Just updated to .002 and it looks like Henry, my NPC village mage, is gone. Any chance I can get him back? He's an important character in my series! It appears that the Villager eggs do sometimes spawn villagers with Mage skin, but they have no magical powers... they're just charlatans!
thx
Heh, I'll see what can be done about getting some sort of spawn eggs added back in.
I'm getting a little tired of abusing creative mode to do something about broken towers on my server. Two towers we found both had blocked off moat entrances and I know for a fact that's how you have to enter them because two more built the same way had the same kind of entrance.
Having to use Thaumcraft to get inside these is a little ridiculous with how high up the portable hole is now.
There are other towers you know...could always just come back to those.
I've fixed the problem with water -> ice causing magic blocks, it will be in the next release. Falling sand is still something I am working on.
If you imbue a buff to legs, can you have the spell only proc if the effect has worn off and proc rules apply? If I run with haste imbued, it procs every second....i'd prefer it only proc when haste effect has worn off AND I'm running. Otherwise, it eats the durability in seconds.
Imbue is still in very early stages, so there's lots of work to be done. What you're asking for is on the list though.
I tried several buffs, including haste, magic shield and flight. According to the wiki, helmets have no imbue proc. They should simply apply buffs as a constant effect, or such was my understanding.
Not all buffs work yet as constant buffs. However, even when they are constantly applied, they will not show up in the buffs list (ie your inventory).
Bug Report: It's currently possible to enchant books with the Soulbound enchantment. I'm guessing this shouldn't be possible?
It's possible. While not fully implemented, once finished, the Soulbound enchant will let you keep the enchanted item with you when you die. As such, I have made it able to be applied to any item you choose.
After first installing Ars Magica and generating a world with Large Biomes (twice), I came here to find out why the flip I needed to hunt down an entire desert just so that I could make a beginner spell, Firebolt. I was informed that the stones required are randomised, so I decided to try a 3rd world (this time regular world) and happily get a red vestis needed. Figuring the first two times were just very bad luck, I decided to try my luck a 4th time and make another Large Biome world for the purpose of writing a chonicle, much like that of some of the books in the Ars Magica mod.
Low and behold, GREEN VESTIS!
This can NOT be just bad luck. Someone PLEASE tell me this is a bug because this is NUTS!
It can be bad luck, and it is. Recipes are randomized and you get what you get. There's no bug here though, that's for sure.
I'm crashing when I attempt to select a spell in the inscription table, from a little extra testing I found that it crashes only when selecting certain spells, and different spells for different worlds, so at a guess it's an issue with their procedural recipes, though I'm sure you'd have a better idea of what may be the problem.
If you want some more information such as world seed etc for helping to reproduce this error, feel free to let me know.
---- Minecraft Crash Report ----
// Why did you do that?
java.lang.NullPointerException
at mithion.arsmagica.guis.GuiInscriptionTable.DrawIconAtXY(GuiInscriptionTable.java:252)
at mithion.arsmagica.guis.GuiInscriptionTable.func_74189_g(GuiInscriptionTable.java:227)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:161)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1021)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mithion.arsmagica.guis.GuiInscriptionTable.DrawIconAtXY(GuiInscriptionTable.java:252)
at mithion.arsmagica.guis.GuiInscriptionTable.func_74189_g(GuiInscriptionTable.java:227)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:161)
I will need the full ForgeModLoader-Client-0.log files. These files should first be deleted, then the error reproduced, then the newly created files sent to me. This will help me by ensuring the log file has only the relevant information that I need.
Try lowering the towergen grid size to something very low, such as 100, and see if that works in SMP - I haven't had a chance to look into this yet and won't likely until later this week. It may be that the grids are simply too large in your existing config. You may need to turn on retro worldgen to re-generate the areas that have already been created**.
**If you do though, back up your world first! I can't guarantee it won't generate a tower over top of your house!
For those wondering what the Lectern does:
The lectern is a block that you can put a signed written book on to store it, and other players can read it by right-clicking. Shift+Right Click gets you the book back. The book cannot be removed by a player in Adventure mode.
If you have Thaumcraft installed, the Lectern can also hold your Thaumonomicon, and works in the same way.
I'm not sure if I should submit this as a bug or not. When I rename a spell with the anvil and put it in the spell casting page of a spellbook, it uses the default name for the spell instead of the custom one I renamed it to. The only way you can see the custom name is if you mouse over the spell. This makes it very hard for me and other adventure map makers to have default spells use custom names that the player can actually see in their spellbook. It would be really great if this was added.
Why did people vote for a system that makes you want to spam spells for no other reason than to gain skills? I can agree that the affinity system could need some work, but why would anyone want to get magic levels from spellcasts? Don't they realize that it will mean that you have to spam spells wherever you go or you waste "training time"? I prefer having a system that encourages you to only cast spells when you need them. The affinity system shouldn't encourage spam either, you could have it so that consuming essences gives you skills, but standing around spamming fireballs for an hour to gain fire mastery doesn't sound too thrilling.
If I were to go this route, spells would need to be "valid casts" - meaning that your fireball would need to do damage to something, your healing spell would actually need to heal you, the buff spell would require that the buff is not already on you, etc.
Augmented casts would be worth more.
Spells that are more "spammable" would be worth less progression. Same goes for Affinities too.
I'm not aiming to do the Morrowind grind, but Ars Magica does somewhat monopolize the XP levels if you want to progress.
Plus, there's the cliched response, which is: If you don't like it, then don't play it that way. Don't stand there spamming spells to level up, and if other people want to play that way, let 'em.
With Optifine - Player hand becomes invisible when using new render
Mage houses spawn very frequently in npc villages, it is common to see 4-5 mage houses bordering one another
When breaking the dungeon core in the giant treehouse structure, the blocks do not seem to unlock
In some structures it is possible to lock yourself out/in by smashing blocks that are actually illusion blocks, thus turning them into mage walls
Structures occasionally generate underground / partially underground. Not sure how to fix, prehaps a system that checks surface height at multiple points and generates structures at the average?
Structures can occasionally generate in deep water in costal biomes
Thanks again for updating! Love the new features and systems in this mod, would love to see a mage skill tree of sorts with emphasis on different affinities! Best magic mod out there by far
1.) I'll check this out, it's probably something simple. I hope,
2.) That's only on superflat worlds it seems...regular worlds I can never seem to get them to spawn at all. Bottom line is, that bug has been there from past versions and the worldgen update didn't touch village gen.
3.) look closer
4/) Then stop breaking blocks in the towers!
5/6.) Related, and I know how I am going to fix it.
A minor issue: contrary to the patch notes, Firebolt does still require a charge time of 1-2 seconds, unlike the frost bolt spell. I'm assuming that's unintentional.
Edit: It appears that the worldgen is doing some strange things in the nether. I happened across this in my forays. Note that it's actually piercing the bedrock ceiling of the map.
Woohoo, time to make some nether-specific structures!
Thanks for the reply! Sounds like the materials are going to be a lot harder to come by now.
I definitely tried holding down the mouse button for electrocute, at various ranges and targets, without success. Does it only work when empowered? I havent unlocked that yet, so i've only tried normal and diminished mode, both with no results.
It's possible that spell is bugged then - I'll take a close look at it. There's bound to be a couple bugs I didn't catch.
@Silvador: That's intended - check the patch notes link on the OP, look under the "worldgen" section.
Hey, I have a couple bugs to report in the latest version.
Firstly, the Electrocute spell doesnt appear to work at all. I've tried everything I can with it, and I can't get it to do anything. I should have more than enough mana available, so i'm not sure what's going on.
Secondly, has the recipe for the Magic Fabricator been changed? The one listed on the wiki isn't working for me, so i'm not sure how to make them.
Edit: I also don't seem to be able to get the light nexus to function. It creates the arcane pattern as normal, but black instead of blue, and it doesn't animate or generate any essence. Screenshot below:
Apologies if i'm simply doing something wrong, but i've looked everywhere, and can't figure out what it would be.
Hey no worries - there were a *lot* of changes in this last update...the wiki is gonna lag behind a bit.
Electrocute not working...it's a channeled spell so make sure you hold it for a few seconds. There's a slight "build up" delay when you start casting.
Magic Fabricator: it does have a new recipe...something to do with stone bricks, and eyes of ender, and ender essence, and arcane ash (the exact recipe I forget ATM, sorry - will add proper one shortly)
Light Nexus: Pillars are quartz blocks now, not snow
Wow, 5.52.002 is full of changes. You've been very busy! Particularly looking forward to seeing the new Worldgen. I hope my favourite tower (The little one with the blue and purple wool pointy roof) made the cut!
One question. Is that Forge requirement of 700 a hard requirement? Fine if it is, but I'll have to wait for a couple of other mods to stop being broken at anything over 689. Pesky stencil buffers!
Forge 700 is what I built it against, so quite likely prior versions won't work - but that's not saying you can't try.
Where is the save data located for SSP?
I'm trying to start a new world but I don't want to have to go hunting for all the spells again, I thought it was in the players folder in the worlds saves named mithion.arsmagic, but apparently that wasn't it.
It's built right into your username.dat file. Conversely you can use the command /UnlockAllSpells in your new game and save yourself the hassle.
2
0
Heh, I'll see what can be done about getting some sort of spawn eggs added back in.
0
There are other towers you know...could always just come back to those.
I've fixed the problem with water -> ice causing magic blocks, it will be in the next release. Falling sand is still something I am working on.
Imbue is still in very early stages, so there's lots of work to be done. What you're asking for is on the list though.
0
Not all buffs work yet as constant buffs. However, even when they are constantly applied, they will not show up in the buffs list (ie your inventory).
0
It's possible. While not fully implemented, once finished, the Soulbound enchant will let you keep the enchanted item with you when you die. As such, I have made it able to be applied to any item you choose.
I'll need more information than this. What spell did you set on imbue? Check the wiki for helmet imbue proc rules too.
@bludde:
I'll add a list somewhere that will let you turn off worldgen for specific dimensions.
@cheatfreak25
There is a way to remove magic walls. Destroy the tower protector and they will all vanish.
0
It can be bad luck, and it is. Recipes are randomized and you get what you get. There's no bug here though, that's for sure.
I will need the full ForgeModLoader-Client-0.log files. These files should first be deleted, then the error reproduced, then the newly created files sent to me. This will help me by ensuring the log file has only the relevant information that I need.
0
I originally thought it would be more beneficial this way, but I can see that is not the case. I'll make a change in that for next update.
2
Try lowering the towergen grid size to something very low, such as 100, and see if that works in SMP - I haven't had a chance to look into this yet and won't likely until later this week. It may be that the grids are simply too large in your existing config. You may need to turn on retro worldgen to re-generate the areas that have already been created**.
**If you do though, back up your world first! I can't guarantee it won't generate a tower over top of your house!
For those wondering what the Lectern does:
The lectern is a block that you can put a signed written book on to store it, and other players can read it by right-clicking. Shift+Right Click gets you the book back. The book cannot be removed by a player in Adventure mode.
If you have Thaumcraft installed, the Lectern can also hold your Thaumonomicon, and works in the same way.
I'll see what can be done about this.
If I were to go this route, spells would need to be "valid casts" - meaning that your fireball would need to do damage to something, your healing spell would actually need to heal you, the buff spell would require that the buff is not already on you, etc.
Augmented casts would be worth more.
Spells that are more "spammable" would be worth less progression. Same goes for Affinities too.
I'm not aiming to do the Morrowind grind, but Ars Magica does somewhat monopolize the XP levels if you want to progress.
Plus, there's the cliched response, which is: If you don't like it, then don't play it that way. Don't stand there spamming spells to level up, and if other people want to play that way, let 'em.
0
1.) I'll check this out, it's probably something simple. I hope,
2.) That's only on superflat worlds it seems...regular worlds I can never seem to get them to spawn at all. Bottom line is, that bug has been there from past versions and the worldgen update didn't touch village gen.
3.) look closer
4/) Then stop breaking blocks in the towers!
5/6.) Related, and I know how I am going to fix it.
Woohoo, time to make some nether-specific structures!
0
It's possible that spell is bugged then - I'll take a close look at it. There's bound to be a couple bugs I didn't catch.
@Silvador: That's intended - check the patch notes link on the OP, look under the "worldgen" section.
0
Hey no worries - there were a *lot* of changes in this last update...the wiki is gonna lag behind a bit.
Electrocute not working...it's a channeled spell so make sure you hold it for a few seconds. There's a slight "build up" delay when you start casting.
Magic Fabricator: it does have a new recipe...something to do with stone bricks, and eyes of ender, and ender essence, and arcane ash (the exact recipe I forget ATM, sorry - will add proper one shortly)
Light Nexus: Pillars are quartz blocks now, not snow
Open your logs and search for "CONFLICT". Fix said ID conflicts.
0
Forge 700 is what I built it against, so quite likely prior versions won't work - but that's not saying you can't try.
0
On that note, if you would like to assist with some of the particle sprites, I won't say no. If not, I'll just convert the existing ones over as-is.
0
I'll take all the textures you wanna help me with - these are absolutely awesome!
0
It's built right into your username.dat file. Conversely you can use the command /UnlockAllSpells in your new game and save yourself the hassle.