First off, Awesome mod! Ive been playing with it in the Departed pack through FTB and its great. However i noticed some game breaking interactions with your mod and witchery.
When using the Infernal Armor while also being a Witchery Vampire, you become immune to all damage. Just thought id report this instead of abusing it. Do with this knowledge as you will
Vampires in Witchery are kinda broken OP overall. I believe it's supposed to be disabled in Departed. At least that's what we said during the beta test. Were you able to become a vampire with the default configs? I just looked and found B:AllowVampireRitual=false, but some other vampire stuff appears to still be enabled. Hmm...
"Departed" is one of the official FTB modpacks and it includes AoA.
There are many other FTB and third party packs available.
The FTB team is working with the folks over at Curse nowadays and going forward, FTB packs are being released on the Curse Voice tool. This includes voice chat, text chat, and a launcher for Minecraft mod packs. You can get it here http://beta.cursevoice.com/games/minecraft
As suggested above, if you just want to get AoA 2.2.5, you could use the FTB launcher to download the Departed modpack and then manually copy AoA 2.2.5 out of the mods folder and move it to your own mod pack of choice rather than play the Departed mod pack. Departed includes AoA, Botania, Thaumcraft, Witchery, Tinkers' Construct as well as many other mods above and beyond just AoA. You can find mod lists and details for all of the FTB official packs here: https://feedthebeast.atlassian.net/wiki/display/PML/Public Modpack Listings
I'm a fan of many of the FTB packs, but others aren't. I was also a beta tester for the Departed pack and was introduced to AoA from that pack. To each their own of course, so definitely play Minecraft and the mods you want how you want.
Oh wow... Um okay, so question to everyone. If you look at the video Anesos has, you see he has a guide for things in his modpack. I've been also working on something similar but for just AoA. My question is do you think it's still necessary? As this guide seems pretty good
Just be clear this, is an FTB modpack, not my own. You can get it on either the Feed the Beast or the Curse Voice launchers.
The first video is about the pack overall. The second one goes through the AoA resources and tribute system. Working on a third one now for the AoA skills specifically too.
Glad you thought my videos are helpful. You're welcome to make your own take on them, or go into more details or whatever you like. There's a lot more to AoA and the Departed modpack than I'll cover in these. Just hoping to help people get started learning the mechanics.
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Regarding AoA 2.2.5, I don't know what changed. I just saw it was in the Departed 1.0 pack when it went live. I presume it's a pre-2.3 update... i.e. 2.3 isn't done yet, but they wanted to get some updates into the Departed pack when it went live or something like that.
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Also.. still haven't figured out the /summon command for pixons (or other mobs). Would be great if someone knows the answer here. [Edit: It worked! I have no idea why it didn't work before, but: /summon nevermine.PixonGlistening did just work properly for me. I'd guess at spelling, but I double-checked it last time... so no idea. I'd still like to know how to get proper names for different entities if anyone knows how. For instance: GlisteningPixon? or PixonGlistening? or pixon_glistening, etc...]
I've searched around a while, tried a bunch of variations on the PixonGlistening / GlisteningPixon / etc... and can't figure it out by guessing. Hoping someone knows the actual command and can confirm it works in AoA 2.2 or 2.2.5.
Does anyone know how to summon pixons (or other mobs)?
I'd like to summon a few Pixons for my next video, but none of my attempts at /summon nevermine.PixonGlistening and several variations of that seem to work. Is there a way to find the mob names somewhere to know the exact syntax? I'm in the FTB Departed pack with AoA 2.2.5.
You might also check your keybindings. I know in the FTB Departed modpack, C is bound to two different things and doesn't bring up the skills properly. I rebound mine to K for that pack.
I did a couple of getting started videos for FTB Departed, configuring things, and the AoA resources. Hoping to get one done on AoA skills in the next day or two as well. Here's a link to the first one for anyone interested:
Ok, I now agree that the Bomb Carrier is a problem... or at least destroyer of worlds!
One spawned on the surface near my base and I started hearing the explosions every few seconds. I flipped into creative mode and flew over and found him in a pool of water 20 or 30 blocks away happily dropping TNT over and over. The water protected the first few, but then he got out and kept at it creating an ever larger hole in the ground. If I hadn't been there to see him right away, he'd have blown up a big chunk of the map.
Couple of problems I see:
- He isn't getting hurt by his own TNT explosions. He started at 100 health and got down to 95 health, but then stopped getting hurt anymore. I let him set of 10 explosions or so and he just stayed at 95 health the whole time.
- The wiki entry says they only spawn in dark areas, but this one spawned in during day on the surface. Maybe he spawned under water which was darker?
I'd like to suggest that they get damaged by their own bombs so they'll eventually die even if the player can't get to them.
Just switched all back to Mega/Mediafire. In the 1 hour it was on Curse Forge I already received multiple complaints about it not downloading properly. I also personally don't like some of the forced features so I guess it'll remain like this for now.
Hmm.. sorry hear that. I haven't had any problems downloading from curseforge in the past. For what it's worth, I found the project on CF and was able to download it just fine. A quick file compare confirms it's identical to the one I got from your other link. Don't know what problems other people have with it, but it worked fine for me at least.
I'm using nVidia as well, so it's not an AMD only issue, but I do think perhaps it's a rendering issue of some kind.
I'm on Win 7 and using Java 7 which I think is the recommendation from the FTB team. But yes, both of these are different than your environment.
I'm updating the thread on the FTB site with some other info now too. It could be some odd interaction between mods or something too I suppose.
Your mods are cool btw, so not trying to be mean in any way here. Just trying to help figure out what's going on so I can build more of your stuff. Thanks for all the effort you put into this for the community!
Great, just what I needed. I'll try to fix this bug tonight =).
Thanks
I thought maybe this was the fix for the pets cloning themselves:
"fixed bug where mounted entities could get out of sync on servers"
but, just logged into my Tale of Kingdoms world, flew to the guild from my house, then flew over to my kingdom and found my tamed horses just outside the kingdom walls all duplicated. Not sure if you guys had a fix in for it or not, but looks like it's still happening with 4.2.0.
I've seen the duplicated horse bug a few times now. I went and tried a whole bunch of random stuff in my Tale of Kingdoms map, but didn't see it today. Switched to a creative map and tried a bunch more things, and came up with this one that worked. I did this 3 times in a row, completely exiting Minecraft each time and it worked all 3 times.
When riding horses, it would be nifty to be able to traverse single-block heights as if it were a half slab. Akin to (if you have ever used it) Smart Moving's climbing feature.
Agreed! Horses shouldn't have to jump to get up 1 little bitty block.
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Vampires in Witchery are kinda broken OP overall. I believe it's supposed to be disabled in Departed. At least that's what we said during the beta test. Were you able to become a vampire with the default configs? I just looked and found B:AllowVampireRitual=false, but some other vampire stuff appears to still be enabled. Hmm...
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Just thought I'd offer some clarification on FTB.
As suggested above, if you just want to get AoA 2.2.5, you could use the FTB launcher to download the Departed modpack and then manually copy AoA 2.2.5 out of the mods folder and move it to your own mod pack of choice rather than play the Departed mod pack. Departed includes AoA, Botania, Thaumcraft, Witchery, Tinkers' Construct as well as many other mods above and beyond just AoA. You can find mod lists and details for all of the FTB official packs here: https://feedthebeast.atlassian.net/wiki/display/PML/Public Modpack Listings
I'm a fan of many of the FTB packs, but others aren't. I was also a beta tester for the Departed pack and was introduced to AoA from that pack. To each their own of course, so definitely play Minecraft and the mods you want how you want.
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Just be clear this, is an FTB modpack, not my own. You can get it on either the Feed the Beast or the Curse Voice launchers.
The first video is about the pack overall. The second one goes through the AoA resources and tribute system. Working on a third one now for the AoA skills specifically too.
Glad you thought my videos are helpful. You're welcome to make your own take on them, or go into more details or whatever you like. There's a lot more to AoA and the Departed modpack than I'll cover in these. Just hoping to help people get started learning the mechanics.
--
Regarding AoA 2.2.5, I don't know what changed. I just saw it was in the Departed 1.0 pack when it went live. I presume it's a pre-2.3 update... i.e. 2.3 isn't done yet, but they wanted to get some updates into the Departed pack when it went live or something like that.
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Also.. still haven't figured out the /summon command for pixons (or other mobs). Would be great if someone knows the answer here.
[Edit: It worked! I have no idea why it didn't work before, but: /summon nevermine.PixonGlistening did just work properly for me. I'd guess at spelling, but I double-checked it last time... so no idea. I'd still like to know how to get proper names for different entities if anyone knows how. For instance: GlisteningPixon? or PixonGlistening? or pixon_glistening, etc...]0
That doesn't work.
I've searched around a while, tried a bunch of variations on the PixonGlistening / GlisteningPixon / etc... and can't figure it out by guessing. Hoping someone knows the actual command and can confirm it works in AoA 2.2 or 2.2.5.
0
Does anyone know how to summon pixons (or other mobs)?
I'd like to summon a few Pixons for my next video, but none of my attempts at /summon nevermine.PixonGlistening and several variations of that seem to work. Is there a way to find the mob names somewhere to know the exact syntax? I'm in the FTB Departed pack with AoA 2.2.5.
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You might also check your keybindings. I know in the FTB Departed modpack, C is bound to two different things and doesn't bring up the skills properly. I rebound mine to K for that pack.
I did a couple of getting started videos for FTB Departed, configuring things, and the AoA resources. Hoping to get one done on AoA skills in the next day or two as well. Here's a link to the first one for anyone interested:
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Is there a flight mechanic in or planned for this mod? I haven't found one yet, but there is a lot I haven't seen still.
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Ok, I now agree that the Bomb Carrier is a problem... or at least destroyer of worlds!
One spawned on the surface near my base and I started hearing the explosions every few seconds. I flipped into creative mode and flew over and found him in a pool of water 20 or 30 blocks away happily dropping TNT over and over. The water protected the first few, but then he got out and kept at it creating an ever larger hole in the ground. If I hadn't been there to see him right away, he'd have blown up a big chunk of the map.
Couple of problems I see:
- He isn't getting hurt by his own TNT explosions. He started at 100 health and got down to 95 health, but then stopped getting hurt anymore. I let him set of 10 explosions or so and he just stayed at 95 health the whole time.
- The wiki entry says they only spawn in dark areas, but this one spawned in during day on the surface. Maybe he spawned under water which was darker?
I'd like to suggest that they get damaged by their own bombs so they'll eventually die even if the player can't get to them.
0
Hmm.. sorry hear that. I haven't had any problems downloading from curseforge in the past. For what it's worth, I found the project on CF and was able to download it just fine. A quick file compare confirms it's identical to the one I got from your other link. Don't know what problems other people have with it, but it worked fine for me at least.
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Host it on CurseForge? Shouldn't be any bandwidth issues there.
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I'm using nVidia as well, so it's not an AMD only issue, but I do think perhaps it's a rendering issue of some kind.
I'm on Win 7 and using Java 7 which I think is the recommendation from the FTB team. But yes, both of these are different than your environment.
I'm updating the thread on the FTB site with some other info now too. It could be some odd interaction between mods or something too I suppose.
Your mods are cool btw, so not trying to be mean in any way here. Just trying to help figure out what's going on so I can build more of your stuff. Thanks for all the effort you put into this for the community!
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http://forum.feed-the-beast.com/threads/horizons-1-6-4-bug-reports-public-beta.35242/page-19
Cool mod for sure, but there's something wonky happening with java memory usage here.
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I thought maybe this was the fix for the pets cloning themselves:
"fixed bug where mounted entities could get out of sync on servers"
but, just logged into my Tale of Kingdoms world, flew to the guild from my house, then flew over to my kingdom and found my tamed horses just outside the kingdom walls all duplicated. Not sure if you guys had a fix in for it or not, but looks like it's still happening with 4.2.0.
Either way, thanks for the 1.4.5 update!
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I've seen the duplicated horse bug a few times now. I went and tried a whole bunch of random stuff in my Tale of Kingdoms map, but didn't see it today. Switched to a creative map and tried a bunch more things, and came up with this one that worked. I did this 3 times in a row, completely exiting Minecraft each time and it worked all 3 times.
Hope it helps!
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Agreed! Horses shouldn't have to jump to get up 1 little bitty block.