the book in our HOTBAR, so we just select the staff we want and it will automaticaly use the spell that is bind to this staff. but we need to have the spell in our spellbook(or as scroll) in the inventory (not any bag or chest).
That's a feature that has been debated for quite a while. The whole point of spell books is to hold spells for use, so adding such a mechanic would be counter productive. So the staffs would have to be something seriously awesome and never before done to be added. Thankfully Mithion accels in making awesome and never before done things.
My friends and i love this mod and have been playing it in our own mod pack for a while...this is the last mod to update before we update the whole thing cant wit
You have a point, but there's a difference between being excited and being lazy. I am excited that others are excited for this mod, don't get me wrong. I *want* people to be as excited as I am for this mod. That part is what inspires me to keep going!
However: answering the same question over and over gets tiresome. I would like to see this forum to be able to be used for information on the mechanics and features that the mod provides, and for those looking for said information to not have to scroll through 20 pages of the same question being asked and answered over and over. I exaggerate, but you get what I mean.
Either way, my apologies if anything I said came across as offensive. It was not my intention, and re-reading it, it sounds harsher than I intended it to be. From my previous post please take this away: Any relevant information regarding updates will be in the title and the original post. If it's not there, then there's nothing to report.
Oh don't worry about it.
How about this...you already have a pretty loyal following, especially while we're all patiently waiting for the next update, so just leave answering the tedious questions asked by the lazy to us. You just worry about relaxing and getting this thing hammered out.
I didn't really mean to come down hard or anything, but I always get worried when I see devs start to go down that road. I mean, after all, it's only going to compound upon itself. Either way, keep up the work and we'll take care of the newbies.
Happy holidays to all. This mod looks epic I can't wait for a 1.4.6 release. No really I can't I already started a world. LOL Seriously I have yet to try the mod but from Dire's spotlight I already love it. ThaumCraft is my all time favorite but a mod that adds an RPG feel is what I always wanted and I think you nailed it with the Magic system. Great work keep it up and I hope I get to enjoy this unique mod soon. Not too soon make sure your happy before releasing MystCraft will take care of any gen problems I'll have. Thanks for making and sharing your mod with the community. MineCraft = Best game ever!!!
How about this...you already have a pretty loyal following, especially while we're all patiently waiting for the next update, so just leave answering the tedious questions asked by the lazy to us.
*snip*
*snip*
Either way, keep up the work and we'll take care of the newbies.
i also thought about this a little ... this is what camoe out of my brain:
we know we have our deficit. we know that we can elimitate the deficit with the foci. so the staffs build slowly deficit everytime you cast a spell (diminished little deficit, normal more and so on ...) and we need to but the staff on the *foci staff holder* to drain the deficit out of the staff. (a staff can hold up to 500 deficit ...) and than the staff got more than 500 deficit it will damage us slowly or starve us faster or drain mana slowly or every spell will cost 2 time more mana than the cast befor (like 1 lightning bolt use 2 mana. with the deficit it will use, first time cast, 4 than 8 than 16 than 32 etc ... you can do the math) however if you have spell to transfer the deficit to any other entinity (animals or foes) it will transfer the deficit to the entinity, and the entinity will be get hurt. (transfer must be a very very powerfull endgame spell). the foci staff holder musst be powered by essence.
this for the staffs^^^
now to the spellbooks.
Aaand how about a selection of different maagic types like dark magic, light magic, and elemental magic? so the dark magic books build also a little deficit and if the y have to much the spells got uncontrollable for you (depending on whitch lvl you are), like you shoot a lightning bold and its direction sread got bigger and bigger (depending on whitch staff you use) and side effects like nausea or hunger. so the light spellbook will build up essence that you can hold in the book ( 500 essence or so?) that you can use as a mana recharger, but if you have to much essence in the book you will get light lightning bolts came out of you and start charge up every block that can hold essence. The elemntal will ad a + to the spell cost or effect like + 5% to fire spells if you use only fire spells. the book can only give a certein amount of advantage. (+1% to water spells and +3% to fire spells +1% to earth spells) and a maximum of 5% and if you use more earth spells it will decrease the sdvantage of the fire spells and ad it to the earth spells. so if you have the 3 spellbooks in your inventory (or belt) they will affect each other. the dark one will drain slowly the essence from the light spellbook and neutralize the deficit, it will also reduce the advantage of the elemantal spells (only if you have much deficit). the light one will neutralize the deficit of the dark spellbook, and give an + to the advantages of elemtal spellbook %. the elemtal will give a + to all dark and light spells that have elemtal aspects in it. and it will also overcharge if you wish, so that a fire spell is triple as powerfull as long as you have enough essence in every mode. but youc an toogle it by yourself.
so now to the belt.
how about 1-3 special equip slots for the books that we can use? or an extra crafted belt for it. so we dont need to waste place in the inventory.
so much brain I never had befor
That's actually a good idea.
As for the people constantly asking for update, unfortunately, they will always be there annoying everybody. As long as the yogscast has subscribers, mod makers will be annoyed with dumb questions. That was a bad analogy, but you get the idea.
As for the people constantly asking for update, unfortunately, they will always be there annoying everybody. As long as the yogscast has subscribers, mod makers will be annoyed with dumb questions. That was a bad analogy, but you get the idea.
Seems like a perfectly valid comparison to me........
I've been told a few times by moderators to not let people know they are asking questions to which there are answers in the previous posts, ok I was told because my normal method of telling people that is to compare them to a slime mold that is suffering from severe braindamage but I'm not harsh about it not at all.
One thing though for Mithion to take away from this is that for every loudmouthed demanding cretin there are at least 10 polite quiet persons waiting patiently and respectfully for an update "when it's ready".
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
I had an epic idea for staffs, but since you had an idea it could be used for something else. My idea was that you could build glass orbs made with glass in the shape of a furnace, and be able to enchant the orbs in an enchanting table for enchantments like reduced casting cost, and increased damage with spells.
Obviously you wouldn't be able to cast spells with the orb in your hand, so what you do is make a staff with the enchanted orb. Its made in the shape of a shovel with the orb instead of a diamond or whatever.
The staff you craft would inheret the enchantments of the orb you used to craft it, and otherwise work as a spellbook,.
For example, if you crafted a staff with an orb with mana efficiency III, the staff would have the enchantment mana efficiency III and reduce all mana costs by half, or whatever fraction.
Of course, that is just the tier one staff. To make a tier 2 staff you need to make a charged orb. A charged orb is created when you put a normal orb in a crafting bench, surrounded by pure essence. Charged orbs are much easyer to enchant, which means more powerful staffs.
A wooden tier 2 staff is made in the same way as tier one, but with a charged orb. A necromancer's staff is made with bones instead of sticks, and a charged orb. It gets a boost to summon time for summoned creatures, and summons twice as many on augmented. it locks non summon spells on novice casting mode. also a huge boost to summon skeleton
A pyromamcer's staff is made with blaze rods instead of sticks, and a charged orb. It gets a boost to damage spells, and locks non damage spells into novice casting mode.
It also gets a huge boost to fireball.
The shaman's staff uses vines instead of sticks, and a charged orb. It gets reduced casting costs for utility spells, locks non utility spells into novice casting mode, and gets a huge boost to the growth spell.
Tier 3 staffs function and are crafted in the same way as tier 2, but are crafted with charged eyes of ender. Charged eyes of ender are crafted in the same way as charged orbs, but use eyes of ender instead of normal orbs.
Charged eyes of ender are easily enchanted with extremely powerful enchantments eg. Reducing casting costs to 10 percent of normal but they have a limited number of casts before they dissapear, taking all of the spells in the staff it made with it.
All staffs inherit the enchantments of the orb used to create them, and orbs do not act as spell books, (while staffs do) making them useless on their own.
Since you already planned out staffs, these could be implemented as wands, or super spell books, or rods, or something.
Sorry for the spelling errors, typing on a tablet is hard. As for the grammatical/basic writing skill errors, I'm 13.
@below you could use glass panes, or glass blocks in a different pattern. It doesn't really matter what the recipe is.
One issue I have with your idea, Parsec, is that the recipe for buildcraft tanks is glass in the same shape as a furnace. I don't think it's a very good idea to use recipes you know will conflict with another mod's.
Me and the players on my server are really interested in this mod however we cant figure out how to get it on the server and on the client everything we have tried with this OP and youtube doesnt work could someone please lend me a hand. this mod looks epic and will be great for our server!! attached is the crash report from client not server please save us!!!!
2012-12-29 00:56:24 [INFO] [ForgeModLoader] Forge Mod Loader version 4.6.12.511 for Minecraft 1.4.6 loading
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] All core mods are successfully located
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Discovering coremods
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found a candidate coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Loading coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Loaded coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file argo-2.25.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file guava-12.0.1.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file asm-all-4.0.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file bcprov-jdk15on-147.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugins
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin FMLCorePlugin
2012-12-29 00:56:24 [INFO] [ForgeModLoader] Found valid fingerprint for Minecraft Forge. Certificate fingerprint de4cf8a3f3bc15635810044c39240bf96804ea7d
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Coremod plugin FMLCorePlugin run successfully
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin FMLForgePlugin
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Coremod plugin FMLForgePlugin run successfully
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin ArsMagicaPlugin
2012-12-29 00:56:33 [INFO] [STDERR] Exception in thread "Thread-7" java.lang.RuntimeException: java.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:175)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.relaunchApplet(FMLRelauncher.java:242)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.appletEntry(FMLRelauncher.java:212)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.client.MinecraftApplet.init(MinecraftApplet.java:25)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.Launcher.replace(Launcher.java:143)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.Launcher$1.run(Launcher.java:87)
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:265)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:155)
2012-12-29 00:56:33 [INFO] [STDERR] ... 5 more
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.addTransformerExclusion(ArsMagicaPlugin.java:68)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.call(ArsMagicaPlugin.java:21)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.call(ArsMagicaPlugin.java:15)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:261)
2012-12-29 00:56:33 [INFO] [STDERR] ... 6 more
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at java.lang.Class.getDeclaredField(Unknown Source)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.addTransformerExclusion(ArsMagicaPlugin.java:64)
2012-12-29 00:56:33 [INFO] [STDERR] ... 9 more
Ok I put this rant in spoliers so if you don't care then move on and if you do please don't angrily reply to me but you disagree. You have been warned.
I'm really annoyed with modders such as Mithion, Dr Zhark, Eloraam, Azanor, and Sengir who don't allow people to ask for permissions for modpacks. I understand wanting to approve them before people just add them in. Because if anyone was allowed to put whatever mod they wanted in whatever modpack some of them would be pretty stupid, buggy, unorganized etc. And I even understand when some of them don't want their mod redistrubted at all because of whatever reason. But in the case of all of these modders they have or would consider letting certain modpacks use their mod but only if they (the modders) contacted them. So first of all that eliminates all possibilities of lesser known modpacks that would be really great if these modders gave them a chance. So only people like Direwolf, slowpoke, the mindcrack team etc will be able to use these and the "smaller" community members don't get a chance. which is sort of the opposite of how Mojang and most of the other community is. Imagine if Jeb said that only Vechs, Sethbling and other more popular mapmakers can make adventure maps. And again I'm not asking to let anyone use it or even give permission to everyone who asks. Just give people a chance. Ok so they want to wait for it to be an already existing well know, good modpack. Well thats basically impossible because how can their be a good techpack without redpower and forestry, or a magic pack without thaumcraft or ars magica. So then they don't want to give them permission because they are missing some important mods and the pack gets nowhere.Why couldn't they just play an already existing one? well lets look at our options. Tekkit is "illegal" and because of that missing forestry and of course its still not updated. DNS techpack just throws in any mods that are updated to the newest version no matter how horribly they work together. The FTB pack is specifically made for Slow's maps and slow isn't the most trustworthy per say either. Direwolf20 pack isn't bad but its not for everyone, and again its specifically designed for one person's LP. The mindcrack pack is also pretty good but uses gregtech on full "hard mode" Again, i'm not saying everyone should be able to make modpacks, but some people might have really good ones in mind but have no means to actually make them (like myself) So now I have the choice to make one illegally (which i'm not doing btw) or just give up entirely (Like I sorta did, this post is basically my last desperate attempt) And this is also pushing some people to probably make illegal modpacks. Because there is no point in trying to get permission currently. I know that they will probably not read this, or if they do, probably not reply, but if you are reading this Mithion, please reply, I feel we at least deserve an explanation
Ok I put this rant in spoliers so if you don't care then move on and if you do please don't angrily reply to me but you disagree. You have been warned.
I'm really annoyed with modders such as Mithion, Dr Zhark, Eloraam, Azanor, and Sengir who don't allow people to ask for permissions for modpacks. I understand wanting to approve them before people just add them in. Because if anyone was allowed to put whatever mod they wanted in whatever modpack some of them would be pretty stupid, buggy, unorganized etc. And I even understand when some of them don't want their mod redistrubted at all because of whatever reason. But in the case of all of these modders they have or would consider letting certain modpacks use their mod but only if they (the modders) contacted them. So first of all that eliminates all possibilities of lesser known modpacks that would be really great if these modders gave them a chance. So only people like Direwolf, slowpoke, the mindcrack team etc will be able to use these and the "smaller" community members don't get a chance. which is sort of the opposite of how Mojang and most of the other community is. Imagine if Jeb said that only Vechs, Sethbling and other more popular mapmakers can make adventure maps. And again I'm not asking to let anyone use it or even give permission to everyone who asks. Just give people a chance. Ok so they want to wait for it to be an already existing well know, good modpack. Well thats basically impossible because how can their be a good techpack without redpower and forestry, or a magic pack without thaumcraft or ars magica. So then they don't want to give them permission because they are missing some important mods and the pack gets nowhere.Why couldn't they just play an already existing one? well lets look at our options. Tekkit is "illegal" and because of that missing forestry and of course its still not updated. DNS techpack just throws in any mods that are updated to the newest version no matter how horribly they work together. The FTB pack is specifically made for Slow's maps and slow isn't the most trustworthy per say either. Direwolf20 pack isn't bad but its not for everyone, and again its specifically designed for one person's LP. The mindcrack pack is also pretty good but uses gregtech on full "hard mode" Again, i'm not saying everyone should be able to make modpacks, but some people might have really good ones in mind but have no means to actually make them (like myself) So now I have the choice to make one illegally (which i'm not doing btw) or just give up entirely (Like I sorta did, this post is basically my last desperate attempt) And this is also pushing some people to probably make illegal modpacks. Because there is no point in trying to get permission currently. I know that they will probably not read this, or if they do, probably not reply, but if you are reading this Mithion, please reply, I feel we at least deserve an explanation
The only thing I find hilarious is the fact you posted this on a smurf... If you seriously feel this way, post it on your main account, not one you made "just to rant".
Ok I put this rant in spoliers so if you don't care then move on and if you do please don't angrily reply to me but you disagree. You have been warned.
I'm really annoyed with modders such as Mithion, Dr Zhark, Eloraam, Azanor, and Sengir who don't allow people to ask for permissions for modpacks. I understand wanting to approve them before people just add them in. Because if anyone was allowed to put whatever mod they wanted in whatever modpack some of them would be pretty stupid, buggy, unorganized etc. And I even understand when some of them don't want their mod redistrubted at all because of whatever reason. But in the case of all of these modders they have or would consider letting certain modpacks use their mod but only if they (the modders) contacted them. So first of all that eliminates all possibilities of lesser known modpacks that would be really great if these modders gave them a chance. So only people like Direwolf, slowpoke, the mindcrack team etc will be able to use these and the "smaller" community members don't get a chance. which is sort of the opposite of how Mojang and most of the other community is. Imagine if Jeb said that only Vechs, Sethbling and other more popular mapmakers can make adventure maps. And again I'm not asking to let anyone use it or even give permission to everyone who asks. Just give people a chance. Ok so they want to wait for it to be an already existing well know, good modpack. Well thats basically impossible because how can their be a good techpack without redpower and forestry, or a magic pack without thaumcraft or ars magica. So then they don't want to give them permission because they are missing some important mods and the pack gets nowhere.Why couldn't they just play an already existing one? well lets look at our options. Tekkit is "illegal" and because of that missing forestry and of course its still not updated. DNS techpack just throws in any mods that are updated to the newest version no matter how horribly they work together. The FTB pack is specifically made for Slow's maps and slow isn't the most trustworthy per say either. Direwolf20 pack isn't bad but its not for everyone, and again its specifically designed for one person's LP. The mindcrack pack is also pretty good but uses gregtech on full "hard mode" Again, i'm not saying everyone should be able to make modpacks, but some people might have really good ones in mind but have no means to actually make them (like myself) So now I have the choice to make one illegally (which i'm not doing btw) or just give up entirely (Like I sorta did, this post is basically my last desperate attempt) And this is also pushing some people to probably make illegal modpacks. Because there is no point in trying to get permission currently. I know that they will probably not read this, or if they do, probably not reply, but if you are reading this Mithion, please reply, I feel we at least deserve an explanation
I'd just point out one thing here. This is not even a finished mod. As in work-in-progress still not out of beta. Whatever you may think of other modders and their decisions on how they want their piece of intellectual property distributed, why are you lumping Mith into the same category? Regardless of Mith's views on distribution of his mod once it is finished, it's not finished. To say you're making a last desperate attempt to "enlighten" him when the mod isn't even fully released is kinda preemptive, wouldn't you say?
I was just wondering how to make the other types of nexus. I had heard that there is something like 4 different types, but after a quick search on the wiki, I only know how to make two; the dark nexus and the normal one. I believe there is also a light one but that's not on the wiki, so if it's recipe doesn't have to be 'discovered' in the ars magica house chest thingies, could somebody please inform me on how to make it(/them ,if there's more that 1 other nexus). Thanks!
Me and the players on my server are really interested in this mod however we cant figure out how to get it on the server and on the client everything we have tried with this OP and youtube doesnt work could someone please lend me a hand. this mod looks epic and will be great for our server!! attached is the crash report from client not server please save us!!!!
2012-12-29 00:56:24 [INFO] [ForgeModLoader] Forge Mod Loader version 4.6.12.511 for Minecraft 1.4.6 loading
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] All core mods are successfully located
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Discovering coremods
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found a candidate coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Loading coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Loaded coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file argo-2.25.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file guava-12.0.1.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file asm-all-4.0.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file bcprov-jdk15on-147.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugins
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin FMLCorePlugin
2012-12-29 00:56:24 [INFO] [ForgeModLoader] Found valid fingerprint for Minecraft Forge. Certificate fingerprint de4cf8a3f3bc15635810044c39240bf96804ea7d
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Coremod plugin FMLCorePlugin run successfully
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin FMLForgePlugin
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Coremod plugin FMLForgePlugin run successfully
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin ArsMagicaPlugin
2012-12-29 00:56:33 [INFO] [STDERR] Exception in thread "Thread-7" java.lang.RuntimeException: java.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:175)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.relaunchApplet(FMLRelauncher.java:242)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.appletEntry(FMLRelauncher.java:212)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.client.MinecraftApplet.init(MinecraftApplet.java:25)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.Launcher.replace(Launcher.java:143)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.Launcher$1.run(Launcher.java:87)
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:265)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:155)
2012-12-29 00:56:33 [INFO] [STDERR] ... 5 more
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.addTransformerExclusion(ArsMagicaPlugin.java:68)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.call(ArsMagicaPlugin.java:21)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.call(ArsMagicaPlugin.java:15)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:261)
2012-12-29 00:56:33 [INFO] [STDERR] ... 6 more
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at java.lang.Class.getDeclaredField(Unknown Source)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.addTransformerExclusion(ArsMagicaPlugin.java:64)
2012-12-29 00:56:33 [INFO] [STDERR] ... 9 more
I'm pretty sure the problem is that you're running the mod on 1.4.6, when this mod is for 1.4.5. It WILL be updated, so just follow this thread and wait for it. Alternatively, you can use MultiMC to download the 1.4.5 version of Minecraft.
I'm pretty sure the problem is that you're running the mod on 1.4.6, when this mod is for 1.4.5. It WILL be updated, so just follow this thread and wait for it. Alternatively, you can use MultiMC to download the 1.4.5 version of Minecraft.
would that work server side as well cause we also have mystcraft which uses a more up to date version?
Ok I put this rant in spoliers so if you don't care then move on and if you do please don't angrily reply to me but you disagree. You have been warned.
I'm really annoyed with modders such as Mithion, Dr Zhark, Eloraam, Azanor, and Sengir who don't allow people to ask for permissions for modpacks. I understand wanting to approve them before people just add them in. Because if anyone was allowed to put whatever mod they wanted in whatever modpack some of them would be pretty stupid, buggy, unorganized etc. And I even understand when some of them don't want their mod redistrubted at all because of whatever reason. But in the case of all of these modders they have or would consider letting certain modpacks use their mod but only if they (the modders) contacted them. So first of all that eliminates all possibilities of lesser known modpacks that would be really great if these modders gave them a chance. So only people like Direwolf, slowpoke, the mindcrack team etc will be able to use these and the "smaller" community members don't get a chance. which is sort of the opposite of how Mojang and most of the other community is. Imagine if Jeb said that only Vechs, Sethbling and other more popular mapmakers can make adventure maps. And again I'm not asking to let anyone use it or even give permission to everyone who asks. Just give people a chance. Ok so they want to wait for it to be an already existing well know, good modpack. Well thats basically impossible because how can their be a good techpack without redpower and forestry, or a magic pack without thaumcraft or ars magica. So then they don't want to give them permission because they are missing some important mods and the pack gets nowhere.Why couldn't they just play an already existing one? well lets look at our options. Tekkit is "illegal" and because of that missing forestry and of course its still not updated. DNS techpack just throws in any mods that are updated to the newest version no matter how horribly they work together. The FTB pack is specifically made for Slow's maps and slow isn't the most trustworthy per say either. Direwolf20 pack isn't bad but its not for everyone, and again its specifically designed for one person's LP. The mindcrack pack is also pretty good but uses gregtech on full "hard mode" Again, i'm not saying everyone should be able to make modpacks, but some people might have really good ones in mind but have no means to actually make them (like myself) So now I have the choice to make one illegally (which i'm not doing btw) or just give up entirely (Like I sorta did, this post is basically my last desperate attempt) And this is also pushing some people to probably make illegal modpacks. Because there is no point in trying to get permission currently. I know that they will probably not read this, or if they do, probably not reply, but if you are reading this Mithion, please reply, I feel we at least deserve an explanation
I like how you seem to imply that modpacks are the absolute only way to use more than one mod at once. You do realize that nothing is stopping you from simply saying "Well this here list: <insert list of mods here> make a great combination. Bla bla bla words. Links provided. Most mods can be installed by putting in the mods folder and such and such."
Taking a bunch of mods and installing them at once is in no way illegal. It's the distributing them (not only that but it's the main thing) that's not ok by some.
That's a feature that has been debated for quite a while. The whole point of spell books is to hold spells for use, so adding such a mechanic would be counter productive. So the staffs would have to be something seriously awesome and never before done to be added. Thankfully Mithion accels in making awesome and never before done things.
Oh don't worry about it.
How about this...you already have a pretty loyal following, especially while we're all patiently waiting for the next update, so just leave answering the tedious questions asked by the lazy to us. You just worry about relaxing and getting this thing hammered out.
I didn't really mean to come down hard or anything, but I always get worried when I see devs start to go down that road. I mean, after all, it's only going to compound upon itself. Either way, keep up the work and we'll take care of the newbies.
That's actually a good idea.
As for the people constantly asking for update, unfortunately, they will always be there annoying everybody. As long as the yogscast has subscribers, mod makers will be annoyed with dumb questions. That was a bad analogy, but you get the idea.
Seems like a perfectly valid comparison to me........
I've been told a few times by moderators to not let people know they are asking questions to which there are answers in the previous posts, ok I was told because my normal method of telling people that is to compare them to a slime mold that is suffering from severe braindamage but I'm not harsh about it not at all.
One thing though for Mithion to take away from this is that for every loudmouthed demanding cretin there are at least 10 polite quiet persons waiting patiently and respectfully for an update "when it's ready".
Obviously you wouldn't be able to cast spells with the orb in your hand, so what you do is make a staff with the enchanted orb. Its made in the shape of a shovel with the orb instead of a diamond or whatever.
The staff you craft would inheret the enchantments of the orb you used to craft it, and otherwise work as a spellbook,.
For example, if you crafted a staff with an orb with mana efficiency III, the staff would have the enchantment mana efficiency III and reduce all mana costs by half, or whatever fraction.
Of course, that is just the tier one staff. To make a tier 2 staff you need to make a charged orb. A charged orb is created when you put a normal orb in a crafting bench, surrounded by pure essence. Charged orbs are much easyer to enchant, which means more powerful staffs.
A wooden tier 2 staff is made in the same way as tier one, but with a charged orb. A necromancer's staff is made with bones instead of sticks, and a charged orb. It gets a boost to summon time for summoned creatures, and summons twice as many on augmented. it locks non summon spells on novice casting mode. also a huge boost to summon skeleton
A pyromamcer's staff is made with blaze rods instead of sticks, and a charged orb. It gets a boost to damage spells, and locks non damage spells into novice casting mode.
It also gets a huge boost to fireball.
The shaman's staff uses vines instead of sticks, and a charged orb. It gets reduced casting costs for utility spells, locks non utility spells into novice casting mode, and gets a huge boost to the growth spell.
Tier 3 staffs function and are crafted in the same way as tier 2, but are crafted with charged eyes of ender. Charged eyes of ender are crafted in the same way as charged orbs, but use eyes of ender instead of normal orbs.
Charged eyes of ender are easily enchanted with extremely powerful enchantments eg. Reducing casting costs to 10 percent of normal but they have a limited number of casts before they dissapear, taking all of the spells in the staff it made with it.
All staffs inherit the enchantments of the orb used to create them, and orbs do not act as spell books, (while staffs do) making them useless on their own.
Since you already planned out staffs, these could be implemented as wands, or super spell books, or rods, or something.
Sorry for the spelling errors, typing on a tablet is hard. As for the grammatical/basic writing skill errors, I'm 13.
@below you could use glass panes, or glass blocks in a different pattern. It doesn't really matter what the recipe is.
2012-12-29 00:56:24 [INFO] [ForgeModLoader] Forge Mod Loader version 4.6.12.511 for Minecraft 1.4.6 loading
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] All core mods are successfully located
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Discovering coremods
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found a candidate coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Loading coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Loaded coremod ArsMagica.jar
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file argo-2.25.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file guava-12.0.1.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file asm-all-4.0.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Found library file bcprov-jdk15on-147.jar present and correct in lib dir
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugins
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin FMLCorePlugin
2012-12-29 00:56:24 [INFO] [ForgeModLoader] Found valid fingerprint for Minecraft Forge. Certificate fingerprint de4cf8a3f3bc15635810044c39240bf96804ea7d
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Coremod plugin FMLCorePlugin run successfully
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin FMLForgePlugin
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Coremod plugin FMLForgePlugin run successfully
2012-12-29 00:56:24 [FINEST] [ForgeModLoader] Running coremod plugin ArsMagicaPlugin
2012-12-29 00:56:33 [INFO] [STDERR] Exception in thread "Thread-7" java.lang.RuntimeException: java.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:175)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.relaunchApplet(FMLRelauncher.java:242)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.appletEntry(FMLRelauncher.java:212)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.client.MinecraftApplet.init(MinecraftApplet.java:25)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.Launcher.replace(Launcher.java:143)
2012-12-29 00:56:33 [INFO] [STDERR] at net.minecraft.Launcher$1.run(Launcher.java:87)
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:265)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.FMLRelauncher.setupHome(FMLRelauncher.java:155)
2012-12-29 00:56:33 [INFO] [STDERR] ... 5 more
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.RuntimeException: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.addTransformerExclusion(ArsMagicaPlugin.java:68)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.call(ArsMagicaPlugin.java:21)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.call(ArsMagicaPlugin.java:15)
2012-12-29 00:56:33 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchLibraryManager.handleLaunch(RelaunchLibraryManager.java:261)
2012-12-29 00:56:33 [INFO] [STDERR] ... 6 more
2012-12-29 00:56:33 [INFO] [STDERR] Caused by: java.lang.NoSuchFieldException: transformerExclusions
2012-12-29 00:56:33 [INFO] [STDERR] at java.lang.Class.getDeclaredField(Unknown Source)
2012-12-29 00:56:33 [INFO] [STDERR] at mithion.arsmagica.asm.ArsMagicaPlugin.addTransformerExclusion(ArsMagicaPlugin.java:64)
2012-12-29 00:56:33 [INFO] [STDERR] ... 9 more
I'm really annoyed with modders such as Mithion, Dr Zhark, Eloraam, Azanor, and Sengir who don't allow people to ask for permissions for modpacks. I understand wanting to approve them before people just add them in. Because if anyone was allowed to put whatever mod they wanted in whatever modpack some of them would be pretty stupid, buggy, unorganized etc. And I even understand when some of them don't want their mod redistrubted at all because of whatever reason. But in the case of all of these modders they have or would consider letting certain modpacks use their mod but only if they (the modders) contacted them. So first of all that eliminates all possibilities of lesser known modpacks that would be really great if these modders gave them a chance. So only people like Direwolf, slowpoke, the mindcrack team etc will be able to use these and the "smaller" community members don't get a chance. which is sort of the opposite of how Mojang and most of the other community is. Imagine if Jeb said that only Vechs, Sethbling and other more popular mapmakers can make adventure maps. And again I'm not asking to let anyone use it or even give permission to everyone who asks. Just give people a chance. Ok so they want to wait for it to be an already existing well know, good modpack. Well thats basically impossible because how can their be a good techpack without redpower and forestry, or a magic pack without thaumcraft or ars magica. So then they don't want to give them permission because they are missing some important mods and the pack gets nowhere.Why couldn't they just play an already existing one? well lets look at our options. Tekkit is "illegal" and because of that missing forestry and of course its still not updated. DNS techpack just throws in any mods that are updated to the newest version no matter how horribly they work together. The FTB pack is specifically made for Slow's maps and slow isn't the most trustworthy per say either. Direwolf20 pack isn't bad but its not for everyone, and again its specifically designed for one person's LP. The mindcrack pack is also pretty good but uses gregtech on full "hard mode" Again, i'm not saying everyone should be able to make modpacks, but some people might have really good ones in mind but have no means to actually make them (like myself) So now I have the choice to make one illegally (which i'm not doing btw) or just give up entirely (Like I sorta did, this post is basically my last desperate attempt) And this is also pushing some people to probably make illegal modpacks. Because there is no point in trying to get permission currently. I know that they will probably not read this, or if they do, probably not reply, but if you are reading this Mithion, please reply, I feel we at least deserve an explanation
just tried to connect it said server outdated
The only thing I find hilarious is the fact you posted this on a smurf... If you seriously feel this way, post it on your main account, not one you made "just to rant".
I'd just point out one thing here. This is not even a finished mod. As in work-in-progress still not out of beta. Whatever you may think of other modders and their decisions on how they want their piece of intellectual property distributed, why are you lumping Mith into the same category? Regardless of Mith's views on distribution of his mod once it is finished, it's not finished. To say you're making a last desperate attempt to "enlighten" him when the mod isn't even fully released is kinda preemptive, wouldn't you say?
I'm pretty sure the problem is that you're running the mod on 1.4.6, when this mod is for 1.4.5. It WILL be updated, so just follow this thread and wait for it. Alternatively, you can use MultiMC to download the 1.4.5 version of Minecraft.
would that work server side as well cause we also have mystcraft which uses a more up to date version?
I like how you seem to imply that modpacks are the absolute only way to use more than one mod at once. You do realize that nothing is stopping you from simply saying "Well this here list: <insert list of mods here> make a great combination. Bla bla bla words. Links provided. Most mods can be installed by putting in the mods folder and such and such."
Taking a bunch of mods and installing them at once is in no way illegal. It's the distributing them (not only that but it's the main thing) that's not ok by some.