You sir just blew my mind, this is amazing, I'd love to beta test and support it
NOTE: I would probably design a tower but I do not know how to move it to a .schematic folder
Mana field
Channeled/self
While activated creates a sort of force field that reflects projectiles (this could be used to hit opponents with their own spell)
But it does not stop mobs, it would slow any mob (it would also slow yourself so you could even use it as slow fall) severely and drain their mana if they have any
Also while activated it would constantly drain mana from the user
Second spell
Gear up EDIT: crap I didn't realize you already had magic armor very similar to my idea (the robe things)
Maybe rename it to summon tools or something like that, it would hav the same idea, magic tools that drain mana for each use instead of durability and/or last only limited amounts of time
Also channeled/self
Once activated will equip you with several spirit/mana items that only last limited amounts of time or drain mana to use
It would give you a sword, pick, and armor, possibly a bow as well
The mana tools would be as fast as gold but drain mana/ last limited time like I mentioned
The armor would passively drain very small amounts of mana while worn but drain larger amounts when you are being attacked
And again I would be happy to contribute a tower idea if someone would kindly inform me of how to convert it to a .schematic file
I also say good luck to you, this really looks like a good mod, one that could even exceed thaumcraft (which in a way it has already, still in beta and already amazing)
They're no longer accepting beta tester applications, sorry.
Also, I'm not sure it's fair to say that this mod has "exceed[ed]" ThaumCraft. The idea of this mod is too fundamentally different from that of ThaumCraft 2. They can both be described as "magic", but that's about it as far as similarities (except for other extremely general ones) go. Additionally, the upcoming and greatly anticipated ThaumCraft 3 will be substantially different from ThaumCraft 2, so any comparisons being made are fairly irrelevant in that regard.
I love both of these mods; Ars Magica is fantastic in its own right, and represents exploration of an unsettled frontier for Minecraft modding. I just don't feel it's a fair comparison to make. A number of people have made such a comparison earlier in the thread, and I just wished to share my thoughts.
Temporal Anchor is basically a spell that suspends you in time. Essentially you cast it and you can do whatever you want for the duration of the spell (take on creepers, use up all your mana digging, etc). Once the buff expires or you "die" you will return to the point where you cast the spell but any items you collected will be in your inventory, you won't actually die if you die while it is active and you have the mana you had when you cast the spell.
Hopefully this answers your question regarding the spell.
Wow. That's a pretty interesting and unusual one. Thanks for the explanation!
just wondering if this will be released for 1.3.2 or 1.4.x
1.3.2.
Also, Mithion/Tofski, I've been reading around the wiki, and I've got some idea of what each of the spells does, save for Temporal Anchor. Do you think you could maybe provide a brief explanation and/or update the wiki with that information to satisfy my curiosity?
And Mithion, you should consider getting an IRC channel for the informal discussion of this mod on Espernet.
A teaser of the upcoming physics and collision detection engine:
aeiugtweigoseasolg93wea
^ That is my response to your footage, as what you have shown us is beyond human comprehension.
No one has done anything of this level as far as I'm aware. Some mods have had chunks of blocks moving freely in the world, others have had chunks of blocks rotating on the same axis, but you, sirentropy... you're going to have both. In the same mod! Our airships will be able to do BARREL ROLLS!!
Yes, only the most cutting edge software will do. My tool of the trade hapens to be Notepad, perhaps the most complex there is.
I'm not sure that you understand the seriousness of my previous statement. Seriously.
Some mods (RedPower, for example,) aren't very notepad-friendly when saving changes to their config files. Basically you would need a less primitive text editor to edit that configuration file. To be on the safe side, I just use the more advanced Notepad++ for configs. Take my word for it, Notepad (not ++) can't do everything.
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NEI is absolutely compatible. I've been using it with Ars Magica.
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They're no longer accepting beta tester applications, sorry.
Also, I'm not sure it's fair to say that this mod has "exceed[ed]" ThaumCraft. The idea of this mod is too fundamentally different from that of ThaumCraft 2. They can both be described as "magic", but that's about it as far as similarities (except for other extremely general ones) go. Additionally, the upcoming and greatly anticipated ThaumCraft 3 will be substantially different from ThaumCraft 2, so any comparisons being made are fairly irrelevant in that regard.
I love both of these mods; Ars Magica is fantastic in its own right, and represents exploration of an unsettled frontier for Minecraft modding. I just don't feel it's a fair comparison to make. A number of people have made such a comparison earlier in the thread, and I just wished to share my thoughts.
0
Wow. That's a pretty interesting and unusual one. Thanks for the explanation!
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I don't think that's it. There's Recall/Mark for that.
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1.3.2.
Also, Mithion/Tofski, I've been reading around the wiki, and I've got some idea of what each of the spells does, save for Temporal Anchor. Do you think you could maybe provide a brief explanation and/or update the wiki with that information to satisfy my curiosity?
And Mithion, you should consider getting an IRC channel for the informal discussion of this mod on Espernet.
0
1
(LOL.) Billy, this is why I work for you.
0
0
0
aeiugtweigoseasolg93wea
^ That is my response to your footage, as what you have shown us is beyond human comprehension.
No one has done anything of this level as far as I'm aware. Some mods have had chunks of blocks moving freely in the world, others have had chunks of blocks rotating on the same axis, but you, sirentropy... you're going to have both. In the same mod! Our airships will be able to do BARREL ROLLS!!
0
I don't think I've ever been accepted within a minute before! xD
Kind of convenient.
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I'm not sure that you understand the seriousness of my previous statement. Seriously.
Some mods (RedPower, for example,) aren't very notepad-friendly when saving changes to their config files. Basically you would need a less primitive text editor to edit that configuration file. To be on the safe side, I just use the more advanced Notepad++ for configs. Take my word for it, Notepad (not ++) can't do everything.
0
.minecraft\config\mod_ShipsAndBoats.cfg
Open it with a sophisticated text editing tool.