I hope to see more content added to the mod in the future.
I do have a few questions though;
First of all; how do the meteor crash sites work? Do they always exist in world, or do they spawn after you click on a meteor and then successfully run the calculation. The reason why I wonder is because I'm worried that meteors could destroy villages and player built structures.
The second question is a spoiler related question so it will be in this spoiler:
Is the Insanity research useless, or does it unlock something?
"MEANS: A moment before the dawn now and not there was a strife amongst the barely a linear curve teem"
What's this?! Shoot an arrow into the sun? Do some sort of complex calculus before the sun rises in game? !?!?!?!?
Also the text in a blood stained journal is a bit hard for me to read. m's look like n's, o's look like a's, etc.
Firstly, meteor crash sites are spawned as you run a successful calculation. Importantly though, they only replace certain blocks such as air, snow, grass, stone, etc. They will not replace any modded blocks or valuable blocks or planks, etc.
Secondly, the Insanity research is mostly meaningless right now (hence the gibberish journal text). It was one of the first features of the mod and will either be important once it comes to spell crafting or be completely removed later.
I can look into the journal font, but may need to choose a completely new font. Do you have any font suggestions? We tried making it look hand written, but I agree it's difficult to read. Do you think something simple like Times New Roman or Calibri/etc would be better?
Okay, it sometimes happens that once you get the book, the game crashes when you sign the book and when you come back in, the book is corrupted like all the other books as well. The soulbound is a nice touch, but this crash & corruption is not very pleasant to be honest. Any way to fix that? Like an unbound book for in case a thing like this happens?
I've never seen this problem before. Once you have signed a book any other books that are opened should just automatically bind to you if opened, is this not the case? Or are you talking about the initial bind when you start the mod?
I am talking from the moment I sign the book, it sometimes happens that the game crashes. When you come back, the book is bound but when you open it, there are only questionmarks which means you can't do squat.
Restarting the game is stupid because you already done that because the game crashed.
I would suggest to make an unbound book to reset the binding, so when it happens, that you can reset it and try again.
I have experienced it a few times, but it does happen. Not often, but it happens.
Quite annoying, you came all that way and then you can't go further.
Is there anything you can do about it? And if not, then just forget the bound system. I assume, when you sign the book, it takes a lot of memory right? My tester has 8gb of RAM and I got 24gb of RAM and even I get sometimes that crash.
Greetings,
Vantazzy
Hey Vantazzy, signing the journal barely takes any ram. It just sets a boolean value on your character to true. Not sure why it's crashing but I'll definitely look into it! Can you trace the problem to any events on the server (such as two people signing at the same time, etc, any patterns help) or does it seem mostly random? Also, could you possibly attach a link to one of your crash reports? That would help a bunch!
I'm seeing a couple of anomalies with gravewood leaves. For starters, they always look "fast-graphics" even on fancy graphics. Even if they're meant to block light, surely you can do a better model.... Also, when I sheared a bunch of them, I found two different varieties, one of which (ID 8?) didn't have a texture for the inventory (that is, it showed the black and purple box).
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
What meteor thing? The telescope or the sextant? Also, what does not seem to be working?
I can't get the coordinates from the telescope, or don't know how. It really isn't specified...
Oh wait there's a thing now that I can click. It wasn't there earlier in my other world.
I can't get the coordinates from the telescope, or don't know how. It really isn't specified...
Oh wait there's a thing now that I can click. It wasn't there earlier in my other world.
The meteors in the telescope appear randomly, try looking through the telescope over and over again and drag the screen around. Eventually, there will be one!
I'm seeing a couple of anomalies with gravewood leaves. For starters, they always look "fast-graphics" even on fancy graphics. Even if they're meant to block light, surely you can do a better model.... Also, when I sheared a bunch of them, I found two different varieties, one of which (ID 8?) didn't have a texture for the inventory (that is, it showed the black and purple box).
Strange.... I'll definitely look into this one. We had a texture for fancy gravewood leaves but found them to look really bad so currently there are no fancy gravewood leaves. Also, the shearing thing is surely a bug. I'll do some testing on that; thanks for pointing it out!
I am crashing and not sure the fix, running a sandbox 1.8 server and originally I crashed while watching a builder NPC build (Custom NPC mod, and Noppes has already resolved the issue with his mod and at the same time informed me of an issue between Dynmap and the Afraid of the Dark mod). On my client I received the Internal exception: io.netty.handler.timeout error. If I clear my playerdata info, I am able to log back in.
Since this issue first arose, I used mcedit to remove and regenerate about 3 chucks in the area that was first effected (the one mentioned above), this cleared up the problem in that area, but since I have come across another chuck(s) that are doing it as well and since there is an unpopluated custom built city in that area (I was landscaping when this crash occured) I really dont want to remove those chunks.
I am crashing and not sure the fix, running a sandbox 1.8 server and originally I crashed while watching a builder NPC build (Custom NPC mod, and Noppes has already resolved the issue with his mod and at the same time informed me of an issue between Dynmap and the Afraid of the Dark mod). On my client I received the Internal exception: io.netty.handler.timeout error. If I clear my playerdata info, I am able to log back in.
Since this issue first arose, I used mcedit to remove and regenerate about 3 chucks in the area that was first effected (the one mentioned above), this cleared up the problem in that area, but since I have come across another chuck(s) that are doing it as well and since there is an unpopluated custom built city in that area (I was landscaping when this crash occured) I really dont want to remove those chunks.
Hi PJHR,
Are you sure it is Afraid of the Dark that is causing the problem? There are a lot of mods giving errors here (It definitely could be AOTD, I just want to make sure it isn't another mod). It would appear that the CustomNPCs mod is the issue here based off of the crash reports, since AOTD does not actually add any NPCs. If you remove AOTD does everything work? If so then the crash is certainly AOTD related and I'll look into the problem. Also, could you link me to this Dynmap mod? I'd love to make sure AOTD is compatible with all mods.
Your right there are actually several errors in there, but the custom NPC issue had been resolved. If it would be better, I could cause the crash to happen again and generate a fresh crash report.
I would like to ask what is maybe a stupid question (so be gentle), but I cannot find the answer anywhere. The server I admin and host is being designed as heavy rollplay server, I built a small village and populated it with human form werewolves. When do they change to wolf form? Do they change back? Is there a way to control when and what would trigger their change?
I would like to ask what is maybe a stupid question (so be gentle), but I cannot find the answer anywhere. The server I admin and host is being designed as heavy rollplay server, I built a small village and populated it with human form werewolves. When do they change to wolf form? Do they change back? Is there a way to control when and what would trigger their change?
Hey PJHR,
Do you happen to mean the werewolves from AOTD? They do not change into humans. They are permanently in werewolf form. If you somehow got human form werewolves, they're probably from a different mod.=)
I am crashing and not sure the fix, running a sandbox 1.8 server and originally I crashed while watching a builder NPC build (Custom NPC mod, and Noppes has already resolved the issue with his mod and at the same time informed me of an issue between Dynmap and the Afraid of the Dark mod). On my client I received the Internal exception: io.netty.handler.timeout error. If I clear my playerdata info, I am able to log back in.
Since this issue first arose, I used mcedit to remove and regenerate about 3 chucks in the area that was first effected (the one mentioned above), this cleared up the problem in that area, but since I have come across another chuck(s) that are doing it as well and since there is an unpopluated custom built city in that area (I was landscaping when this crash occured) I really dont want to remove those chunks.
Hey PJHR, I just thought I'd mention that my tests have concluded that Dynmap and AOTD are completely compatible and work just fine. I'm not sure where your getting the incompatibility from.
Too long; didn't read: There's a super hard dungeon update in a few days. An AWESOME magic system is coming in a few months. In a year or so we might start an official server.
Gnomish City update coming soon:
Hi guys, it's been a while! David and I have been working very hard on the next release: the Gnomish City! This is a dungeon which when beat, allows you to progress to the next stage of the mod. Using only vanilla Minecraft gear, I think that this dungeon is the hardest dungeon in any mod or at least, the hardest one I have ever played. You thought protection 4 unbreaking 3 would save you from your sins? Think again.
Let's talk magic:
The way I see it (and maybe David too, I don't know), everything in AotD so far has been both practice for us (I've come a long way from using the fill tool in paint) and setting the stage for the epic magic update we're about to start working on. This magic system will feature an in-depth spell crafting system, where dozens, if not hundreds of various spell components can be mixed and matched to fit your magely needs. The basic idea is to have a balanced magic system where any spell or enchanted item you can think of, you can make. Want a blue fire ball? Done. Want to enchant your armor to enable flight when you sprint? Done. Want to stop time in a sphere which follows you? You betcha. Expect to be able to control magic in any way you can imagine! Just be careful; magic that is too powerful may um... backfire hilariously. For those of you who have played Ars Magika 2, expect a spell crafting system superior to AM2 that actually works. Don't worry; we won't make spell crafting and research feel like a chore. This won't be like IC2 where you go on a mining binge for six hours straight and then spend the next week crafting machines in your base. This won't be like Thaumcraft where you lose all your research points to a stupid ****** ****** ******* mini-game. This will be a hands on, in the field research system that always surprises you and doesn't feel like a boring grind through stuff you don't want to get "the good/OP stuff."
Let's talk tech tree and research:
It has been our goal from the start to provide interesting and unique ways of discovering each research that almost plays out like a story. This paradigm will be carried over to the magic/spell/tier2 update as best as possible. What we have currently is so rough that it doesn't even count as a rough draft and barely qualifies as an outline. Here is what we are thinking so far: The tier 2 tech tree will be broken into three separate branches which can be researched semi-independently. The branches will be offense, defense, and utility or some variation or twist on those 3. There will be 4 primal affinities or flavors of magic: chaos, nature, earth, and sorcery. Components of spells, items, power-ups, enchantments, perks, etc of each of the 4 primal affinities will be scattered between the 3 branches of the tech tree. Research is done by completing magical "achievements." Example: travel to the subterranean ocean world of Aquarius to get 4 research points to spend. Depending on what affinity of magic you use the most of, you will become more proficient at and slightly less proficient at its opposing type of magic. Each affinity complements another affinity, goes against another affinity, and is neutral towards the remaining affinity. For example: a chaos and an earth mage will be able to create more powerful spells and artifacts if they work together. A chaos and a nature mage would interfere with each other, and a chaos and sorcery mage wouldn't benefit or hurt from working together or being in close proximity. This will provide for an interesting interaction between mages in a multiplayer cooperative and pvp sense, which brings us to the next section.
Let's talk about the future:
David and I have every intention to work on this mod for years more. I can't for see any reason for us stopping. We have always wanted to start an official AotD server which can support 80 or so players or more. I've actually been putting aside a portion of each of my paychecks for when we eventually need to go buy a 4 cpu slotted server motherboard. My dream for this mod is to have an active multiplayer server/community with all the magic and spells I talked about previously. When if at all is this server happening? It's happening if you guys are gonna be active on it. I don't want to blow 2,000 us dollars on a server and then have a community small enough that I could run the server off my crappy tablet. It's happening when tier 2 is finished, or at least releasable with lots of things to do, so ask me where this stand in a year or so. When tier 2 is getting close to done, I'll bring this up again. That's about all I have to say for now. Gonna get back to working on the spell crafting system. Thanks for playing!
Too long; didn't read: There's a super hard dungeon update in a few days. An AWESOME magic system is coming in a few months. In a year or so we might start an official server.
Firstly, meteor crash sites are spawned as you run a successful calculation. Importantly though, they only replace certain blocks such as air, snow, grass, stone, etc. They will not replace any modded blocks or valuable blocks or planks, etc.
Secondly, the Insanity research is mostly meaningless right now (hence the gibberish journal text). It was one of the first features of the mod and will either be important once it comes to spell crafting or be completely removed later.
I can look into the journal font, but may need to choose a completely new font. Do you have any font suggestions? We tried making it look hand written, but I agree it's difficult to read. Do you think something simple like Times New Roman or Calibri/etc would be better?
I've never seen this problem before. Once you have signed a book any other books that are opened should just automatically bind to you if opened, is this not the case? Or are you talking about the initial bind when you start the mod?
Hey Vantazzy, signing the journal barely takes any ram. It just sets a boolean value on your character to true. Not sure why it's crashing but I'll definitely look into it! Can you trace the problem to any events on the server (such as two people signing at the same time, etc, any patterns help) or does it seem mostly random? Also, could you possibly attach a link to one of your crash reports? That would help a bunch!
Thanks,
David_M1A2
How do I use the meteor thing? I can't get it to work...
What meteor thing? The telescope or the sextant? Also, what does not seem to be working?
I'm seeing a couple of anomalies with gravewood leaves. For starters, they always look "fast-graphics" even on fancy graphics. Even if they're meant to block light, surely you can do a better model.... Also, when I sheared a bunch of them, I found two different varieties, one of which (ID 8?) didn't have a texture for the inventory (that is, it showed the black and purple box).
I can't get the coordinates from the telescope, or don't know how. It really isn't specified...
Oh wait there's a thing now that I can click. It wasn't there earlier in my other world.
The meteors in the telescope appear randomly, try looking through the telescope over and over again and drag the screen around. Eventually, there will be one!
Strange.... I'll definitely look into this one. We had a texture for fancy gravewood leaves but found them to look really bad so currently there are no fancy gravewood leaves. Also, the shearing thing is surely a bug. I'll do some testing on that; thanks for pointing it out!
So, David and I are working on a new boss, and he was like ,"I need an attack animation!" I came up with this. Arm throw sneak attack for x2 damage!
And then I said NO. =D
I am crashing and not sure the fix, running a sandbox 1.8 server and originally I crashed while watching a builder NPC build (Custom NPC mod, and Noppes has already resolved the issue with his mod and at the same time informed me of an issue between Dynmap and the Afraid of the Dark mod). On my client I received the Internal exception: io.netty.handler.timeout error. If I clear my playerdata info, I am able to log back in.
Since this issue first arose, I used mcedit to remove and regenerate about 3 chucks in the area that was first effected (the one mentioned above), this cleared up the problem in that area, but since I have come across another chuck(s) that are doing it as well and since there is an unpopluated custom built city in that area (I was landscaping when this crash occured) I really dont want to remove those chunks.
On the server console I see this, http://pastebin.com/WSb0qAZ6
No one can log in, and it looks like I am logged in when I am not.
The actual crash log from the server; http://pastebin.com/CEsCVfd6
Hi PJHR,
Are you sure it is Afraid of the Dark that is causing the problem? There are a lot of mods giving errors here (It definitely could be AOTD, I just want to make sure it isn't another mod). It would appear that the CustomNPCs mod is the issue here based off of the crash reports, since AOTD does not actually add any NPCs. If you remove AOTD does everything work? If so then the crash is certainly AOTD related and I'll look into the problem. Also, could you link me to this Dynmap mod? I'd love to make sure AOTD is compatible with all mods.
Your right there are actually several errors in there, but the custom NPC issue had been resolved. If it would be better, I could cause the crash to happen again and generate a fresh crash report.
Also, here is the link to Dynmap: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286593-dynmap-dynamic-web-based-maps-for-minecraft
ok... you've got my attention I'm gonna book-mark this page and download it later
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light-please
I would like to ask what is maybe a stupid question (so be gentle), but I cannot find the answer anywhere. The server I admin and host is being designed as heavy rollplay server, I built a small village and populated it with human form werewolves. When do they change to wolf form? Do they change back? Is there a way to control when and what would trigger their change?
Hey PJHR,
Do you happen to mean the werewolves from AOTD? They do not change into humans. They are permanently in werewolf form. If you somehow got human form werewolves, they're probably from a different mod.=)
Hey PJHR, I just thought I'd mention that my tests have concluded that Dynmap and AOTD are completely compatible and work just fine. I'm not sure where your getting the incompatibility from.
Too long; didn't read: There's a super hard dungeon update in a few days. An AWESOME magic system is coming in a few months. In a year or so we might start an official server.
Gnomish City update coming soon:
Hi guys, it's been a while! David and I have been working very hard on the next release: the Gnomish City! This is a dungeon which when beat, allows you to progress to the next stage of the mod. Using only vanilla Minecraft gear, I think that this dungeon is the hardest dungeon in any mod or at least, the hardest one I have ever played. You thought protection 4 unbreaking 3 would save you from your sins? Think again.
Let's talk magic:
The way I see it (and maybe David too, I don't know), everything in AotD so far has been both practice for us (I've come a long way from using the fill tool in paint) and setting the stage for the epic magic update we're about to start working on. This magic system will feature an in-depth spell crafting system, where dozens, if not hundreds of various spell components can be mixed and matched to fit your magely needs. The basic idea is to have a balanced magic system where any spell or enchanted item you can think of, you can make. Want a blue fire ball? Done. Want to enchant your armor to enable flight when you sprint? Done. Want to stop time in a sphere which follows you? You betcha. Expect to be able to control magic in any way you can imagine! Just be careful; magic that is too powerful may um... backfire hilariously. For those of you who have played Ars Magika 2, expect a spell crafting system superior to AM2 that actually works. Don't worry; we won't make spell crafting and research feel like a chore. This won't be like IC2 where you go on a mining binge for six hours straight and then spend the next week crafting machines in your base. This won't be like Thaumcraft where you lose all your research points to a stupid ****** ****** ******* mini-game. This will be a hands on, in the field research system that always surprises you and doesn't feel like a boring grind through stuff you don't want to get "the good/OP stuff."
Let's talk tech tree and research:
It has been our goal from the start to provide interesting and unique ways of discovering each research that almost plays out like a story. This paradigm will be carried over to the magic/spell/tier2 update as best as possible. What we have currently is so rough that it doesn't even count as a rough draft and barely qualifies as an outline. Here is what we are thinking so far: The tier 2 tech tree will be broken into three separate branches which can be researched semi-independently. The branches will be offense, defense, and utility or some variation or twist on those 3. There will be 4 primal affinities or flavors of magic: chaos, nature, earth, and sorcery. Components of spells, items, power-ups, enchantments, perks, etc of each of the 4 primal affinities will be scattered between the 3 branches of the tech tree. Research is done by completing magical "achievements." Example: travel to the subterranean ocean world of Aquarius to get 4 research points to spend. Depending on what affinity of magic you use the most of, you will become more proficient at and slightly less proficient at its opposing type of magic. Each affinity complements another affinity, goes against another affinity, and is neutral towards the remaining affinity. For example: a chaos and an earth mage will be able to create more powerful spells and artifacts if they work together. A chaos and a nature mage would interfere with each other, and a chaos and sorcery mage wouldn't benefit or hurt from working together or being in close proximity. This will provide for an interesting interaction between mages in a multiplayer cooperative and pvp sense, which brings us to the next section.
Let's talk about the future:
David and I have every intention to work on this mod for years more. I can't for see any reason for us stopping. We have always wanted to start an official AotD server which can support 80 or so players or more. I've actually been putting aside a portion of each of my paychecks for when we eventually need to go buy a 4 cpu slotted server motherboard. My dream for this mod is to have an active multiplayer server/community with all the magic and spells I talked about previously. When if at all is this server happening? It's happening if you guys are gonna be active on it. I don't want to blow 2,000 us dollars on a server and then have a community small enough that I could run the server off my crappy tablet. It's happening when tier 2 is finished, or at least releasable with lots of things to do, so ask me where this stand in a year or so. When tier 2 is getting close to done, I'll bring this up again. That's about all I have to say for now. Gonna get back to working on the spell crafting system. Thanks for playing!
Too long; didn't read: There's a super hard dungeon update in a few days. An AWESOME magic system is coming in a few months. In a year or so we might start an official server.
This looks awesome! I was hoping for an Ars Magicka system!