First, on ID Scrolls, I'd support a change to these to allow them to be crafted somehow for mod packs that don't have easy access to towers. Currently, I add a recipe in Minetweaker for them.
Second, could you add a way of replanting the crystal flowers so that players can have a renewable resource. Again, this is mainly for modpacks that have limited explorable world or resources available to the player.
At any rate, I like the mod so far. The spells are quite well done.
First, on ID Scrolls, I'd support a change to these to allow them to be crafted somehow for mod packs that don't have easy access to towers. Currently, I add a recipe in Minetweaker for them.
Identification scrolls are supposed to be a limited resource. I will be making some changes to the identification system in future and this will include changes to how identification scrolls are obtained. Out of interest, what recipe do you use?
Second, could you add a way of replanting the crystal flowers so that players can have a renewable resource. Again, this is mainly for modpacks that have limited explorable world or resources available to the player.
It is possible to get them by using bonemeal on grass. I will be looking into some kind of farming system as well.
At any rate, I like the mod so far. The spells are quite well done.
This is my favorite magic mod, I really like how the system is much more exploration based than pretty much every other magic mod. It really fits my tastes, good work!
This is my first experience setting up a modpack. If I were to add Roguelike Dungeons or Dungeon2, would I need to edit loot tables to ensure drops from this mod? What's the best way to get a list of item IDs I would want to add to a loot table?
I agree that making ID scrolls scarcer than spell tomes is a bit disconcerting, especially here at the beginning where I'm not clear on what to expect or how best to test out a wand with a random spell on it. One option might be to make a couple available at the start in some way, just as you can craft your first spell.
This is my favorite magic mod, I really like how the system is much more exploration based than pretty much every other magic mod. It really fits my tastes, good work!
Always nice to hear about people enjoying the mod, thank you!
This is my first experience setting up a modpack. If I were to add Roguelike Dungeons or Dungeon2, would I need to edit loot tables to ensure drops from this mod? What's the best way to get a list of item IDs I would want to add to a loot table?
I agree that making ID scrolls scarcer than spell tomes is a bit disconcerting, especially here at the beginning where I'm not clear on what to expect or how best to test out a wand with a random spell on it. One option might be to make a couple available at the start in some way, just as you can craft your first spell.
Most item ids are pretty easy to guess now, so for example spell books are ebwizardry:spell_book. If you want to replicate the way loot generates in vanilla dungeon chests, the best way is to go into wizardry's loot tables and copy the pools over - the dungeon one is here. It contains all of the wizardry loot that gets injected into vanilla loot tables, so all you have to do is copy the entire contents of that file and paste it into the relevant loot table for, say, roguelike dungeons. The tricky part is getting the JSON right, it's worth reading the minecraft wiki page on loot tables if you're unsure. Then if you want to customise it further, you can edit that. Also take a look at the documentation on wizardry's loot functions here.
Hope that helps! As for the scrolls of identification, I think it might be a bit more immersive to add a trade to wizards that allows you to pay them to identify a spell for you. There will also be more places to find wizardry loot in general in the future. Watch this space!
Edit: Also worth mentioning there are lots of people on this forum who can help you out with loot tables and modpack making if you're stuck.
I dont see any dependencies needed to run the game..
In any case getting a crash onload running latest version 1.12.2, and counterpart Forge version:
Thoughts?
Thanks
The game crashed whilst initializing game
Error: java.lang.NoSuchMethodError: net.minecraftforge.registries.IForgeRegistry.getValuesCollection()Ljava/util/Collection;
TBH, I'm perfectly happy with what you've done with the vanilla loot tables. I just haven't been able to figure out what Roguelike Dungeons does by default when no customized loot tables are present. I'm sure stuff like that is obvious to the seasoned modder :).
I'll keep asking around. I'm having a great time with the mod!
I dont see any dependencies needed to run the game..
In any case getting a crash onload running latest version 1.12.2, and counterpart Forge version:
Thoughts?
Thanks
The game crashed whilst initializing game
Error: java.lang.NoSuchMethodError: net.minecraftforge.registries.IForgeRegistry.getValuesCollection()Ljava/util/Collection;
You're gonna need to post the entire crash log (with a spoiler), and the exact forge version. Try using the recommended and/or latest versions.
I dont see any dependencies needed to run the game..
In any case getting a crash onload running latest version 1.12.2, and counterpart Forge version:
Thoughts?
Thanks
The game crashed whilst initializing game
Error: java.lang.NoSuchMethodError: net.minecraftforge.registries.IForgeRegistry.getValuesCollection()Ljava/util/Collection;
You're gonna need to post the entire crash log (with a spoiler), and the exact forge version. Try using the recommended and/or latest versions.
Usually that is true, but in this particular case I've seen that crash loads of times before and the answer is update your forge to build 2611 or newer. It's actually Corail31's fault for using the absolute latest mappings instead of the recommended ones when he helped update the mod to 1.12.2.
Also, FYI you can always tell when you're missing a dependency because rather than crashing, Forge will display a message saying so when the game loads.
I realize you're already reexamining wizard loot, but I thought I'd add my experiences.
I'm not really a player who charges to endgame quickly. In fact, I've never actually killed the Ender Dragon. I reviewed dungeon mods for 1.12.x, and they made my eyes bleed. At my gear level, I couldn't make it through a room in either Roguelike Dungeons or Doomlike Dungeons. This stuff is more aimed at folks who have blown the top off the game and want a challenge. Recurrent Complex is lovely but SO MUCH, and loot-generating structures are more an afterthought. There's a milder dungeon generator, Dungeons2, that's my speed, but it's unfinished with development on hold, and it crashed my game on my test run. (Biomes o' Plenty was mentioned in the crash log, so there might be a compatibility issue there.)
So, since haven't yet found a wizard tower in my primary world, I haven't been able to get any ID scrolls.
For now, I'm just going to modify the mob loot tables to make mobs drop ID scrolls too.
I really like this mod a lot, and I'm eager to get more engaged.
To be honest, I've only ever killed the enderdragon once or twice, and never in modded. Not all dungeon mods are for everyone though. If you're looking for something a bit tamer, I believe quark adds some vanilla-style dungeons. Recurrent complex is highly configurable so you can reduce the frequency of structures and control which ones spawn.
I'm going to be adding more structures of my own as well...
Hey, I stored a bunch of crystals as blocks, but then when I placed a block on the craft table, it only produced one crystal. I assume that's not intended behavior?
Hello Electroblub, i really like your mod. i have some suggestions that i came across for this mod
1 - Will you consider changing the cost for spells from the mana crystals to actual mana bars like how ars magica 2 or most rpg games does for caster classes? i like the feeling of having mana regenerate on its own rather than carrying stacks of gems to use (even if it regens slow)
2 - I noticed that most of the stuff we get (staffs, spells, etc) are random. This is a little bit problematic because it prevents the player from going after a certain build. For example, i like playing a healer alot, but if i get ice and fire spells then im forced to play as a dps. This includes the healing staff and the healing gear.
overall i liked this mod alot, and this is just some friendly criticism, not trying to sound rude at all
Hello Electroblub, i really like your mod. i have some suggestions that i came across for this mod
1 - Will you consider changing the cost for spells from the mana crystals to actual mana bars like how ars magica 2 or most rpg games does for caster classes? i like the feeling of having mana regenerate on its own rather than carrying stacks of gems to use (even if it regens slow)
You should try wand condenser upgrades! I'm not about to change how the mod fundamentally works, I think it's nice to be a bit different to everything else and have mana as a resource rather than just appearing from thin air. This is Minecraft after all, a game that's all about gathering resources. I am looking at other ways of gathering mana (probably involving farming) as well.
2 - I noticed that most of the stuff we get (staffs, spells, etc) are random. This is a little bit problematic because it prevents the player from going after a certain build. For example, i like playing a healer alot, but if i get ice and fire spells then im forced to play as a dps. This includes the healing staff and the healing gear.
I'm going to look at weighting the chest loot and maybe wizard trades towards spells you haven't discovered yet - otherwise the more spells I add the more of a problem this becomes.
overall i liked this mod alot, and this is just some friendly criticism, not trying to sound rude at all
Thank you! I'm always open to constructive feedback.
Identification scrolls are supposed to be a limited resource. I will be making some changes to the identification system in future and this will include changes to how identification scrolls are obtained. Out of interest, what recipe do you use?
I'm putting together a mod pack that forces the player to start in the Betweenlands so part of the recipe is with betweenlands resources.
It's great to see you're monitoring this thread. I was wondering where might be the best place to give feedback. It's also very exciting to see that this mod is in active development.
I'm really enjoying your mod. I especially like all the wizard robe options. The more I've been playing it the more I understand what you were meaning in your introduction to the mod about the focus being on adventuring and not on the researching/crafting aspect. It also seemed to me that you were sort of referring to other magic mods where that element is critical.
My son and I have been using this mod in our pack which also includes Ancient Warfare 2, Roguelike Dungeons, and Dragons of Fire and Ice. I have to say that this mod really goes very nicely with these other mods. What I have been incredibly impressed by is that the dragons are giving us a really good reason to get more and more powerful spells. They really are like boss mobs. So, they give us a nice target and great motivation.
Ancient Warfare 2 with the default structures pack enabled and Roguelike Dungeons gives us plenty of loot chests to find all kinds of goodies from this mod. And to be honest, this is what I meant by understanding what you mean by exploration. If I didn't have those loot chests, there's no way I would have as many spells, clothes, upgrades, and wands as I do. I have a hard time imagining doing this mod by itself in vanilla. I don't think there's enough village blacksmiths or nether fortresses to go around. But, on the other hand, I've found that magic missile is more than enough to dominate most vanilla mobs and that's a novice spell.
So, all of this is said to get to this idea. I've played with Ars Magica 2, Thaumcraft 4, and a little bit of Thaumcraft 5. And you know, I'm kind of missing the crafting, research, and base building element.
I was wondering if you've given any thought to adding a research option? Would it be possible to research the spells?
On the crafting note, I saw in an earlier post something about the Identify spell being rare. Well, if the special wizards can make them, why can't I make them as an aspiring wizard? Could I somehow arrive to a point in my career where I've learned the secret?
I'm going to guess you've played DnD at some point because this mod reminds me so strongly of it, but back in the day I could spend 100 gold pieces to make a scroll of identify. And our DM wouldn't ever allow us to use some magical item unless we paid the price.
So, I thought that a crafting element could include something along those lines. We would have to pay a price of some kind in order to make these various things.
Okay, and I also took it a bit farther. I noticed that the various mages all come in different flavors or rather, alignments with different elements. What about the idea of say having the Storm Mages' Towers spawn at high elevations or even on floating islands? How about the Fire Mages' Towers spawning in the Nether? Earth might be kind of common, but, the Necromancy might be more rare? The generalist guy might even spawn in the villages too.
How about a quest that ties it all together? Did you ever play Master of Magic back in the day? Maybe a quest to become the Master of Magic? Where one has to master all of the different types of magic to "win" (I guess)? That might be neat.
Then, I was wondering about magical items as well. It seems to me that some of the items are craftable and that's really exciting but what about the Fire Wizard's armor for example? Perhaps, one must use rare special ingredients gotten from the nether or near volcanos or some such thing. And then through special crafting with special magics then one can create the most awesome Fire Wizard armor of much goodness!
And I couldn't help it. What about other things? We had rings of protection back in DnD. I have no idea how that would work even in Minecraft. But, you know maybe a ring could be imbued with some kind of effect that's always on? Bracers of Defense? I've seen others mention staves.
Anyways, dare to dream right?
Thing is, I'm guessing that one of the stated goals of the mod based on the introduction, is that we're trying to keep it simple. Which might actually be why this mod is so charming. Nurk nurk!
Okay so a more down to earth suggestion.
I've seen this idea tossed out once before so forgive me for repeating it. In Ars Magica 2, it was possible to make a spell that I could dig with. I recall you mentioned not seeing a point to that because we have picks and shovels. Please consider area of effect. Being able to dig a minimum of 3 X 3 space at a distance meant that I could flatten land fairly quickly. Much faster than using Tinker's Tools. And I never did get around to putting the upgrades on that spell but I would have also been able to increase the AoE.
Another idea to consider would be something that allows the placement of blocks. That would translate into have a ranged hole filling spell.
These two spells together makes land clearing and leveling (basically site prep) much much easier.
I wonder if a spell that causes leaves to decay faster would be cool? Or how about something that chops the whole tree down?
And these would probably be earth spells. (bad pun)
By the way, those summon pick, sword, bow, and pocket table spells are incredibly useful! Thank you.
I wonder if some kind of storage option could be done? Like a craftable bag of holding or say a spell that lets me teleport items from my inventory to a chest at my base?
And one outrageous spell idea (I know it's done in Botania), something along the lines of a spell that you cast to make a floating island. I know crazy!
Almost done.
My son and I noticed a bug. We're both on the same scoreboard team and we really appreciate you working with that. Because I probably would have killed him a bunch of times with "friendly fire" ie firebomb. But, something strange happened yesterday. I was using frost beam and he got hit by it. The spell never went away. You'd see the timer on his inventory screen, but, it would go to 0 and then stay there. I don't think he was suffering any of the negative effects, but the screen effect was still on.
We were able to restart the game and the effect went away.
Lastly, big thanks again to you for making this mod. We've been paying attention to the development of this mod since it was started in 1.7.10 where we tried it with LOTR mod. But, honestly, we're having a super awesome time with it in 1.12. It brings back memories of my college days of playing late night DnD sessions with my buddies and today I get to do that with my son.
FWIW, I love that this mod doesn't do much research and crafting. I have it in my modpack along with Botania, which is ALL THE CRAFTING. The two complement each other nicely.
I'll have to look into that. I know that Vazkii does that mod now, and to me, his other mod Quark is a must have. But, honestly, I don't understand Botania. It's pretty complicated. But, it does have that epic spell effect of making floating islands.
Any thoughts on Astal Sorcercy alongside this one?
I'm likely going to try it. I found this incredible place with many floating islands and it might be fun to build a base up there.
Astral sorcery is a pretty good mod for getting powerful items, but they take forever and are difficult to get. Not to mention, it, to me, seems less magic, and more infusions. I think it goes ok with this mod.
Rollback Post to RevisionRollBack
PM this account if you are interested in trading on DragCave
A couple of suggestions:
First, on ID Scrolls, I'd support a change to these to allow them to be crafted somehow for mod packs that don't have easy access to towers. Currently, I add a recipe in Minetweaker for them.
Second, could you add a way of replanting the crystal flowers so that players can have a renewable resource. Again, this is mainly for modpacks that have limited explorable world or resources available to the player.
At any rate, I like the mod so far. The spells are quite well done.
Identification scrolls are supposed to be a limited resource. I will be making some changes to the identification system in future and this will include changes to how identification scrolls are obtained. Out of interest, what recipe do you use?
It is possible to get them by using bonemeal on grass. I will be looking into some kind of farming system as well.
Thanks!
This is my favorite magic mod, I really like how the system is much more exploration based than pretty much every other magic mod. It really fits my tastes, good work!
This is my first experience setting up a modpack. If I were to add Roguelike Dungeons or Dungeon2, would I need to edit loot tables to ensure drops from this mod? What's the best way to get a list of item IDs I would want to add to a loot table?
I agree that making ID scrolls scarcer than spell tomes is a bit disconcerting, especially here at the beginning where I'm not clear on what to expect or how best to test out a wand with a random spell on it. One option might be to make a couple available at the start in some way, just as you can craft your first spell.
Always nice to hear about people enjoying the mod, thank you!
Most item ids are pretty easy to guess now, so for example spell books are ebwizardry:spell_book. If you want to replicate the way loot generates in vanilla dungeon chests, the best way is to go into wizardry's loot tables and copy the pools over - the dungeon one is here. It contains all of the wizardry loot that gets injected into vanilla loot tables, so all you have to do is copy the entire contents of that file and paste it into the relevant loot table for, say, roguelike dungeons. The tricky part is getting the JSON right, it's worth reading the minecraft wiki page on loot tables if you're unsure. Then if you want to customise it further, you can edit that. Also take a look at the documentation on wizardry's loot functions here.
Hope that helps! As for the scrolls of identification, I think it might be a bit more immersive to add a trade to wizards that allows you to pay them to identify a spell for you. There will also be more places to find wizardry loot in general in the future. Watch this space!
Edit: Also worth mentioning there are lots of people on this forum who can help you out with loot tables and modpack making if you're stuck.
Assuming you need Forge.
I dont see any dependencies needed to run the game..
In any case getting a crash onload running latest version 1.12.2, and counterpart Forge version:
Thoughts?
Thanks
The game crashed whilst initializing game
Error: java.lang.NoSuchMethodError: net.minecraftforge.registries.IForgeRegistry.getValuesCollection()Ljava/util/Collection;
TBH, I'm perfectly happy with what you've done with the vanilla loot tables. I just haven't been able to figure out what Roguelike Dungeons does by default when no customized loot tables are present. I'm sure stuff like that is obvious to the seasoned modder :).
I'll keep asking around. I'm having a great time with the mod!
You're gonna need to post the entire crash log (with a spoiler), and the exact forge version. Try using the recommended and/or latest versions.
Image Removed
~ Everybody's FavouriteDragon
Usually that is true, but in this particular case I've seen that crash loads of times before and the answer is update your forge to build 2611 or newer. It's actually Corail31's fault for using the absolute latest mappings instead of the recommended ones when he helped update the mod to 1.12.2.
Also, FYI you can always tell when you're missing a dependency because rather than crashing, Forge will display a message saying so when the game loads.
I realize you're already reexamining wizard loot, but I thought I'd add my experiences.
I'm not really a player who charges to endgame quickly. In fact, I've never actually killed the Ender Dragon. I reviewed dungeon mods for 1.12.x, and they made my eyes bleed. At my gear level, I couldn't make it through a room in either Roguelike Dungeons or Doomlike Dungeons. This stuff is more aimed at folks who have blown the top off the game and want a challenge. Recurrent Complex is lovely but SO MUCH, and loot-generating structures are more an afterthought. There's a milder dungeon generator, Dungeons2, that's my speed, but it's unfinished with development on hold, and it crashed my game on my test run. (Biomes o' Plenty was mentioned in the crash log, so there might be a compatibility issue there.)
So, since haven't yet found a wizard tower in my primary world, I haven't been able to get any ID scrolls.
For now, I'm just going to modify the mob loot tables to make mobs drop ID scrolls too.
I really like this mod a lot, and I'm eager to get more engaged.
To be honest, I've only ever killed the enderdragon once or twice, and never in modded. Not all dungeon mods are for everyone though. If you're looking for something a bit tamer, I believe quark adds some vanilla-style dungeons. Recurrent complex is highly configurable so you can reduce the frequency of structures and control which ones spawn.
I'm going to be adding more structures of my own as well...
Hey, I stored a bunch of crystals as blocks, but then when I placed a block on the craft table, it only produced one crystal. I assume that's not intended behavior?
Hello Electroblub, i really like your mod. i have some suggestions that i came across for this mod
1 - Will you consider changing the cost for spells from the mana crystals to actual mana bars like how ars magica 2 or most rpg games does for caster classes? i like the feeling of having mana regenerate on its own rather than carrying stacks of gems to use (even if it regens slow)
2 - I noticed that most of the stuff we get (staffs, spells, etc) are random. This is a little bit problematic because it prevents the player from going after a certain build. For example, i like playing a healer alot, but if i get ice and fire spells then im forced to play as a dps. This includes the healing staff and the healing gear.
overall i liked this mod alot, and this is just some friendly criticism, not trying to sound rude at all
You should try wand condenser upgrades! I'm not about to change how the mod fundamentally works, I think it's nice to be a bit different to everything else and have mana as a resource rather than just appearing from thin air. This is Minecraft after all, a game that's all about gathering resources. I am looking at other ways of gathering mana (probably involving farming) as well.
I'm going to look at weighting the chest loot and maybe wizard trades towards spells you haven't discovered yet - otherwise the more spells I add the more of a problem this becomes.
Thank you! I'm always open to constructive feedback.
I'm putting together a mod pack that forces the player to start in the Betweenlands so part of the recipe is with betweenlands resources.
My crafttweaker script:
I've also added flowers to something that you can transmute via Botania and a mana pool using a Botania flower.
@Electroblob
Long post warning!
It's great to see you're monitoring this thread. I was wondering where might be the best place to give feedback. It's also very exciting to see that this mod is in active development.
I'm really enjoying your mod. I especially like all the wizard robe options. The more I've been playing it the more I understand what you were meaning in your introduction to the mod about the focus being on adventuring and not on the researching/crafting aspect. It also seemed to me that you were sort of referring to other magic mods where that element is critical.
My son and I have been using this mod in our pack which also includes Ancient Warfare 2, Roguelike Dungeons, and Dragons of Fire and Ice. I have to say that this mod really goes very nicely with these other mods. What I have been incredibly impressed by is that the dragons are giving us a really good reason to get more and more powerful spells. They really are like boss mobs. So, they give us a nice target and great motivation.
Ancient Warfare 2 with the default structures pack enabled and Roguelike Dungeons gives us plenty of loot chests to find all kinds of goodies from this mod. And to be honest, this is what I meant by understanding what you mean by exploration. If I didn't have those loot chests, there's no way I would have as many spells, clothes, upgrades, and wands as I do. I have a hard time imagining doing this mod by itself in vanilla. I don't think there's enough village blacksmiths or nether fortresses to go around. But, on the other hand, I've found that magic missile is more than enough to dominate most vanilla mobs and that's a novice spell.
So, all of this is said to get to this idea. I've played with Ars Magica 2, Thaumcraft 4, and a little bit of Thaumcraft 5. And you know, I'm kind of missing the crafting, research, and base building element.
I was wondering if you've given any thought to adding a research option? Would it be possible to research the spells?
On the crafting note, I saw in an earlier post something about the Identify spell being rare. Well, if the special wizards can make them, why can't I make them as an aspiring wizard? Could I somehow arrive to a point in my career where I've learned the secret?
I'm going to guess you've played DnD at some point because this mod reminds me so strongly of it, but back in the day I could spend 100 gold pieces to make a scroll of identify. And our DM wouldn't ever allow us to use some magical item unless we paid the price.
So, I thought that a crafting element could include something along those lines. We would have to pay a price of some kind in order to make these various things.
Okay, and I also took it a bit farther. I noticed that the various mages all come in different flavors or rather, alignments with different elements. What about the idea of say having the Storm Mages' Towers spawn at high elevations or even on floating islands? How about the Fire Mages' Towers spawning in the Nether? Earth might be kind of common, but, the Necromancy might be more rare? The generalist guy might even spawn in the villages too.
How about a quest that ties it all together? Did you ever play Master of Magic back in the day? Maybe a quest to become the Master of Magic? Where one has to master all of the different types of magic to "win" (I guess)? That might be neat.
Then, I was wondering about magical items as well. It seems to me that some of the items are craftable and that's really exciting but what about the Fire Wizard's armor for example? Perhaps, one must use rare special ingredients gotten from the nether or near volcanos or some such thing. And then through special crafting with special magics then one can create the most awesome Fire Wizard armor of much goodness!
And I couldn't help it. What about other things? We had rings of protection back in DnD. I have no idea how that would work even in Minecraft. But, you know maybe a ring could be imbued with some kind of effect that's always on? Bracers of Defense? I've seen others mention staves.
Anyways, dare to dream right?
Thing is, I'm guessing that one of the stated goals of the mod based on the introduction, is that we're trying to keep it simple. Which might actually be why this mod is so charming. Nurk nurk!
Okay so a more down to earth suggestion.
I've seen this idea tossed out once before so forgive me for repeating it. In Ars Magica 2, it was possible to make a spell that I could dig with. I recall you mentioned not seeing a point to that because we have picks and shovels. Please consider area of effect. Being able to dig a minimum of 3 X 3 space at a distance meant that I could flatten land fairly quickly. Much faster than using Tinker's Tools. And I never did get around to putting the upgrades on that spell but I would have also been able to increase the AoE.
Another idea to consider would be something that allows the placement of blocks. That would translate into have a ranged hole filling spell.
These two spells together makes land clearing and leveling (basically site prep) much much easier.
I wonder if a spell that causes leaves to decay faster would be cool? Or how about something that chops the whole tree down?
And these would probably be earth spells. (bad pun)
By the way, those summon pick, sword, bow, and pocket table spells are incredibly useful! Thank you.
I wonder if some kind of storage option could be done? Like a craftable bag of holding or say a spell that lets me teleport items from my inventory to a chest at my base?
And one outrageous spell idea (I know it's done in Botania), something along the lines of a spell that you cast to make a floating island. I know crazy!
Almost done.
My son and I noticed a bug. We're both on the same scoreboard team and we really appreciate you working with that. Because I probably would have killed him a bunch of times with "friendly fire" ie firebomb. But, something strange happened yesterday. I was using frost beam and he got hit by it. The spell never went away. You'd see the timer on his inventory screen, but, it would go to 0 and then stay there. I don't think he was suffering any of the negative effects, but the screen effect was still on.
We were able to restart the game and the effect went away.
Lastly, big thanks again to you for making this mod. We've been paying attention to the development of this mod since it was started in 1.7.10 where we tried it with LOTR mod. But, honestly, we're having a super awesome time with it in 1.12. It brings back memories of my college days of playing late night DnD sessions with my buddies and today I get to do that with my son.
We really appreciate your hard work.
Thanks!
Actually, rings of shielding is perfectly possible. Thaumcraft does it very well.
PM this account if you are interested in trading on DragCave
FWIW, I love that this mod doesn't do much research and crafting. I have it in my modpack along with Botania, which is ALL THE CRAFTING. The two complement each other nicely.
Thanks EchoWeaver.
I'll have to look into that. I know that Vazkii does that mod now, and to me, his other mod Quark is a must have. But, honestly, I don't understand Botania. It's pretty complicated. But, it does have that epic spell effect of making floating islands.
Any thoughts on Astal Sorcercy alongside this one?
I'm likely going to try it. I found this incredible place with many floating islands and it might be fun to build a base up there.
Astral sorcery is a pretty good mod for getting powerful items, but they take forever and are difficult to get. Not to mention, it, to me, seems less magic, and more infusions. I think it goes ok with this mod.
PM this account if you are interested in trading on DragCave