im liking some of the proposed changes floating around, as well as some of the stuff you say your going to be working on putting back in from TC2.
As an alternative to runes, may i suggest infusing or giving combat golems wands (or even just elemental tools made specifically for them) to accomplish *some* of the things runes used to do. i mainly miss the ideas of runes for a defense system, seeing that lovely lightning streaking out towards the zombie hordes and demolishing them. this, on a mobile platform that is customizable with tophats, = winning good sir.
i know ive seen at least one troll fish container in Vech's maps. The sticks are honestly great if you need the wood. you've got yourself a sword in a pinch, or 4 torches. if you find another you can get a pick going. just too bad you can't make crafting benches out of them haha
so update on my derpy spawning from a few days ago. Got mob spawn controls playing nice with everything finally (Thaumcraft, Twilight Forest, Mo Creatures, and Ars Magica are the mods that add mobs that im using)
the only issue im having is i can't seem to get Light or Dark mages spawning anywhere naturally at all, even vanilla biomes? i can get them to spawn elsewhere, including ExtraBiomes wastelands with the new block on it, so im not sure what else is interfereing with their spawning in any areas set to spawn them. Spawning them with spawn eggs works without issue.
weird bug crash after attempting to leave the nether through a new nether portal in creative mode:
java.lang.IllegalStateException: Already tesselating!
at baz.b(Tessellator.java:504)
at baz.b(Tessellator.java:494)
at azr.a(EffectRenderer.java:139)
at mithion.arsmagica.particles.ArsMagicaParticleEffects.a(ArsMagicaParticleEffects.java:101)
at ban.a(EntityRenderer.java:1592)
at ban.b(EntityRenderer.java:1117)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
wasn't wearing any armor, no magic levels assigned, no spellbook in inventory. im running the Direwolf20 pack with Mo Creatures and its dependencies installed alongside Ars Magica.
*Unrelated*
Also, im having trouble getting things to spawn in the world from Ars. i have tried isolating the issue by disabling Mo Creatures and its CustomMobSpawner, but still can't seem to see anything spawning. Im probably going to just get CustomMobSpawner and fix the issue manually, but figured i would pass along a heads up. Console isn't throwing any failed entity spawn errors, not sure what the backend issue with the spawning is.
There is no real reason to use ID resolver for FTB pack. They already have the stuff set up. And this mod actually, for about 95% of it's IDs, is already set up for FTB. You just have to change a few of the essenses to fit about a 15 item overlap.
the mod has conflicts with both redpower and thermal expansion. i use ID resolver to see what conflicts so i know what to change in the config, then disable it in FTB.
i already went through and changed the block IDs in redpower and the Item IDs in ThermalExpansion, which is what conflicts.
if anyone is wondering, setting your Redpower block IDs to 3000-3016 and your ThermalExpansion item IDs to 16001-16006 seems to do the trick, so if anyone else was needing to set all this up, using the default FTB IDs from a fresh install and changing them to this seems to work.
*EDIT* (because i hate double posting)
Mithion, i AM getting a few strange world gen "bugs" or what may be a new feature thats derping. Are the large, rectangles of ice in the oceans meant to be there and full of chests? Other than that i had a couple buildings gen in half but most are fine on the surface where i find them.
related and yet not completely related. im running the latest Direwolf20 pack on FTB, got my thermal expansion IDs changed to work correctly, but ID resolver is derping on the RedPower block IDS? has anyone successfully configured this to work hand in hand? if not, i'll painstakingly tweak until i get something working i guess, and post back afterwards.
just up'd rep and leavin some love here. I like the over all dark atmosphere of the mod, mobs, and sound (the ambient noises on the portal are freaky in just the right way)
has a very lovecraft feel to it, would love to see some even more terrifying looking mobs in the future. just hope i can get this and aether playing nice together whenver the alpha for that releases later this month
id love to see even more of a lovecraftian vibe to everything.
MORE CTHULU!!
as an aside to that general idea, if you're playing around with different research ideas, why not have some of the more powerful researches leave you dealing with eldritch entities directly and brokering an exchange of sorts? not sure how feasible this is to code, but something like a form of sacrifice or even a "quest" for specific things. maybe you have to find or craft a specific dark artifact to envoke or give to an eldritch being before you are granted forbidden knowledge of sorts?
ive always liked the "secret knowledge" aspect of thaumcraft the most. I think if your looking for alternatives to calling it spellcraft, you could always just call it Attunement. Once you attune yourself to certain aspects or essentia, you can perform miraculous feats by drawing on those natural energies from both within and from your surroundings. maybe have it to where you get a boost to fire abilities when in the nether or within so many blocks of lava/fire?
just tossing ideas in the pool. but cthulu/eldritch involvment is top of the list for me for things to see in game. specifically otherworldly beings being dealt with in game.
*EDIT*
after some contemplation of the boost to abilities from nearby blocks, why not create instead of a battery system, a system where you would have to prepare your surroundings to use certain things, or where having certain blocks in your inventory (with a chance to consume the block) would allow you to perform certain feats? something like a block check when you attempt a fire ball or spout that would look in your surroundings and your inventory whenever you use it, with a percentage chance to use up either a block around you or in your inventory (would be a cool kind of electrical zapp disintegrating the block somewhat like the TC2 mining contraptions)
i figured id post a few things in here to clear up some misconceptions some others seem to be having, to help narrow down causes. I have had shaders working with Matmos before, as well as optifine (required by SEUS)
i run everything through FTB client, and get the intermittent crashes that several people are having issues with. i have the most recent version of java, no dice. i also noticed the missing .ogg files, im wondering if something else may have also been inadvertently left out of this version maybe? i haven't had any problems with the previous version of Matmos crashing, and none of the 85 other mods are causing any crashes. I have also tried running it with a vanilla install (other than forge for the modloading capabilities) to use as a control, and get the same intermittent crashes regardless.
hope this helps to further the discussion about these intermittent crashes and find an actual solution rather than people having sporadic problems saying it isnt working with something specific. The root cause is going to end up as something much more simple i am guessing.
i have everything running through the Feed The Beast client which is why there are so many mods working in conjuction. anything else i have problems with concerning ID conflicts i just use ID resolver to figure out what i need to change in the config files. but if you're into modding on a large scale i highly recommend you look up FTB
alright, ive sifted through the last few pages to see if anyone was having a similar problem, only came across one other person reporting the same issue. Ive just recently installed the newest version of MoCreatures using the FTB client, using the exact same steps that i had the last time i had installed (opening the modpack to edit and putting CustomSpawner and MoCreatures in the mods folder, GuiAPI in the coremods as they belong.)
I boot up my minecraft and lo and behold, my creatures are spawning as they should be! i haven't seen any ID conflicts or anything else to warrant attention.
the only problem im having is my creatures are not playing any sounds. vanilla sounds are in place still but any mo creatures mob is completely silent. ive tried redownloading the mocreatures files to see if perhaps a faulty upload occured, but the sound files are, indeed, in the zip. i even attempted to manually put the sound files into my resources folder in their respective places but that too, is producing no results. If anyone else has run into this issue and knows of a fix, or Dr Zhark, if this is something you are aware of a fix to, id love to hear all the wonderful wildlife in the world!
Thanks to any who take the time to read and respond.
Can someone help neither the novice armor or any partical effects will show up when I use this mod
anyone got an idea to fix this?
The novice armor being textureless is a known bug and will be fixed in the next version of Ars Magica
as far as the particle effect bug goes, are you not having any particle effects at all i.e. no fire or torch smoke or only no particle effects from Ars Magica?
rather curious that you guys are having trouble with mo'creatures. Im playimg (or rather WAS playing, waiting for some 1.4.6. updates to GUI API and ID Resolver) the 1.4.5. FTB magic pack WITH Ars Magica AND mo creatures, didn't have any problems on the mo creatures front, i did have to change around some thermal expansion ids in the thermal expansion config.
Dunno what could be causing the mo creatures issue.
0
Dying computer motivation hoooooo!
EDIT: Not sure why the link isn't popping out :S
0
As an alternative to runes, may i suggest infusing or giving combat golems wands (or even just elemental tools made specifically for them) to accomplish *some* of the things runes used to do. i mainly miss the ideas of runes for a defense system, seeing that lovely lightning streaking out towards the zombie hordes and demolishing them. this, on a mobile platform that is customizable with tophats, = winning good sir.
0
0
the only issue im having is i can't seem to get Light or Dark mages spawning anywhere naturally at all, even vanilla biomes? i can get them to spawn elsewhere, including ExtraBiomes wastelands with the new block on it, so im not sure what else is interfereing with their spawning in any areas set to spawn them. Spawning them with spawn eggs works without issue.
0
java.lang.IllegalStateException: Already tesselating!
at baz.b(Tessellator.java:504)
at baz.b(Tessellator.java:494)
at azr.a(EffectRenderer.java:139)
at mithion.arsmagica.particles.ArsMagicaParticleEffects.a(ArsMagicaParticleEffects.java:101)
at ban.a(EntityRenderer.java:1592)
at ban.b(EntityRenderer.java:1117)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
wasn't wearing any armor, no magic levels assigned, no spellbook in inventory. im running the Direwolf20 pack with Mo Creatures and its dependencies installed alongside Ars Magica.
*Unrelated*
Also, im having trouble getting things to spawn in the world from Ars. i have tried isolating the issue by disabling Mo Creatures and its CustomMobSpawner, but still can't seem to see anything spawning. Im probably going to just get CustomMobSpawner and fix the issue manually, but figured i would pass along a heads up. Console isn't throwing any failed entity spawn errors, not sure what the backend issue with the spawning is.
0
the mod has conflicts with both redpower and thermal expansion. i use ID resolver to see what conflicts so i know what to change in the config, then disable it in FTB.
i already went through and changed the block IDs in redpower and the Item IDs in ThermalExpansion, which is what conflicts.
if anyone is wondering, setting your Redpower block IDs to 3000-3016 and your ThermalExpansion item IDs to 16001-16006 seems to do the trick, so if anyone else was needing to set all this up, using the default FTB IDs from a fresh install and changing them to this seems to work.
*EDIT* (because i hate double posting)
Mithion, i AM getting a few strange world gen "bugs" or what may be a new feature thats derping. Are the large, rectangles of ice in the oceans meant to be there and full of chests? Other than that i had a couple buildings gen in half but most are fine on the surface where i find them.
0
0
has a very lovecraft feel to it, would love to see some even more terrifying looking mobs in the future. just hope i can get this and aether playing nice together whenver the alpha for that releases later this month
0
MORE CTHULU!!
as an aside to that general idea, if you're playing around with different research ideas, why not have some of the more powerful researches leave you dealing with eldritch entities directly and brokering an exchange of sorts? not sure how feasible this is to code, but something like a form of sacrifice or even a "quest" for specific things. maybe you have to find or craft a specific dark artifact to envoke or give to an eldritch being before you are granted forbidden knowledge of sorts?
ive always liked the "secret knowledge" aspect of thaumcraft the most. I think if your looking for alternatives to calling it spellcraft, you could always just call it Attunement. Once you attune yourself to certain aspects or essentia, you can perform miraculous feats by drawing on those natural energies from both within and from your surroundings. maybe have it to where you get a boost to fire abilities when in the nether or within so many blocks of lava/fire?
just tossing ideas in the pool. but cthulu/eldritch involvment is top of the list for me for things to see in game. specifically otherworldly beings being dealt with in game.
*EDIT*
after some contemplation of the boost to abilities from nearby blocks, why not create instead of a battery system, a system where you would have to prepare your surroundings to use certain things, or where having certain blocks in your inventory (with a chance to consume the block) would allow you to perform certain feats? something like a block check when you attempt a fire ball or spout that would look in your surroundings and your inventory whenever you use it, with a percentage chance to use up either a block around you or in your inventory (would be a cool kind of electrical zapp disintegrating the block somewhat like the TC2 mining contraptions)
just a thought.
0
i run everything through FTB client, and get the intermittent crashes that several people are having issues with. i have the most recent version of java, no dice. i also noticed the missing .ogg files, im wondering if something else may have also been inadvertently left out of this version maybe? i haven't had any problems with the previous version of Matmos crashing, and none of the 85 other mods are causing any crashes. I have also tried running it with a vanilla install (other than forge for the modloading capabilities) to use as a control, and get the same intermittent crashes regardless.
hope this helps to further the discussion about these intermittent crashes and find an actual solution rather than people having sporadic problems saying it isnt working with something specific. The root cause is going to end up as something much more simple i am guessing.
0
0
Rei's Minimap
Voxelmenu
PetroGen
AdvancedMAchines
Buildcraft
ChickenCHunks
ComputerCraft
Enderstorage
ExtraBees
ExtraBiomesXL
Factorization
Forestry
IC2 Nuclear Control
IC2
Iron Chests
Mystcraft
Mocreatures+dependencies
MiscPeripherals
Optifine HD D3
AdvancedSolars
GraviSuite
PortalGun
MFFS
NEI
Obsidiplates
OmniTools
Railcraft
RedPower
Soulshards
StevesCarts
Thaumcraft
ThermalExpansion
Traincraft
TwilightForest
WRCBE
Xycraft
0
I boot up my minecraft and lo and behold, my creatures are spawning as they should be! i haven't seen any ID conflicts or anything else to warrant attention.
the only problem im having is my creatures are not playing any sounds. vanilla sounds are in place still but any mo creatures mob is completely silent. ive tried redownloading the mocreatures files to see if perhaps a faulty upload occured, but the sound files are, indeed, in the zip. i even attempted to manually put the sound files into my resources folder in their respective places but that too, is producing no results. If anyone else has run into this issue and knows of a fix, or Dr Zhark, if this is something you are aware of a fix to, id love to hear all the wonderful wildlife in the world!
Thanks to any who take the time to read and respond.
ED
0
The novice armor being textureless is a known bug and will be fixed in the next version of Ars Magica
as far as the particle effect bug goes, are you not having any particle effects at all i.e. no fire or torch smoke or only no particle effects from Ars Magica?
0
Dunno what could be causing the mo creatures issue.