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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Physicist»
    I've got a possible bug for the current 1.7.10 release:

    • Periodic (maybe on unload?) unpairing of generators and calefactors.

    You can counter the unpairing of ars machines with autonomous activators from thermal expansion. They use items on the blocks around them. Just lock some crystal staves to your power sources with shift+right-click and toss them in the activators. Make sure it's in round robin mode if there's more than one staff inside.

    I came up with this workaround for the 1.6.4 version where all ars machines unpair, but it looks like it could come in handy for people using the new versions, too. If it's only those two machines you might not want to bother, but anyone else still on 1.6.4 should try it.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    *sigh* No reason to start chuckin your feces around just because you're frustrated. A little respect goes a long way. I would have gladly helped you out had you shown a little. We don't appreciate unappreciative people around here.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from TooDAMNMuch»

    heh, nah was being silly, i'm traditionally always in the first to try to break the new things group is all.
    just saying, i couldn't care less about some other useless flower pot with no recipe to make it, it's all mods updating and dropping current version support pushing me forward.

    Yeah, that's usually what pushes me forward, too. On the flipside, I've got mods that have become an integral part of our world that can hold me back sometimes, but it's always worth the wait (to me). The new features and goodies will be waiting for me when I do get there.

    Also, it doesn't help that my players tend to get very pissy when I update something and stuff breaks. They also abhore server resets. A friend of mine kinda quit MC because of the last reset. (I say kinda because I'm not giving up on him, either.)
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from TooDAMNMuch»
    frankly, i'm a bit insulted you think we stay up to date because of MC, hardly, it's because it's the only way to stay up to date with the shiny new mods and mod things! :)

    :huh: Sorry if I made you feel insulted in any way there, that's never my intention. I don't remember saying anything about why you update MC, though, only why some of us choose not to update until the time is right. Don't get me wrong, I like updates (mod updates moreso than MC). However, ditching our beloved "dusty old mods" in favor of "shiny new ones" is just not the way I do things.

    If the mods we're waiting for never update past 1.6.4, ya it will bite the big one, but I'm not gonna give up on them so easily. All the more reason to enjoy them while we can, I say, before they are gone for good. Again, sorry if you feel slighted at all idk anybody's reasons for updating MC except my own (and now Corbent's).
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Transcendence»
    Thanks for the credit but I didn't do anything :P

    Oops, I misread a post of yours on the page before that and got the impression you helped fix bugs or something.
    Quote from Transcendence»
    -snip-If I went back to fix the bugs that would only lessen the time and it isn't fun for him fixing bugs for an older version which he has already fixed in new verisons. I'm not disagreeing with you, of course I'd love if all Mods update a lot and are bug free but unless Mojang can somehow stop changing the code so much, it's never going to happen :<

    Oh well, thanks for being a good presence here on the boards, then. Hopefully that was my only derp there, I didn't want to leave anybody out.
    Quote from Mithion»
    The workaround people are suggesting is to use three main mana batteries: one for light, one for neutral, and one for dark. Store all your power in them, and before you log off, pick them up. They store the power in the item stack, and all you have to do when you log in, is place them down and reconnect them. Still tedious, but at least you can amass some power and keep it.

    Just saw this post. Sweet, I didn't realize the power connections getting reset bug got fixed. I'm more concerned about having to reconnect all my seer stones and such all the time than amassing power. Maybe I won't have to attempt a rollback after all.
    Quote from RacerDelux»

    Shots fired man! Cool down there, nobody is putting down anybody for not using some particular version of minecraft, and I don't see how any of this has to do to loyalty.

    *pew* *pew* lol, it's all gravy, baby. I was just shedding a little light as to why some people don't want to move on and drop the mods that haven't made the transition yet, that's all. Ars Magica just made the transition the other day, for instance. I would never update MC without AM2. That's where the loyalty comes in. I didn't mean to imply anybody wasn't loyal for not waiting. That's why I said we were "too loyal" to do so.
    Quote from Corbent»

    Exactly this. I never care too much about Mojang updates since not one of those updates compare to what certain mods bring to the table. There are mods that just can't be replaced.

    Nicely put. My sentiments exactly.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from jimmytrousers»
    How do I get soulbound on my spell book?

    If you have Railcraft, you can use a steel anvil for that. It also lets you enchant some other gear that an iron anvil doesn't. Sorry for the late answer, btw. Just now noticed nobody ever gave you one.
    Quote from Mithion»
    -snip-
    1.3.0.008 fixes the power system properly, along with many other fixes. It also updates to MC 1.7. Either update your server, remove the mod, or suck it up and deal with it.

    First of all, you are the man for creating one of the best, funnest mods out there. I've been a fan of yours since I found your mod back in the AM1 days. And everything you've done with the mod since has only heightened my respect for you and your work. So ya, well done dude. Kudos for life. I probably should have sent my regards in my first post here, but I was too concerned about helping people get the mod working with Optifine, and it slipped my mind. Thanks for all the time and hard work you put into THE GREATEST MOD OF ALL TIME, BABY!

    Also, side-kudos and thanks to Malexion,Transcendence, and now Zerodaimaru for all their work/time/help with the mod.

    That being said, just remember all that rage was born out of love for your magnificent creation. Although I'm a little sad to hear the news about 1.6.4, my mind can now only focus on finding a solution to this dilemma, and I could use a little advice here. If I were to rollback to AM2 v1.1.2b after running a server using v1.2.X for a couple months, would there be any major problems in transition (other than the obvious block and item discrepencies)? Note that we do have a witchwood forest biome just outside our settlement. I'm concerned about details like player skills, magic levels, etc. I'm posing this question to anybody out there with some insight on the matter. I mainly just don't want to break anything beyond repair, I'm trying to do what's best for my players here.

    On a side note, to those of you putting people down for not updating to 1.7.X: Just don't. You're not helping anything or anybody with that attitude. We all know how ridiculous Mojang is with updates, and the id system change in 1.7 was a doozy. You may be willing to drop mods from your server all willy nilly, but some of us are just too loyal to do so. Ars Magica, for example, is one of the mods that makes up the backbone of my server, and I would never get rid of something I love so much just to update Minecraft. If any of our backbone mods happen to die instead of updating to 1.8, I will mourn their death and move on. But in the meantime, I will not give up on the mods I love.

    tl;dr: Don't bother, this post wasn't meant for you if you couldn't even read it.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Escman1999»

    i did the fix, and it crashed again

    Your crash log on the last page actually looks like a different error than the Optifine incompatibility. Try removing Optifine and see if it still happens (if you haven't already, that is). If it were me I would try maybe removing the sound filters mod or something to do with audio. I only say this because part of the error says something about the sound manager. Just a guess, but it's something to try out. Trial and error is always my best troubleshooting strategy. Good luck.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Boo112
    This still doesnt work for me.

    Did you rename the Optifine_.jar to [0000]_OptiFine_.jar as per karyonix's instructions? If so, that's my bad I probably should have put a warning not to follow his directions in the first place. They are for use with his mod and actually prevent it from working in our situation, because we need to get Optifine to load after AM2.

    So, to clarify: Don't rename the Optifine jar. Just leave it named Optifine so it loads in the right order from the mods folder.
    If you didn't rename it, however, it must be a more sinister problem that's probably beyond me.

    xeronut got it to work by putting the AM2 jar into the "\.minecraft\mods\1.6.4\" folder. It's another way of forcing AM2 to load before Optifine. I wouldn't think you'd have to do this unless you renamed the Optifine or AM2 file, but it's worth a try.

    There were also people that had trouble with the patch's .7z archive format. Although it was most likely just a lack of file association or software, I repacked it into a zip version for them and profit happened.

    I can't think of anything else that might be helpful at the moment. This is a tricksy one.
    Hope this helps somebody
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    For those of you that can't go without Optifine, here's how I got it to work:

    Download the Optifine FML Patch (thanks to karyonix) from here:
    http://www.minecraft...8#entry24582828
    Then, just copy the contents of the patch into the Optifine jar, and throw it in the mods folder.
    The patch works with any version of Optifine for MC 1.6.4.

    Bear in mind this is just a temporary workaround. I'm not even sure why it works. The patch just loads the classes in the Optifine jar so it can be installed to the mods folder. Minecraft is pretty much unplayable on my rig without OF, so I was ready to try anything. Now I can wait patiently for the official fix from Mithion.
    Posted in: Minecraft Mods
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