[20:15:01] [main/ERROR]: A critical problem occurred registering the ASM transformer class am2.preloader.AccessTransformers
java.lang.IllegalArgumentException: resource AM2_at.cfg not found.
at com.google.common.base.Preconditions.checkArgument(Preconditions.java:148) ~[guava-16.0.jar:?]
at com.google.common.io.Resources.getResource(Resources.java:229) ~[guava-16.0.jar:?]
at cpw.mods.fml.common.asm.transformers.AccessTransformer.readMapFile(AccessTransformer.java:118) ~[forge-1.7.10-10.13.4.1558-1.7.10.jar:?]
at cpw.mods.fml.common.asm.transformers.AccessTransformer.<init>(AccessTransformer.java:101) ~[forge-1.7.10-10.13.4.1558-1.7.10.jar:?]
at am2.preloader.AccessTransformers.<init>(AccessTransformers.java:10) ~[AccessTransformers.class:?]
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) ~[?:1.8.0_77]
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source) ~[?:1.8.0_77]
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source) ~[?:1.8.0_77]
at java.lang.reflect.Constructor.newInstance(Unknown Source) ~[?:1.8.0_77]
at java.lang.Class.newInstance(Unknown Source) ~[?:1.8.0_77]
at net.minecraft.launchwrapper.LaunchClassLoader.registerTransformer(LaunchClassLoader.java:88) [launchwrapper-1.11.jar:?]
at cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper.injectIntoClassLoader(CoreModManager.java:108) [forge-1.7.10-10.13.4.1558-1.7.10.jar:?]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
It's an invalid declaration in the core mod. It won't affect your gameplay at all. The mod doesn't need an access transformer file anymore, but FML thinks it does. To be clear - it's a problem on AM2's end, not FML, but the end result is simply a red herring message.
Just to be clear - I'm not coming back to AM2 full time, but that doesn't mean it's not being developed. There are at least two more devs working on the port to 1.8.9.
That doesn't have to be the limit though. Since it's open source, anyone can contribute!
I'll still be doing some development here and there, but more focused towards new features (which I've stated multiple times that I really miss doing but rarely got to since updating took so long by myself). I'll also be managing the github code repository and keeping an eye on this forum.
Kolatra is keeping an eye on the FTB reddit, if you prefer to have discussions there as well.
Dear Mithion, I would like to know whether Ars Magica 2 1.9?
I remember seen a message that you want to skip 1.8 and 1.9 on the work immediately?
long time I want to open your server Ars Magica 2, should I wait for a stable version 1.9?
I am looking forward to hearing from you
It'll update whenever the community wants to update it - the mod's open source now. I'm just doing a few last things as far as updates go, and then stepping back and simply curating the github page.
Well done, sir. I resolved the issue by throwing a capacitor in to my spawner and just spawning **** tons of them, but that required more power generation. Perhaps I'll just spawn them elsewhere and conveyer belt them in using good old water traps.
In 1.4.0.008 for 1.7.10: How do we determine "optimal" mobs to use for the Black Aurem? My imagination has told me that there is a connection between the mob's health and the amount of etherium generated, can anyone validate this?
Amount of power generated = Math.max(mob.timeAlive * mob.MaxHealth, 5000) ... or something like that. So yes, health is a factor but so is how long they have been around.
The goal was to require mob farms to be designed in such a way that they keep the mobs alive for a while before feeding them to the Aurem, and not just give max power the moment they spawn in.
like i said. it was long ago. cant remember how long. somewhere between 1 and 2 years.
It was in September that I started a standalone game, which involves magic and medieval themes. Progress is being tracked on the dev blog at qorconcept.com. You can find out more there
Personally, I refer to it as Wizardry. Sorcery in my mind has usually meant more along the lines of making pacts with demons for power. This is just inherent magic within someone; a part of their life force. No demons required!
I found out where to properly report a bug so ignore the long spoiler I have in my previous post. I would still like to have any info on why the arcane compendium never gave me the recipe for the crystal wrench nor the magitech goggles. If I can resolve the issue and get my save back from this odd crash at start up I want to be able to progress in my world. I have built a lot of the devices and all them I can currently build with the materials at hand, (which are a lot trust me) and I'm kind of halted in my progress because I'm missing the VERY important crystal wrench. I have all of the ingredients and blocks to make it already.
There's a command that you can use to progress the compendium if it gets stuck.
/unlockcompendiumentry <entry_name>
The entry names are the IDs in the compendium XML file.
Could try a different material other than sandstone for the main altar - try witchwood. Or could try switching the caps out for something else, like glass or iron blocks.
Make sure the material you're using is one of the ones the compendium cycles through.
Well I can easily summon water in the nether using a spell directly from Ars Magica 2 without it crashing, which leads me to assume that it was overlooked. But I guess you're the expert here, so I'll take your word for it. (Also would help if Mith could fix this, or at the very least disable the spell in the nether)
0
It's an invalid declaration in the core mod. It won't affect your gameplay at all. The mod doesn't need an access transformer file anymore, but FML thinks it does. To be clear - it's a problem on AM2's end, not FML, but the end result is simply a red herring message.
0
Not really. Extreme duration zone spells (duration x 3, solar/lunar x 3) and runes are likely your best bet.
0
https://github.com/Mithion/ArsMagica2/wiki/Changelog
1
Feel free to help:
https://github.com/Mithion/ArsMagica2/tree/1.8.9-Update
Just to be clear - I'm not coming back to AM2 full time, but that doesn't mean it's not being developed. There are at least two more devs working on the port to 1.8.9.
That doesn't have to be the limit though. Since it's open source, anyone can contribute!
I'll still be doing some development here and there, but more focused towards new features (which I've stated multiple times that I really miss doing but rarely got to since updating took so long by myself). I'll also be managing the github code repository and keeping an eye on this forum.
Kolatra is keeping an eye on the FTB reddit, if you prefer to have discussions there as well.
1
https://twitter.com/Mithion13/status/696825440623816704
0
The imbuement system isn't currently exposed through the API - it wouldn't be hard to extend though.
0
It'll update whenever the community wants to update it - the mod's open source now. I'm just doing a few last things as far as updates go, and then stepping back and simply curating the github page.
0
Glad to be of service!
1
C'est moi.
Amount of power generated = Math.max(mob.timeAlive * mob.MaxHealth, 5000) ... or something like that. So yes, health is a factor but so is how long they have been around.
The goal was to require mob farms to be designed in such a way that they keep the mobs alive for a while before feeding them to the Aurem, and not just give max power the moment they spawn in.
0
It was in September that I started a standalone game, which involves magic and medieval themes. Progress is being tracked on the dev blog at qorconcept.com. You can find out more there
Personally, I refer to it as Wizardry. Sorcery in my mind has usually meant more along the lines of making pacts with demons for power. This is just inherent magic within someone; a part of their life force. No demons required!
1
There's a command that you can use to progress the compendium if it gets stuck.
/unlockcompendiumentry <entry_name>
The entry names are the IDs in the compendium XML file.
0
Could try a different material other than sandstone for the main altar - try witchwood. Or could try switching the caps out for something else, like glass or iron blocks.
Make sure the material you're using is one of the ones the compendium cycles through.
1
For those wondering when the next update is, here you go. This is the checklist of issues that need to be fixed for the next update.
1.4.0.009 Fix List
0
It's a conflict with RandomMobs.
"at RandomMobs.entityLoaded"
This should be reported on their thread.
1
It's open source now - updates to new versions can happen whenever you want.