I've been messing around in single player with different spell combinations and have noted that there are very few visual effects for spells.
For instance, I tried to recreate Electrocute from AM1 hoping for that flash Emporer Palpatine lighting only to find it had no animation whatsoever. (Channeled + Lightning Damage).
Also I tried making chain lighting but I didn't see any effect there.
i dunno but i found a really weird stuff... when you have dimentional door installed, get killed inside a dimention, you will spawn in a MooMoo Farm Limbo... dunno how it happened but the Limbo becomes the ultimate MooMoo Map... =-=
i dunno but i found a really weird stuff... when you have dimentional door installed, get killed inside a dimention, you will spawn in a MooMoo Farm Limbo... dunno how it happened but the Limbo becomes the ultimate MooMoo Map... =-=
Sounds like moomoo farm and The void have the same Id. Check the config and try with a different Id.
Just a question: is Affinity working in this version? Me and a few others have been playing on a small server with magic-themed modpack, and I don't know whether the fact that I slowly regen health is Life Affinity [Heal OP] or something else from another mod. No one else playing knows if it's working or not. There's nothing in the Occulus or my HUD about it, and I don't know how to get Affinity Tomes either.
Yes, it's working, with two caveats: (1) It's currently invisible to the player---the HUD icon and Occulus display haven't been implemented, but the game is tracking your Affinity, and is applying effects as appropriate, and (2) you aren't affinity locked when you reach 100% Affinity in a given area of magic.
You can see your affinity score by downloading your player.dat file from the server, and opening it up in a (free) program like NBTExplorer. You'll immediately see a familiar directory/folder hierarchy, and if you expand the folder marked "AffinityDepthData", you'll get a clear list of your affinity scores in each area of magic.
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Okay, so I posted an issue to the GitHub page two days ago, and havent seen so much as a look, so I figure i'll post it here to get it a bit more notice.
Even more so because it seems to be a common problem and I would like *some* statement from the mod author as to whats being done to fix it / how I can fix it myself.
Keep in mind Ars Magica was one of my favorite mods and i'm more than excited to play the newest version, but havent been able to get it working, once.
Sorry been away from the computer and hate accessing the forum on my phone. You can check affinities only by using the ?player.dat file? for right now. And I'm not sure that the battle mage armor xp thing is fully implemented yet.
Yes, it's working, with two caveats: (1) It's currently invisible to the player---the HUD icon and Occulus display haven't been implemented, but the game is tracking your Affinity, and is applying effects as appropriate, and (2) you aren't affinity locked when you reach 100% Affinity in a given area of magic.
You can see your affinity score by downloading your player.dat file from the server, and opening it up in a (free) program like NBTExplorer. You'll immediately see a familiar directory/folder hierarchy, and if you expand the folder marked "AffinityDepthData", you'll get a clear list of your affinity scores in each area of magic.
Would it be possible to access this info from within Minecraft with a plugin like ScoreboardStats? If it's a variable floating around somewhere and to be able to access it....
Binnie mods is stuff like Extra Bees and Extra Trees, correct?
I dont have either of those installed, I dont think. I'll double triple check though. Thanks for the help.
I am Lvl 33 now but my spells are very weak i can make.
Press C to change Casting Modes. I don't think it's mentioned in the compendium.
Crescent Moon = Diminished Casting Mode: Spells are weak and consume less Mana
Half Moon = Standard Casting Mode: Spells are normal strength and use normal amounts of Mana
Full Moon = Augmented Casting Mode (must be unlocked in Occulus, Talents Tab, needs a Red skill point):
Spells are far more powerful, but consume excessive amounts of Mana and produce far more Burnout
sooo.... running a multi mod server - latest forge with mcpc plus.
All working fine until I enable AM2 and I get the following
---- Minecraft Crash Report ----
// Sorry
Time: 12/2/13 12:31 AM
Description: Exception getting block type in world
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at ic2.core.IC2.generate(IC2.java:1504)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:133)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:385)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1348)
at net.minecraft.world.gen.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:231)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:149)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:253)
at net.minecraft.world.World.func_72964_e(World.java:813)
at net.minecraft.world.World.func_72798_a(World.java:689)
at cofh.world.feature.WorldGenMinableCluster.func_76484_a(WorldGenMinableCluster.java:99)
at cofh.world.feature.FeatureOreGenUniform.generateFeature(FeatureOreGenUniform.java:46)
at cofh.world.WorldHandler.generateWorld(WorldHandler.java:152)
at cofh.world.TickHandlerWorld.tickEnd(TickHandlerWorld.java:38)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:282)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:895)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:327)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:780)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:662)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.Random.nextInt(Unknown Source)
at ic2.core.IC2.generate(IC2.java:1504)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:133)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:385)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1348)
at net.minecraft.world.gen.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:231)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:149)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:253)
at net.minecraft.world.World.func_72964_e(World.java:813)
-- Requested block coordinates --
Details:
Found chunk: true
Location: World: (-94,46,208), Chunk: (at 2,2,0 in -6,13; contains blocks -96,0,208 to -81,255,223), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.world.World.func_72798_a(World.java:689)
at cofh.world.feature.WorldGenMinableCluster.func_76484_a(WorldGenMinableCluster.java:99)
at cofh.world.feature.FeatureOreGenUniform.generateFeature(FeatureOreGenUniform.java:46)
at cofh.world.WorldHandler.generateWorld(WorldHandler.java:152)
at cofh.world.TickHandlerWorld.tickEnd(TickHandlerWorld.java:38)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:282)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:895)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:327)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:780)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:662)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
Checked for conflicts - no idea what's causing it - looks like it may be something to do with IC2.
Any ideas from someone with a bigger brain than my poor elderly shrunken one?
Thanks in advance.
Try renaming am2 to zzam2, putting it after ic2 load order. Also of course, check id's for conflicts. What is your IC2 version? I'm working fine over here with ic2 v2 b306(experimental). On my setup, ic2 is renamed 01ic2 to put it 1st with some other mods. Lastly, not that you have to listen to me, "[sp0iler]your errors here[/sp0iler]" will make everyone take your questions more often(zeros are actually o's but if I put o then it would have created a spoiler instead of showing code).
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Does this mod use the new Forge BlockBreakEvent? If not, could you make it so that it does? MCPC+ now supports the use of Forge's blockBreakEvent and implementation for dig spells and the like would be ideal for servers that want to protect against the damage these spells can do to a protected area.
I am getting frusterated with this mod, everytime I try to make my first spell, I made the craft alter, got my spell book on my lantarn, throw a blank rune and BAM! A CTD!. All I'm using is Forge, NEI, Chickencodecore, and the mod itself, there should be no reason for this instability.
Does this mod use the new Forge BlockBreakEvent? If not, could you make it so that it does? MCPC+ now supports the use of Forge's blockBreakEvent and implementation for dig spells and the like would be ideal for servers that want to protect against the damage -these spells can do to a protected area.
I am getting frusterated with this mod, everytime I try to make my first spell, I made the craft alter, got my spell book on my lantarn, throw a blank rune and BAM! A CTD!. All I'm using is Forge, NEI, Chickencodecore, and the mod itself, there should be no reason for this instability.
I agree there should be no reason for it...I hate to use the line, but it works fine for me. I'm thinking it's something related to your launch setup.
Are you running Minecraft using a special launcher (MagicLauncher, MCPC+, etc.)? Are you using a path with any non-ascii characters or spaces in it? Both of those have been known to (sporadically) cause a crash. Barring that, make sure you post the crash report and forge logs to the GitHub bug tracker.
I've been messing around in single player with different spell combinations and have noted that there are very few visual effects for spells.
For instance, I tried to recreate Electrocute from AM1 hoping for that flash Emporer Palpatine lighting only to find it had no animation whatsoever. (Channeled + Lightning Damage).
Also I tried making chain lighting but I didn't see any effect there.
Are we limited to little balls of light now?
I want my Palpatine lighting back
Sounds like moomoo farm and The void have the same Id. Check the config and try with a different Id.
And If on a server, when one makes spells or creates a nexus, my client drops from a smooth 70 fps to about 1-4 fps
Yes, it's working, with two caveats: (1) It's currently invisible to the player---the HUD icon and Occulus display haven't been implemented, but the game is tracking your Affinity, and is applying effects as appropriate, and (2) you aren't affinity locked when you reach 100% Affinity in a given area of magic.
You can see your affinity score by downloading your player.dat file from the server, and opening it up in a (free) program like NBTExplorer. You'll immediately see a familiar directory/folder hierarchy, and if you expand the folder marked "AffinityDepthData", you'll get a clear list of your affinity scores in each area of magic.
Even more so because it seems to be a common problem and I would like *some* statement from the mod author as to whats being done to fix it / how I can fix it myself.
Keep in mind Ars Magica was one of my favorite mods and i'm more than excited to play the newest version, but havent been able to get it working, once.
Anyways, here's the issue link, pastebin with the crash report is in there as well. Please and thank you for the help:
https://github.com/Mithion/ArsMagica2/issues/197
i have optifine LIGHT (not standard) and it works fine when i tried standard it didn't have spaces
sorry i just wasn't being patient and thanks
Would it be possible to access this info from within Minecraft with a plugin like ScoreboardStats? If it's a variable floating around somewhere and to be able to access it....
Binnie mods is stuff like Extra Bees and Extra Trees, correct?
I dont have either of those installed, I dont think. I'll double triple check though. Thanks for the help.
Yep! Looks like I had installed it at one point.
Well, that was it, just a few other item ID conflicts and I got it working. Sweet deal.
Thanks!
/setmagiclevel [<player>] <level>
Press C to change Casting Modes. I don't think it's mentioned in the compendium.
Crescent Moon = Diminished Casting Mode: Spells are weak and consume less Mana
Half Moon = Standard Casting Mode: Spells are normal strength and use normal amounts of Mana
Full Moon = Augmented Casting Mode (must be unlocked in Occulus, Talents Tab, needs a Red skill point):
Spells are far more powerful, but consume excessive amounts of Mana and produce far more Burnout
Try renaming am2 to zzam2, putting it after ic2 load order. Also of course, check id's for conflicts. What is your IC2 version? I'm working fine over here with ic2 v2 b306(experimental). On my setup, ic2 is renamed 01ic2 to put it 1st with some other mods. Lastly, not that you have to listen to me, "[sp0iler]your errors here[/sp0iler]" will make everyone take your questions more often(zeros are actually o's but if I put o then it would have created a spoiler instead of showing code).
Donate a "Bit" if your feeling generous: 1DduMJSud9S6VdAiTMj6htuR75V6QmyuyW
It does indeed. AM1 didn't though.
I agree there should be no reason for it...I hate to use the line, but it works fine for me. I'm thinking it's something related to your launch setup.
Are you running Minecraft using a special launcher (MagicLauncher, MCPC+, etc.)? Are you using a path with any non-ascii characters or spaces in it? Both of those have been known to (sporadically) cause a crash. Barring that, make sure you post the crash report and forge logs to the GitHub bug tracker.
Same here.