Phew - just finished a labor of days. I've now finished reading all 102 pages of this thread.
Anyway, count me amongst those not gaining any magic XP from spell casts. I made a new world for 1.1.0 so I could see how the Compendium page progression works, gathered up my materials and made a couple of basic Projectile spells (Projectile - Fire, and Projectile - Physical Damage), and nada on the magic XP when shooting mobs with them.
Anyone know if this is just an issue with Projectile spells, or did 1.1 break magic XP in general?
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Dec 24, 2013Excommunicatus posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)Posted in: Minecraft Mods
Dec 20, 2013Just to cover all the bases, since I can't tell from your screenshot and you didn't mention it specifically:Posted in: Survival Mode
Are each layer of the pyramid filled in solid, not just rings going around? Hollow pyramids won't work for beacons.
Dec 20, 2013I play hardcore.Posted in: Survival Mode
I don't really find it to be much different than playing on other difficulties. But then, I'm an old old-school gamer who comes from the era where games had serious death penalties, so it's been ingrained for years to play cautiously enough to not die, or at least not often.
I'm building a big city in my current hardcore world. Which is just giving even more incentive to not get myself killed in inventive and careless ways.
Dec 18, 2013You'd need (at minimum) a pattern like this (top-down view):Posted in: Survival Mode
O I X
O I X
O I X
O I X
O I X
O I X
O = hole to open sky
I = door (with or without a covering block)
X = some kind of solid block for a roof
The game compares one side of the door within a 5 block range to the 5 block range on the other side of the door. When it sees one side with more roof than space to open sky, it says that side is Inside, the other is Outside, and thus it counts as a house. If neither side has more or less spaces to open sky, it doesn't count as a house.
From what you described, it sounds like the space to open sky you have is directly over the door (the same block), not one side or the other. So you could cut more hole to the sky on one side, or (probably easier) just move your doors and their roof blocks one space back from the holes so the hole is then on one side rather than directly above the door.
Hope that makes sense.
Dec 18, 2013Posted in: Survival ModeQuote from iJustinnn
I have a hole cut in the roof above the ceiling over the doors but not on the sides of it
As I understand it, the game doesn't check the same block that the door is on for roof/non-roof, but the 5 on either side of that door's block. Could try moving your doors/roof blocks back one space from the hole and see if that fixes it.
Dec 18, 2013Since you mentioned you're underground - does the "outside" part of the doors (the side without the roof) have a hole cut above to the surface within the 5-block range? The "outside" only counts as such if there's an unobstructed view of the sky, otherwise the game won't recognize the doors as houses, and thus villagers wouldn't breed.Posted in: Survival Mode
Dec 18, 2013Have you spent a lot of time in those several days at or around your house? Gone mining or caving in the close-by area? Passed over sleeping in a bed while mining or whatnot?Posted in: Survival Mode
If so, those chunks would stay loaded while you were not far away (or underground), and it's very possible that they were all murdered by zombies. Yeah, that happened to me awhile back when I wasn't careful and didn't know any better.
If the above scenario isn't the case, we'd probably need more specific information to hazard a guess as to what's happened to them.
Dec 18, 2013Excommunicatus posted a message on Redstone-less automatic cow farm / cooker tutorialNice design! I'll probably try one out in my next world.Posted in: Survival Mode
Dec 17, 2013Small update here.Posted in: Screenshots
The Wither Skeletons were (eventually) compliant about handing over their heads, so feast your eyes upon the first shots of this fully operational Temple of the Moon!
Couple of other minor things can be seen in the first pic above; I reworked the lamps in the courtyard slightly to get some color and detail into them, and replaced the cobblestone placeholder flags around them with some newly-acquired obsidian. I'm not happy yet with the ground pattern around them though. I think I'll have to expand the quartz and shift the pattern overall a bit, effectively growing the courtyard flooring visual. That has to wait for a little while though, because...
I've started working on the first of the city's village districts. I've pre-designed 5 or 6 houses for the Testificates so far, and begun rough laying out the first district area with a few basic road shapes. Now to build, build, make the puzzle pieces fit, build some more, design more new houses and buildings, etc.
Once I get the district more or less done, I'll get the next major update posted. In the meantime, here's a quick teaser shot of the first three Testificate houses that have gone in:
All housing has, at a minimum, a bed, a cooking pot (with lit netherrack below), and a garden growing wheat, carrots and potatos. Gardens are in the rear of the properties - not visible in the above screenshot, but in the full update I'll probably do photo walkthroughs of several of the properties.
Though my (future) Testificates have a reasonable lifestyle, none of them are what would be considered wealthy by any means. Still, I'm working on a variety of sizes, layouts and interiors for differing levels of social class; for example, a base-class laborer might live in a hovel with only basic necessities of a bed and a cooking pot, with basic plain-old oak or sandstone trim, where a successful Craftsman who's assisted in building some of Pharaoh's larger works may sport a more spacious villa with the more valuable acacia throughout, some bookshelves, some furniture from the more exotic woods surrounding the desert, etc.
Anyway, still very much a work in progress, but I wanted to show some of the progress thusfar. Let me know what you think!
Dec 15, 2013Question for those of you most knowledgeable in NPC village mechanics:Posted in: Survival Mode
I'm in the process of planning out a city build, where I want different districts of my city to be seperate and distinct NPC villages. I know that the default minimum village radius is 32 blocks, so to keep the districts distinct from each other, their centers need to be seperated by at least 64 blocks (plus a bit extra, for a buffer zone, just in case). And I understand how the game finds the center-point of a village, by averaging the position of the most distant doors.
But - what I can't seem to find any information on is just how that 32 block radius is calculated, particularly in the diagonal. My city probably won't be based on a strict grid system, instead following the contours of the existing landscapes as much as possible - which will likely mean districts with rounded 'corners' following hillsides and such. So knowing roughly how tightly I can keep districts together, while still remaining seperate for their individual NPC village status, is something I'd like to do in the planning stage, not in the later tearing-everything-down-and-rebuilding-10-blocks-further-away stage (which I'd love to avoid).
So, for a village radius, does the game:
- Count blocks in taxicab distance to the diagonal, like the way light distances work (forming a diamond pattern)?
- Actually do the calculations to get a circular pattern based on true distance to center?
- Just count 32 blocks along the X and Z from center, then form a 64x64 square off those distances?
- Or... Other?
Dec 14, 2013Taigas were changed in 1.7 to no longer have snow. There are still snowy variants, now called Cold Taiga.Posted in: Survival Mode
If you're seeing a lot of savannah and desert, it means you're in a hot climate. The way temperature ranges seem to work now, you may well have to travel a much farther distance than 1600 blocks (the 100 chunks you mentioned) to get into colder climes.
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