IMO, the uses of the caster block should be left to the users to invent and innovate, iand more options should be introduced, but not at the cost of other items and abilities.
Granted. But the issue I have with Sigils goes a tiny bit deeper than the items themselves; I see their introduction as an indication of what Mithion might be planning for the future of the mod.
Sigils press into the design space that Caster Blocks could occupy, yet Mithion chose to introduce an entirely new system of simple crafting recipes, instead of developing the features of the Caster Block into a versatile method of automating things using the spell creation system---the heart and soul of AM2. I worry this is a sign that Mithion is moving away from developing the Caster Block into the core element of AM2 automation and, accordingly, moving away from basing automation on the best part of this mod, spell creation.
So it's not that I dislike Sigils. Rather, I worry they're a sign that AM2 automation won't focus on the spell creation system, which I think would be a tragic missed opportunity.
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Amateur dinosaur hunter and extreme weather enthusiast, whose interests include spoken mime, armchair parkour, tactical gaslighting (for fun or for pay), conspicuous ninjutsu and Schröedinger's pentameter—of which this sentence may or may not be an example.
Granted. But the issue I have with Sigils goes a tiny bit deeper than the items themselves; I see their introduction as an indication of what Mithion might be planning for the future of the mod.
Sigils press into the design space that Caster Blocks could occupy, yet Mithion chose to introduce an entirely new system of simple crafting recipes, instead of developing the features of the Caster Block into a versatile method of automating things using the spell creation system---the heart and soul of AM2. I worry this is a sign that Mithion is moving away from developing the Caster Block into the core element of AM2 automation and, accordingly, moving away from basing automation on the best part of this mod, spell creation.
So it's not that I dislike Sigils. Rather, I worry they're a sign that AM2 automation won't focus on the spell creation system, which I think would be a tragic missed opportunity.
It's really whatever direction he wants to take, you know its not too late someone could still make a mod to add on in similar features to what you are talking about, I was just listening in on a conversation in IRC the other day about someone who wanted to make caster like objects with targeting capabilities using AM2 spells and essence.
The ideas are there, and I'm sure that there will be many with their own take on how they want magic to flow that will come forward once an API is out, and from which I've been told it will be in the near future.
To me sigils serve to keep things simplistic and give starting players something to work with, while some of the functionality could be replicated with spells, things like the lunar sigil should most likely be kept out of spells for various exploits. I feel sigils should be kept, but kept with functions that would be too overpowered to give to normal spells.
Maybe in the future, sigils could require a specific spell to be crafted and placed in their crafting recipe.
I don't think this has been discussed, but I made a light nexus with a mana battery on the side just outside. So, I have no problem getting the essence out of the nexus and into the battery, but I can't seem to get the essence out of the BATTERY and into an essence refinery. (I also can't move the essence from the nexus to the refiner.) I'm using the most recent FTB Direwolf20 Pack. I had it working until I reorganized my base, and now I can't get it too work...
I don't think this has been discussed, but I made a light nexus with a mana battery on the side just outside. So, I have no problem getting the essence out of the nexus and into the battery, but I can't seem to get the essence out of the BATTERY and into an essence refinery. (I also can't move the essence from the nexus to the refiner.) I'm using the most recent FTB Direwolf20 Pack. I had it working until I reorganized my base, and now I can't get it too work...
The power code is actually being rewritten so the problem might be solved after a few updates.
Have you tried breaking the battery and placing it again and relinking Nexus > Battery > Refiner, probably should also break and replace the refiner before placing the battery.
Great until you start needing raw essence for your spells. Then it becomes horrible and broken, since getting raw essence to your crafting altar is the most god awful chore and takes forever to find out how to actually make it work, since apparently there is a "sweet spot" to getting your altar linked with any other device, mana battery or conduit. Unfortunately, the Compendium doesn't tell you this, nor does it provide anything useful past that it needs to be within ten blocks.
Also, there doesn't appear to be any discernible way to remove books, spell or otherwise, from a Lectern without breaking it. If there is, then the Compendium doesn't appear to say so.
So, my experience is that unless you're playing in creative, it's more trouble than it's worth.
The power code is actually being rewritten so the problem might be solved after a few updates.
Have you tried breaking the battery and placing it again and relinking Nexus > Battery > Refiner, probably should also break and replace the refiner before placing the battery.
When I was replacing the essence refiner, the essence started going to it! Thank you so much! I guess because the nexus was linked to the battery it was only allowing the essence to go to the battery and was getting trapped!
I am also having the issues with projectile aoe dig. Can only dig from the side sometimes, never from the bottom, and it works fine from the top. Also the origin block of the aoe is on top instead of in the middle only when shooting form the side.
I just tried to connect my gateway to my light nexus with a couple essence conduits and my server crashed with this error log: http://pastebin.com/jmZij84V
Hey hey, ran into a weird bug? today. I've been using the mod since AM1 first came out and haven't had any issues like this up till now, but as of going to the Moo-moo dimension my flight spell is no longer working, nor will levitate. Upon casting I get the buff, but double clicking the space bar doesn't do anything. Flying still works in creative. I'm not sure if anyone else has experienced this.
Second Issue - I'm able to create blizzard and fire storm spells, they work upon first making them, but upon logging out and logging back on neither will fire. All other spells seem to work fine.
Third "issue" the magic wall isn't completely indestructible, Withers still rip it to shreds. Not sure if this is intended or not, but since it makes such a spiffy see through material I'm using it in an arena with bedrock with good results. If it's possible to make it Wither proof I'd be much obliged.
Now a couple questions
1) a plain old lightning bolt spell, am I blind or is this currently unable to be made?
2) would it be possible to get a regular meteor type spell, star strike is cool and all, but I think having something more akin to the moonstone meteors would be really spiffy.
3) Could we get a stun spell?
4) Is it possible to make the blink spell transport you longer? I've tried a couple modifiers like range and velocity with no luck, once again, am I missing something?
5) Strength enhancement would be lovely too.
Lot of hub-bub about 1.2 coming out sometime with big changes, can't wait to see what happens next with this mod, keep up the great work!
EDIT: Ok, so upon going back through the forum with "flight" being searched I saw that BOP can cause a conflict, which I've never used and won't, but it got me thinking, "did I add anything that could have caused that" and lo and behold, Magical Talismans mod was the culprit. So, if you'd like to fly, don't add Talismans. Cow's whooped my ass good too from not having that available.
The other issues are still issues though. Anyone else having a problem with blizzard or fire storm not working after logging out and back in?
Is there a way to fuel a device using multiple nexuses? Say I have two light nexuses fueling an arcane reconstructor so as to prevent it from running out of power repairing my pick.
Feel like a noob here but:
I created a spell with projectile zone and recall and it doesn't seem to function properly after I cast mark and cast the spell
how would I get my desired effect?
Feel like a noob here but:
I created a spell with projectile zone and recall and it doesn't seem to function properly after I cast mark and cast the spell
how would I get my desired effect?
I am also having the issues with projectile aoe dig. Can only dig from the side sometimes, never from the bottom, and it works fine from the top. Also the origin block of the aoe is on top instead of in the middle only when shooting form the side.
I see this issue is closed on GitHub, and the solution is "Use the latest version of the mod". However, I am using the latest version. AM2_1.1.1c, on a clean install. newly generated server and world, forge v. 1.6.4-9.11.1.965. Anyone have an idea of what I am doing wrong or what I need to do?
p.s. I also have the latest java, and all system and graphics driver updates.
1) a plain old lightning bolt spell, am I blind or is this currently unable to be made?
2) would it be possible to get a regular meteor type spell, star strike is cool and all, but I think having something more akin to the moonstone meteors would be really spiffy.
3) Could we get a stun spell?
4) Is it possible to make the blink spell transport you longer? I've tried a couple modifiers like range and velocity with no luck, once again, am I missing something?
5) Strength enhancement would be lovely too.
Lot of hub-bub about 1.2 coming out sometime with big changes, can't wait to see what happens next with this mod, keep up the great work!
1) Projectile + Lightning Damage
2) Raining moonstone on command may get a little overpowered, but I agree meteors of that nature would be cool
3) entangle, knockback, and fling are as close as you get I suppose
4) press C to change your casting mode, diminished -> normal -> augmented (full moon)
Otherwise you can make an arcane version of blink using mark and recall
5) might be able to bind knockback and damage to a weapon
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Excuse the noob question But I'm stuck trying to create my first spell.
I built a light nexus and a mana battery.
I created the spell.
I gathered all the materials needed.
I placed the spell on the lectern.
I started throwing items in and got this "green energy blob thing" (see photo). No idea what this is. Help would be appreciated.
Excuse the noob question But I'm stuck trying to create my first spell.
I built a light nexus and a mana battery.
I created the spell.
I gathered all the materials needed.
I placed the spell on the lectern.
I started throwing items in and got this "green energy blob thing" (see photo). No idea what this is. Help would be appreciated.
You need to attach a nexus and then pull the lever
Also, an update on the chicken situation. It seems that only chickens can bypass the sigils field. Chicken has become a main source of food on our server now, but aren't much of a problem ever since we cleared a bunch of them out with lightning.
Got a bit of an error, I'll run it past you all and see if maybe I missed something. I am running the mod on a server through the DireWolf20 modpack from FTB (with a few of the mods pulled out) so the configs are as good as anyone could get them. The server is professionally moderated and has 4 cores and 6GB of RAM allocated to java. The whole setup works perfectly fine in singleplayer but when I load the modpack onto the server I get this crash as soon as I try to join.
2014-01-12 06:12:08 [SEVERE] Encountered an unexpected exception NoClassDefFoundError
java.lang.NoClassDefFoundError: net/minecraft/world/CallableLvl2
at net.minecraft.world.World.func_72914_a(World.java:4420)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:662)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.ClassNotFoundException: net.minecraft.world.CallableLvl2
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 6 more
Caused by: java.lang.OutOfMemoryError: PermGen space
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 8 more
When I remove ArsMagica 2 from the server it works flawlessly, but adding it back in I get the same crash every time. I realise that the crash log says it hit an OutOfMemory error but when I check the server it never even got half way through the allocated memory. Any help would be great.
read the book, there you should read a line about a specific energy type (Neutral, Dark, Light)
you need to build a nexus then and connect it to the crafting altar, then pull the lever
I did create a lever. The spell I'd like to make requires neutral essence. My nexus is light. But according to a youtube tutorial mana batteries convert light to neutral. Perhaps this is wrong/not the case anymore?
But what exactly is that green energy blob? It means it needs energy to complete the spell?
*edit - Are you guys referring to the lever on the mana battery? Or the lever on the altar?
Granted. But the issue I have with Sigils goes a tiny bit deeper than the items themselves; I see their introduction as an indication of what Mithion might be planning for the future of the mod.
Sigils press into the design space that Caster Blocks could occupy, yet Mithion chose to introduce an entirely new system of simple crafting recipes, instead of developing the features of the Caster Block into a versatile method of automating things using the spell creation system---the heart and soul of AM2. I worry this is a sign that Mithion is moving away from developing the Caster Block into the core element of AM2 automation and, accordingly, moving away from basing automation on the best part of this mod, spell creation.
So it's not that I dislike Sigils. Rather, I worry they're a sign that AM2 automation won't focus on the spell creation system, which I think would be a tragic missed opportunity.
Dark Nexi were originally planned to corrupt the land as they consume, not sure if the feature will be included or changed.
It's really whatever direction he wants to take, you know its not too late someone could still make a mod to add on in similar features to what you are talking about, I was just listening in on a conversation in IRC the other day about someone who wanted to make caster like objects with targeting capabilities using AM2 spells and essence.
The ideas are there, and I'm sure that there will be many with their own take on how they want magic to flow that will come forward once an API is out, and from which I've been told it will be in the near future.
To me sigils serve to keep things simplistic and give starting players something to work with, while some of the functionality could be replicated with spells, things like the lunar sigil should most likely be kept out of spells for various exploits. I feel sigils should be kept, but kept with functions that would be too overpowered to give to normal spells.
Maybe in the future, sigils could require a specific spell to be crafted and placed in their crafting recipe.
The power code is actually being rewritten so the problem might be solved after a few updates.
Have you tried breaking the battery and placing it again and relinking Nexus > Battery > Refiner, probably should also break and replace the refiner before placing the battery.
Also, there doesn't appear to be any discernible way to remove books, spell or otherwise, from a Lectern without breaking it. If there is, then the Compendium doesn't appear to say so.
So, my experience is that unless you're playing in creative, it's more trouble than it's worth.
When I was replacing the essence refiner, the essence started going to it! Thank you so much! I guess because the nexus was linked to the battery it was only allowing the essence to go to the battery and was getting trapped!
Second Issue - I'm able to create blizzard and fire storm spells, they work upon first making them, but upon logging out and logging back on neither will fire. All other spells seem to work fine.
Third "issue" the magic wall isn't completely indestructible, Withers still rip it to shreds. Not sure if this is intended or not, but since it makes such a spiffy see through material I'm using it in an arena with bedrock with good results. If it's possible to make it Wither proof I'd be much obliged.
Now a couple questions
1) a plain old lightning bolt spell, am I blind or is this currently unable to be made?
2) would it be possible to get a regular meteor type spell, star strike is cool and all, but I think having something more akin to the moonstone meteors would be really spiffy.
3) Could we get a stun spell?
4) Is it possible to make the blink spell transport you longer? I've tried a couple modifiers like range and velocity with no luck, once again, am I missing something?
5) Strength enhancement would be lovely too.
Lot of hub-bub about 1.2 coming out sometime with big changes, can't wait to see what happens next with this mod, keep up the great work!
EDIT: Ok, so upon going back through the forum with "flight" being searched I saw that BOP can cause a conflict, which I've never used and won't, but it got me thinking, "did I add anything that could have caused that" and lo and behold, Magical Talismans mod was the culprit. So, if you'd like to fly, don't add Talismans. Cow's whooped my ass good too from not having that available.
The other issues are still issues though. Anyone else having a problem with blizzard or fire storm not working after logging out and back in?
I created a spell with projectile zone and recall and it doesn't seem to function properly after I cast mark and cast the spell
how would I get my desired effect?
The forge component in offense does the same thing.
Projectile + Zone AoE + Recall perhaps?
I see this issue is closed on GitHub, and the solution is "Use the latest version of the mod". However, I am using the latest version. AM2_1.1.1c, on a clean install. newly generated server and world, forge v. 1.6.4-9.11.1.965. Anyone have an idea of what I am doing wrong or what I need to do?
p.s. I also have the latest java, and all system and graphics driver updates.
1) Projectile + Lightning Damage
2) Raining moonstone on command may get a little overpowered, but I agree meteors of that nature would be cool
3) entangle, knockback, and fling are as close as you get I suppose
4) press C to change your casting mode, diminished -> normal -> augmented (full moon)
Otherwise you can make an arcane version of blink using mark and recall
5) might be able to bind knockback and damage to a weapon
I built a light nexus and a mana battery.
I created the spell.
I gathered all the materials needed.
I placed the spell on the lectern.
I started throwing items in and got this "green energy blob thing" (see photo). No idea what this is. Help would be appreciated.
You need to attach a nexus and then pull the lever
Also, an update on the chicken situation. It seems that only chickens can bypass the sigils field. Chicken has become a main source of food on our server now, but aren't much of a problem ever since we cleared a bunch of them out with lightning.
java.lang.NoClassDefFoundError: net/minecraft/world/CallableLvl2
at net.minecraft.world.World.func_72914_a(World.java:4420)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:662)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.ClassNotFoundException: net.minecraft.world.CallableLvl2
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 6 more
Caused by: java.lang.OutOfMemoryError: PermGen space
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 8 more
When I remove ArsMagica 2 from the server it works flawlessly, but adding it back in I get the same crash every time. I realise that the crash log says it hit an OutOfMemory error but when I check the server it never even got half way through the allocated memory. Any help would be great.
I did create a lever. The spell I'd like to make requires neutral essence. My nexus is light. But according to a youtube tutorial mana batteries convert light to neutral. Perhaps this is wrong/not the case anymore?
But what exactly is that green energy blob? It means it needs energy to complete the spell?
*edit - Are you guys referring to the lever on the mana battery? Or the lever on the altar?