Hi! I have a problem. I got the Arcane Compendium, and then I made an Inscription table. I made the Oculus, and then I went in the Projectile category, then I clicked physical damage. I chose Magic Damage and I used my last skill point on it. In my book it said I know what Magic Damage is. So then I went in the inscription table, put Projectile in, but I couldn't put Magical Damage in.It was gray and It said at least one component is needed!
I don't know what to do! I put Projectile in the gray bar, but It didnt allow me to put any other component in! If you have any information about this please reply and help me!
Hi! I have a problem. I got the Arcane Compendium, and then I made an Inscription table. I made the Oculus, and then I went in the Projectile category, then I clicked physical damage. I chose Magic Damage and I used my last skill point on it. In my book it said I know what Magic Damage is. So then I went in the inscription table, put Projectile in, but I couldn't put Magical Damage in.It was gray and It said at least one component is needed!
I don't know what to do! I put Projectile in the gray bar, but It didnt allow me to put any other component in! If you have any information about this please reply and help me!
Projectile in the first left square, magic damage on the long bar.
Hey guys, Having a slight problem. I am unable to link a Mana Battery to my arcane reconstructor. What am I doing wrong?
Update: I am unable to link ANY of my batteries to any machines, including re-creating links that already existed. (which is why the battery shown is not a light-essence battery.
Update 2: Ok. So when I link the prisms directly to the Arcane reconstructor, it works. When I attempt to link a battery to it, it does not work. What might I have changed to cause this?
Hi, sorrry for the late response. But I downloaded Ars Magica on my stationary and used Google Drive to download it from there to my laptop (which is the one with the problem) and it didn't work either, I am starting to suspect that the problem lies with the computer somehow, and that it just doesn't load the mod properly.
The only bug I've found so far in 1.7.2 is an achievement that I get whenever i cast a spell. It stays on screen until I reload the world and will appear again when I cast another spell.
i have a problem like this except the achievement when i unlock something doesn't go away.
I didn't mean updating from 1.6 to 1.7, I meant ars magica version 1.1.1 to 1.2.x, which are both for 1.6.4. The reason I am asking is because 1.2 seem to change/remove lots of things. For example, is there any replacement for caster blocks?
I would really like to update, but it seems like updating destroys many things and I'm on a well developed world and don't want to reset it.
Oh right sorry, updating should be fine. What will happen is that the game will warn you that there are missing items. Just ignore and proceed. The items will just be gone.
The Meaning of Life, the Universe, and Everything.
Location:
Pittsburgh
Join Date:
11/12/2010
Posts:
353
Member Details
I'm having more issues actually none of my players can craft spells at all, when they try to put the spell into the alter and then throw in a blank rune it demands the spell parchment one of the last items to be thrown in, then throws out an un-named AOE spell that costs 0 and does nothing. Anyone else having issues like this or my other one where Crafting Alters are invisible?
Just a general comment regarding People commenting about Minecraft versions and Mod Development updates, as well as API usage:
Minecraft 1.6.4 is what a ton of mods are built on - However - 1.7.10 is what all the modders seem to be jumping towards as the next "big stable" version of MC, and there are still a ton of nightmares in 1.6.4 that can be easily resolved in 1.7.10 - some for players, some for devs, some for server admins.
The biggest thing is this - 99% of the modders out there for ANY game do it for free, in their spare time, for fun, to improve their own gaming experience, or to enrich the gaming culture they feel like they belong to, or just because they can (there are a few other reasons).
I keep seeing comments in these forums where people are saying things like "It's too bad you're dropping support for version 1.x.x and moving onto version x.x.x - I guess this mod is junk now" or some such thing.
To those comments, please stop. As a mod dev myself (not for MC - I've not much Java Fu) - The fastest way you're going to get me to stop providing support to a mod I've written is to say unpleasant things because I'm taking to long to fix X or add Z to my mods. Like myself, all these modders have real lives, and time is precious. Positive feedback or constructive criticism is great - bug reports are even better. If a modder has a patreon or a paypal donation, consider donating - These guys deserve it (I don't have one, but know that it makes a big difference for some guys out there.)
To people curious about API usage - It's about the nicest thing ever, and for several reasons. It improves mod compatibility, it makes diagnosing bugs easier (most of the time) and it reduces the time necessary to fix bugs or add new features dramatically. As far as the AnimationAPI that AM2 uses - I agree it would be great to have that included into Forge/FML/Etc but usually there's a reason (look at VoxelMap for 1.7.10 for example and that dev's choice to release it for LiteLoader for example). I'm guessing the unofficial version of that particular API was something Mithion used to test AM2 functionality in 1.7.10 using his own "tweaked" version of it (That's what I'd do probably if it were a game I knew enough to mod).
Lastly,
Mithion - You rock. AM2 is my FAVORITE Mod - I can wait for 1.7.10 to get it (building a Pack for 1.7.10 now and before it gets beyond Alpha, one requirement is AM2 :))
I appreciate everything you do, the quality of your changelogs, the detail you go into on the customization of the mod, the amazingly detailed guidebook (Compendium), the amazing Armor, Spells to solve just about every major annoyance in Minecraft, and of course, the time you spend to enrich our minecraft experience!
Thank you.
Sorry if:
This was preachy
Anyone takes offense
That last sentence was way too long.
I sounded like a jack in the butt or an arrogant monkey.
Ok, I made a spell using blue dye for the color, but the particles were black. Sorry it took me a little while to test. I have other mods in play, so not sure if it works with only Ars Magica mod.
The Meaning of Life, the Universe, and Everything.
Location:
Where the Red Fern Grows
Join Date:
6/3/2012
Posts:
126
Minecraft:
totestots
Member Details
Question: Don't spells become more powerful over time as you level? I'm now level 28 using regeneration, 100% nature affinity, 50% life and I still only get a 12-second regeneration I buff. Is there a modifier I can add to boost that to regen II or regen III or do I just need to level up some more?
Rollback Post to RevisionRollBack
Tinkerer of magic, queen of the turtle army, and cuddler of all things fluffy
Question: Don't spells become more powerful over time as you level? I'm now level 28 using regeneration, 100% nature affinity, 50% life and I still only get a 12-second regeneration I buff. Is there a modifier I can add to boost that to regen II or regen III or do I just need to level up some more?
Most spells will get more powerful as your caster level increases (mostly doing more damage, but in the current dev version buffs get longer too). Regeneration, however, is an exception to that - you can't increase it past 12 seconds.
I am aware of the No Packaged Compendium Found bug - I will look into it in dev and release a fix this week.
I will also fix color modifiers.
Most spells will get more powerful as your caster level increases (mostly doing more damage, but in the current dev version buffs get longer too). Regeneration, however, is an exception to that - you can't increase it past 12 seconds.
I am aware of the No Packaged Compendium Found bug - I will look into it in dev and release a fix this week.
I will also fix color modifiers.
Thaaank you
in 1.7 (if you haven't already, you're always ahead), could you possibly consider lowering hunger depletion of nature's 100% affinity. Where it is currently at has you losing one hunger bar every 5-10 seconds (assuming no sunlight). That leaves you eating...constantly. e.o
First of all, thank you for Ars Magica 2! Me and my friends is having a blast on our server!
After playing for a few months we've found a few things which we would like to tweak to our personal tastes concerning the spell costs. Please note that our wishes is to make tweaks to our own server and not upload or otherwise ask for these changes to be implemented in to the next update.
I have been looking through the files Ars magica 2 with Java-editor and notepad++ but I have been unable to figure out how to find the base mana costs for each spell. Is there anyone who could point me in the right direction about which files to edit and which program is most appropriate for these changes?
I'm making a mod pack that includes both Minefantasy and Ars Magica and because of this it is impossible to make the components of some spells (any vanilla tool) as they all have their recipe removed.
Now, this obviously poses a problem, but, as I am working on an integration mod, I hope to resolve this issue, and am wondering if this is something the AM2 api can potentially resolve. I've yet to actually look into the api, but I hope you will be able to tell me to save some time if and how I could go about changing the components of default AM2 spells.
I don't know what to do! I put Projectile in the gray bar, but It didnt allow me to put any other component in! If you have any information about this please reply and help me!
Projectile in the first left square, magic damage on the long bar.
Always read back before posting, Mithion is waiting on the 1.7.10 version of AnimationAPI
Update: I am unable to link ANY of my batteries to any machines, including re-creating links that already existed. (which is why the battery shown is not a light-essence battery.
Update 2: Ok. So when I link the prisms directly to the Arcane reconstructor, it works. When I attempt to link a battery to it, it does not work. What might I have changed to cause this?
Crash log? Full ones preferable.
i have a problem like this except the achievement when i unlock something doesn't go away.
Oh right sorry, updating should be fine. What will happen is that the game will warn you that there are missing items. Just ignore and proceed. The items will just be gone.
Minecraft 1.6.4 is what a ton of mods are built on - However - 1.7.10 is what all the modders seem to be jumping towards as the next "big stable" version of MC, and there are still a ton of nightmares in 1.6.4 that can be easily resolved in 1.7.10 - some for players, some for devs, some for server admins.
The biggest thing is this - 99% of the modders out there for ANY game do it for free, in their spare time, for fun, to improve their own gaming experience, or to enrich the gaming culture they feel like they belong to, or just because they can (there are a few other reasons).
I keep seeing comments in these forums where people are saying things like "It's too bad you're dropping support for version 1.x.x and moving onto version x.x.x - I guess this mod is junk now" or some such thing.
To those comments, please stop. As a mod dev myself (not for MC - I've not much Java Fu) - The fastest way you're going to get me to stop providing support to a mod I've written is to say unpleasant things because I'm taking to long to fix X or add Z to my mods. Like myself, all these modders have real lives, and time is precious. Positive feedback or constructive criticism is great - bug reports are even better. If a modder has a patreon or a paypal donation, consider donating - These guys deserve it (I don't have one, but know that it makes a big difference for some guys out there.)
To people curious about API usage - It's about the nicest thing ever, and for several reasons. It improves mod compatibility, it makes diagnosing bugs easier (most of the time) and it reduces the time necessary to fix bugs or add new features dramatically. As far as the AnimationAPI that AM2 uses - I agree it would be great to have that included into Forge/FML/Etc but usually there's a reason (look at VoxelMap for 1.7.10 for example and that dev's choice to release it for LiteLoader for example). I'm guessing the unofficial version of that particular API was something Mithion used to test AM2 functionality in 1.7.10 using his own "tweaked" version of it (That's what I'd do probably if it were a game I knew enough to mod).
Lastly,
Mithion - You rock. AM2 is my FAVORITE Mod - I can wait for 1.7.10 to get it (building a Pack for 1.7.10 now and before it gets beyond Alpha, one requirement is AM2 :))
I appreciate everything you do, the quality of your changelogs, the detail you go into on the customization of the mod, the amazingly detailed guidebook (Compendium), the amazing Armor, Spells to solve just about every major annoyance in Minecraft, and of course, the time you spend to enrich our minecraft experience!
Thank you.
Sorry if:
This was preachy
Anyone takes offense
That last sentence was way too long.
I sounded like a jack in the butt or an arrogant monkey.
Most spells will get more powerful as your caster level increases (mostly doing more damage, but in the current dev version buffs get longer too). Regeneration, however, is an exception to that - you can't increase it past 12 seconds.
I am aware of the No Packaged Compendium Found bug - I will look into it in dev and release a fix this week.
I will also fix color modifiers.
I don't know because I've didn't test it
Thaaank you
in 1.7 (if you haven't already, you're always ahead), could you possibly consider lowering hunger depletion of nature's 100% affinity. Where it is currently at has you losing one hunger bar every 5-10 seconds (assuming no sunlight). That leaves you eating...constantly. e.o
After playing for a few months we've found a few things which we would like to tweak to our personal tastes concerning the spell costs. Please note that our wishes is to make tweaks to our own server and not upload or otherwise ask for these changes to be implemented in to the next update.
I have been looking through the files Ars magica 2 with Java-editor and notepad++ but I have been unable to figure out how to find the base mana costs for each spell. Is there anyone who could point me in the right direction about which files to edit and which program is most appropriate for these changes?
Thanks in advance!
L
I'm making a mod pack that includes both Minefantasy and Ars Magica and because of this it is impossible to make the components of some spells (any vanilla tool) as they all have their recipe removed.
Now, this obviously poses a problem, but, as I am working on an integration mod, I hope to resolve this issue, and am wondering if this is something the AM2 api can potentially resolve. I've yet to actually look into the api, but I hope you will be able to tell me to save some time if and how I could go about changing the components of default AM2 spells.
Thanks.