Hey, Growlith1223. Thanks for maintaining this amazing mod I know that hosting the 1.10.2 version on curse is in the works, but in the mean time could it be added to the third party modlist? I'd love to add this mod to my pack, but it's being rejected by the Curse team.
nope. dig only goes as hi as obsidian. I forget the numerical factor of it. stone is 1,iron a 3 I think, obsidian is either a 6 or an 8? I was asking for mining power to set its numerical at 10 or whatever cobalt is.
I know it has been touched upon, and I know it is on peoples minds- but I figured why not just ask and see:
A friend of mine who runs our server refuses to implement this mod until at least a version labeled 'alpha', or something similar, is official on Curse. He fears anything not officially labeled and accepted is a risk to the server stability/corruption.
THAT SAID- I've played w/ this mod in single player so far and it works fine... so, if there /any/ idea if this is considered 'stable alpha', and isn't on curse only for legal/naming issues? Or are there still some pretty sufficient bugs I'm unaware of, and simply haven't come across by happenstance?
Oh, and, if at all possible can anyone give a definitive idea of when curse might allow/accept this mod fully?
sorry for the long post, thanks in advance for anyone who can help
Been gone a long time but I see this mod is still alive thankfully. Could anyone tell me the state of the mod right now? How stable is it for which versions and what's the future of the mod looking like?
Where might I find installation instructions? I've not done modded minecraft in over a year, at it seems that things have changed since the good old days. I mean, I don't know if I'll need forge, or if it even works with the latest minecraft, so a link to some instructions would be welcome.
Edit: Should probably also ask while I'm here - do y'all plan to update to 1.11, or skip over it for 1.12 when it comes out?
Where might I find installation instructions? I've not done modded minecraft in over a year, at it seems that things have changed since the good old days. I mean, I don't know if I'll need forge, or if it even works with the latest minecraft, so a link to some instructions would be welcome.
Edit: Should probably also ask while I'm here - do y'all plan to update to 1.11, or skip over it for 1.12 when it comes out?
Ars Magica 2 releases by Mithion are for 1.7.10, and the releases posted in the last few pages of this thread by Growlithe122 are for 1.10. Not sure if it uses the latest or recommended Forge for 1.10. 1.7.10 version works with latest for that version.
Regarding instructions...not really much to it. Get Forge, then drop the mod in the /mods folder in .minecraft.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
@Robij: I mean before 1.8. Modding slammed to a halt for a while when that happened, and got worse when people threw baseless fits and left because of things like Microsoft's acquisition. As a whole, modding isn't what it used to be. It's not even what it was a year ago, the last time I looked at minecraft. Hell, I don't know if Forge is updated to where it needs to be, or if things have decided to go independent of forge or what.
What's more, I can't even find out where to download this mod for 1.10.2. I see a link to the GitHub, but no instructions for what to download and where to install.
Don't just assume that because you know what to do that everyone else does as well.
@Zsash: I can't really make heads or tales of the GitHub links, or heck, for all I know that's just where you guys brainstorm solutions. I need to know where to download the mod itself.
@WitchRolina as wolfbain has said, under the Releases section on there, there are a few downloads for my released versions, my next download will most likely be on the curseforge page for official ars magica:
Regarding 1.11/1,12, not sure yet, 1.10 looks to be a decent break right now, i've already started to use some of the things methods for certain things that are used in 1.11 where variables are now private(in 1.11 for example, worldObj was made private and now you need to use #getWorld())
As for stability, it's getting there but i wouldn't use this in a pack unless you're willing to accept that there WILL be bugs.
more importantly, i have actually tried to post my port under the 3rd party list with no luck due to ars magica already being on curse.
like i said, once i get to a point where i feel it is good enough to be on the curse page, i'll throw it on there, but right now i don't feel like it is stable enough for that. there are still some easy-to-produce crashes out there that i need to fix.
Regarding stability as Selphatos has asked about, my port isn't really stable enough to be in a pack, let alone be played serously enough, there WILL be crashes, there WILL be issues, this is not a 100% stable port, as for corruption, i have yet to see it happen/get a report of it happening, so i wouldn't be /too/ worried about it but it can still happen.
As for forge version as someone asked for, this mod was built under forge version 1.10.2 v2185, so if you're using a previous version and you experience a bug, i would try that version/a later version to see if it still persists.
I have put a changelog for each and every release download everytime i do a release noting all of the fixes/changes i've done, i would take a look at the changelogs for the newer versions.
I do read them, and a bit of the stuff on github where pierce was still a little quirky. you said that it was fixed... again. but it has been a while since the last release. didn't know if it got hot-fixed a 2nd time back in December.
@WitchRolina as wolfbain has said, under the Releases section on there, there are a few downloads for my released versions, my next download will most likely be on the curseforge page for official ars magica:
Regarding 1.11/1,12, not sure yet, 1.10 looks to be a decent break right now, i've already started to use some of the things methods for certain things that are used in 1.11 where variables are now private(in 1.11 for example, worldObj was made private and now you need to use #getWorld())
As for stability, it's getting there but i wouldn't use this in a pack unless you're willing to accept that there WILL be bugs.
more importantly, i have actually tried to post my port under the 3rd party list with no luck due to ars magica already being on curse.
like i said, once i get to a point where i feel it is good enough to be on the curse page, i'll throw it on there, but right now i don't feel like it is stable enough for that. there are still some easy-to-produce crashes out there that i need to fix.
Regarding stability as Selphatos has asked about, my port isn't really stable enough to be in a pack, let alone be played serously enough, there WILL be crashes, there WILL be issues, this is not a 100% stable port, as for corruption, i have yet to see it happen/get a report of it happening, so i wouldn't be /too/ worried about it but it can still happen.
As for forge version as someone asked for, this mod was built under forge version 1.10.2 v2185, so if you're using a previous version and you experience a bug, i would try that version/a later version to see if it still persists.
Thank you very much. Looking forward to playing with witchwood for building and the good ol' mage style play again. ^-^
Is there work for Ars Magica for minecraft 1.10.2?
There is, in fact quite a few pages of this forum are about the mantaining and porting to 1.10.2, check back a few pages to find the download link
Suggestion/request for 1.10
increase the mining power of mining power so as to include harder ores from other mods such as cobalt and the like and not just obsidian?
Hey, Growlith1223. Thanks for maintaining this amazing mod I know that hosting the 1.10.2 version on curse is in the works, but in the mean time could it be added to the third party modlist? I'd love to add this mod to my pack, but it's being rejected by the Curse team.
The base dig spell mines obsidian for me, so shouldn't this already be the case?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
nope. dig only goes as hi as obsidian. I forget the numerical factor of it. stone is 1,iron a 3 I think, obsidian is either a 6 or an 8? I was asking for mining power to set its numerical at 10 or whatever cobalt is.
I have no idea what's going on, then. I made a Touch/Projectile-Dig spell, and haven't encountered anything I can't mine yet.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I know it has been touched upon, and I know it is on peoples minds- but I figured why not just ask and see:
A friend of mine who runs our server refuses to implement this mod until at least a version labeled 'alpha', or something similar, is official on Curse. He fears anything not officially labeled and accepted is a risk to the server stability/corruption.
THAT SAID- I've played w/ this mod in single player so far and it works fine... so, if there /any/ idea if this is considered 'stable alpha', and isn't on curse only for legal/naming issues? Or are there still some pretty sufficient bugs I'm unaware of, and simply haven't come across by happenstance?
Oh, and, if at all possible can anyone give a definitive idea of when curse might allow/accept this mod fully?
sorry for the long post, thanks in advance for anyone who can help
Been gone a long time but I see this mod is still alive thankfully. Could anyone tell me the state of the mod right now? How stable is it for which versions and what's the future of the mod looking like?
Where might I find installation instructions? I've not done modded minecraft in over a year, at it seems that things have changed since the good old days. I mean, I don't know if I'll need forge, or if it even works with the latest minecraft, so a link to some instructions would be welcome.
Edit: Should probably also ask while I'm here - do y'all plan to update to 1.11, or skip over it for 1.12 when it comes out?
Ars Magica 2 releases by Mithion are for 1.7.10, and the releases posted in the last few pages of this thread by Growlithe122 are for 1.10. Not sure if it uses the latest or recommended Forge for 1.10. 1.7.10 version works with latest for that version.
Regarding instructions...not really much to it. Get Forge, then drop the mod in the /mods folder in .minecraft.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
@Robij: I mean before 1.8. Modding slammed to a halt for a while when that happened, and got worse when people threw baseless fits and left because of things like Microsoft's acquisition. As a whole, modding isn't what it used to be. It's not even what it was a year ago, the last time I looked at minecraft. Hell, I don't know if Forge is updated to where it needs to be, or if things have decided to go independent of forge or what.
What's more, I can't even find out where to download this mod for 1.10.2. I see a link to the GitHub, but no instructions for what to download and where to install.
Don't just assume that because you know what to do that everyone else does as well.
@Zsash: I can't really make heads or tales of the GitHub links, or heck, for all I know that's just where you guys brainstorm solutions. I need to know where to download the mod itself.
https://github.com/Growlith1223/ArsMagica2/releases
the ars magica jar file is in blue. don't know where to get forge since I just download the direwolf pack
Alright thanks mate. Doesn't look like it's quite there yet but I'll check back in later. Best of luck to Growlith, hope he does Mithion proud.
@WitchRolina as wolfbain has said, under the Releases section on there, there are a few downloads for my released versions, my next download will most likely be on the curseforge page for official ars magica:
https://minecraft.curseforge.com/projects/ars-magica-2
Regarding 1.11/1,12, not sure yet, 1.10 looks to be a decent break right now, i've already started to use some of the things methods for certain things that are used in 1.11 where variables are now private(in 1.11 for example, worldObj was made private and now you need to use #getWorld())
As for stability, it's getting there but i wouldn't use this in a pack unless you're willing to accept that there WILL be bugs.
more importantly, i have actually tried to post my port under the 3rd party list with no luck due to ars magica already being on curse.
like i said, once i get to a point where i feel it is good enough to be on the curse page, i'll throw it on there, but right now i don't feel like it is stable enough for that. there are still some easy-to-produce crashes out there that i need to fix.
Regarding stability as Selphatos has asked about, my port isn't really stable enough to be in a pack, let alone be played serously enough, there WILL be crashes, there WILL be issues, this is not a 100% stable port, as for corruption, i have yet to see it happen/get a report of it happening, so i wouldn't be /too/ worried about it but it can still happen.
As for forge version as someone asked for, this mod was built under forge version 1.10.2 v2185, so if you're using a previous version and you experience a bug, i would try that version/a later version to see if it still persists.
Ah, was the final pierce fix put in the current download or is it gonna be in the next one? I am still using .12 because of this.
I have put a changelog for each and every release download everytime i do a release noting all of the fixes/changes i've done, i would take a look at the changelogs for the newer versions.
I do read them, and a bit of the stuff on github where pierce was still a little quirky. you said that it was fixed... again. but it has been a while since the last release. didn't know if it got hot-fixed a 2nd time back in December.
Thanks for the patience
Thank you very much. Looking forward to playing with witchwood for building and the good ol' mage style play again. ^-^
@Wolfbain: Thank you very much for the link!
is it ever gonna continue?