Normally I avoid responding to anything on the MCF, much less a post using the "word" HALP... But I've found that the generator more or less doesn't work until you give it a single dust in a chest near it. Why I couldn't tell you, but that's what I've noticed.Incidentally, this is covered in the F.A.Q. by the way.Not totally true... A cunning player can find a way up there using non-vanilla teleport methods. Getting down more or less works the same way, and is a hell of a lot more dangerous.Though using ICBM(the mod, I mean) and Atomic Science(again, the mod) allows one to craft Antimatter Explosives, which can be used to breach Bedrock. Bit overkill, but it's a way up. Using a Antimatter Bullet in the Railgun is a bit safer, though harder to do.
well you made the point
though i'd avoid changing the generating codes so to avoid further bugs and glitches, as we are having a few now.
So if it isn't very much a major problem i hope we can all skip it
Well I like the Potential of this Mod. I don't like the Nightmare of getting the Magik Dust... i farmed for 2 hours and finally got a single Dust. and that was farming a Mob Spawner for the Dust. Not runing around and killing random crap at "night" It could have something to do with my Custom ModPack. I like the Elemental Combination and stuff. although a few more spells would be nice. i do understand its early in its release so i am excited to see the future of this Mod.
To get a few dusts at first is a nightmare, and things start to go rainbow and sunshine after a few nightmares...well i think you know what i mean xD
Also, the spells are fixed, there will only be more magicks
I put it in my mods folder and try to start but here is the crash ---- Minecraft Crash Report ---- // Oh - I know what I did wrong! Time: 7-10-13 16:46 Description: Initializing game java.lang.NoClassDefFoundError: willeze/minegicka/CreativeTabCustom at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105) at cpw.mods.fml.common.Loader.loadMods(Loader.java:509) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:181) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:471) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806) at net.minecraft.client.main.Main.main(SourceFile:101) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:57) at net.minecraft.launchwrapper.Launch.main(Launch.java:18) Caused by: java.lang.ClassNotFoundException: willeze.minegicka.CreativeTabCustom at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 35 more Caused by: java.lang.VerifyError: Cannot inherit from final class at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(Unknown Source) at java.security.SecureClassLoader.defineClass(Unknown Source) at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171) ... 37 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105) at cpw.mods.fml.common.Loader.loadMods(Loader.java:509) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:181) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:471) -- Initialization -- Details: Stacktrace: at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806) at net.minecraft.client.main.Main.main(SourceFile:101) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:57) at net.minecraft.launchwrapper.Launch.main(Launch.java:18) -- System Details -- Details: Minecraft Version: 1.6.2 Operating System: Windows 7 (x86) version 6.1 Java Version: 1.7.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation Memory: 78602840 bytes (74 MB) / 140886016 bytes (134 MB) up to 1037959168 bytes (989 MB) JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v8.04 FML v6.2.60.859 Minecraft Forge 9.10.1.859 16 mods loaded, 16 mods active mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed FML{6.2.60.859} [Forge Mod Loader] (minecraftforge-9.10.1.859.jar) Unloaded->Constructed Forge{9.10.1.859} [Minecraft Forge] (minecraftforge-9.10.1.859.jar) Unloaded->Constructed TooManyItems{1.6.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed DamageIndicatorsMod{2.9.0.0} [Damage Indicators] (1.6.2 DamageIndicators v2.9.0.0.zip) Unloaded->Constructed mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.2]ReiMinimap_v3.4_01.zip) Unloaded->Constructed Backpack{1.18.17} [Backpack] (backpack-1.18.17-1.6.2.zip) Unloaded->Constructed CrossbowMod2{a0.1.5} [Crossbow Mod 2] (Crossbow-Mod-2-1.6.2-a0.1.5.23.jar) Unloaded->Constructed eplus{1.16.4} [Enchanting Plus] (EnchantingPlus-1.16.4.jar) Unloaded->Constructed instahouse{[1.6.2] Insta House v 5.1} [Insta House] (Insta House v 5.1.zip) Unloaded->Constructed millenaire{5.1.9} [Millénaire] (millenaire-jar-5.1.9) Unloaded->Constructed minegicka{1.4.2} [Minegicka 2] (Minegicka II 1.4.2 for MC1.6.4.zip) Unloaded mod_TreeFeller{2.4} [TreeFeller] (mod_TreeFeller_v2.4.zip) Unloaded Mystcraft{0.10.6.00} [Mystcraft] (mystcraft-uni-1.6.2-0.10.6.00.zip) Unloaded WebDisplay{0.6} [Web Displays] (WebDisplays.zip) Unloaded BasicComponents{1.0.0} [Basic Components] (Basic_Components_v1.0.0.12.jar) Unloaded Launched Version: 1.6.2-Forge9.10.1.859 LWJGL: 2.9.0 OpenGL: Intel(R) HD Graphics 3000 GL version 3.1.0 - Build 9.17.10.3062, Intel Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Pack: Default Current Language: English (US) Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I'm not seeing anything that says this is minegicka related
Hi! Just to pop the question, are ice spells supposed to turn lava into obsidian in Nether? I see water and steam turn lava into stone... Reason is, I went to Nether expecting these spells to not work, but they did. Now water and steam are balanced, but I can imagine myself freezing a patch on lava lake and go turtle-crazy for "unlimited" obsidian Also, I know you are sick of bug reports, but this one is quite funny actually... Take a look: http://puu.sh/4HHCk.jpg I was wondering where they are...
They are supposed to turn lava into cobblestone or obsidian, depends on what elements you use.
And well, the altar is there because god puts them there xD No cheat-less player would go through the top bedrock layer anyway xD
I'm a big fan of magicka, and I think that you should add different wizard robe and weapons into the games, because each rope is very unique and one wizard always carrying a weapons such as swords or guns along side with the staff. Can you add these thing in the next update?
True that i really want to add robes and weapons, but not at this stage where there are many bugs and adding duel-wield may requires editing base files, that's what i'm avoiding
I also wish for sword casting and self-casting (personal shield!), but I think bugs should be ironed first before adding anything new Would be nice if It would use the same inventory as Mine and Blade Battlegear for dual wielding so that we don't have to use yet another inventory tab (next to Tinker's Construct and above mentioned).
I'll work as soon as i have the time.
Very sorry to my fellow users, my time now is very limited
9. Just doesn't seam right that pure arcane does more damage than combo, makes combinations with beam useless, lightning added to beam should at least deal same damage as it was arcane with wet shock bonus, not less imo
10. Generators efficiency was OP not cost, and that is semi-nerfed with catchers in 1st place xD
Overpowered ones are T2 and T3 while this only makes getting T1 ultra hard, and that was never the problem as T1 is very much needed. Since you can use same Catcher on T3 for instance, by the time you have T3 making tons of Catchers is not a problem... I hope I make sense here
Thank you for your once again fast replies and keep on the good work, I appreciate it
Edit* And the original reason I used A+A+S+L+L was that in magica, it would IIRC do a beam that also wets and shocks its target, so while steam's contributions to damage of a beam are small to none, it was useful. Also, maybe lightning had same damage as beam (in a beam), but when shooting wet targets with that same beam (which is hard tbh) increased its damage potential beyond arcane
Yes thank you for your suggestions and comments, I'll once again fix the damage problem
Is there some way I can disable firespells from creating fire when cast. I would like to put this mod in my adventure map, but when you cast a fire spell it catches SO MUCH stuff on fire. Is there a way I can make it catch mobs on fire, but not terrain? Edit: Also does anyone know of a way to disable terrain damage. Because, again, I would love to use this mod for my adventure map, but I don't want people going around destroying different areas with the vortex spell or something like that.
Well, just installed 1.6.4 and few mods, so here are some things so far (questions, bugs, suggestions): Using Advanced Staff for normal magics/magicas 1) No explosion when crafting Nether Star, so not nerfed :/ 2) I see in NEI there are Unlock Scrolls for Steam and Ice, but are not usable (no bug at all, just noticing) 3) Fire spell occasionally destroys items, is this intended? Happened in 1.6.2 also, it shows on video actually, first ice block got destroyed. 4) Magica Shoot is too weak, plain water works much much better... 5) Deleaf doesn't work for some reason, never checked if it did before 6) This: http://puu.sh/4BTHC.jpg (dirt block behind Catcher) 7) Not allowing anything above generator is a bad idea, now you can't place chests/pipes there, maybe one block exception or add config for exception list... 8) Transportal makes it too easy to go to nether, how about increasing mana so that only staffs with MCR x0.7 or lower can use it (it just excludes basic and advanced one)? 9) Arcane beam seams fixed now, but combinations like Arcane Arcane Steam Lightning Lightning does 1 damage still. 10) Ugh, basic generators are now too expensive.... 13 Dusts means 500-1300 mobs killed go get it (from my previous testing unless you increased it). Now I am for hard, I love mods like GregTech, but this will not be enjoyable to get on survival because there are no steps in between so you will need to either find a spawner and camp or delay it for a long long time. But I like the generator nerf. All I got for now, like always, I hope you find it useful. I use MC 1.6.4 forge 9.11.0.892. Cheers 0/
Well, just installed 1.6.4 and few mods, so here are some things so far (questions, bugs, suggestions): Using Advanced Staff for normal magics/magicas 1) No explosion when crafting Nether Star, so not nerfed :/ 2) I see in NEI there are Unlock Scrolls for Steam and Ice, but are not usable (no bug at all, just noticing) 3) Fire spell occasionally destroys items, is this intended? Happened in 1.6.2 also, it shows on video actually, first ice block got destroyed. 4) Magica Shoot is too weak, plain water works much much better... 5) Deleaf doesn't work for some reason, never checked if it did before 6) This: http://puu.sh/4BTHC.jpg (dirt block behind Catcher) 7) Not allowing anything above generator is a bad idea, now you can't place chests/pipes there, maybe one block exception or add config for exception list... 8) Transportal makes it too easy to go to nether, how about increasing mana so that only staffs with MCR x0.7 or lower can use it (it just excludes basic and advanced one)? 9) Arcane beam seams fixed now, but combinations like Arcane Arcane Steam Lightning Lightning does 1 damage still. 10) Ugh, basic generators are now too expensive.... 13 Dusts means 500-1300 mobs killed go get it (from my previous testing unless you increased it). Now I am for hard, I love mods like GregTech, but this will not be enjoyable to get on survival because there are no steps in between so you will need to either find a spawner and camp or delay it for a long long time. But I like the generator nerf. All I got for now, like always, I hope you find it useful. I use MC 1.6.4 forge 9.11.0.892. Cheers 0/
Is there some way I can disable firespells from creating fire when cast. I would like to put this mod in my adventure map, but when you cast a fire spell it catches SO MUCH stuff on fire. Is there a way I can make it catch mobs on fire, but not terrain? Edit: Also does anyone know of a way to disable terrain damage. Because, again, I would love to use this mod for my adventure map, but I don't want people going around destroying different areas with the vortex spell or something like that.
1. I'll take a look and fix it
2. They are just there, no use though xD
3. When items are caught on fire, they die, like when thrown into fire and lava, that's totally normal
4. I made it weak because it may be overused with shooting mobs and players airborne
5. Please have another check , I'll make a check also
6. Ah xD stupid me, i'll fix that asap
7. Another stupid thing i did xD sorry i didnt have much time so i didn't do enough rechecks
8. Nice ideas
9. Because it's super long range, i just had to nerf it
10. Well nothing is easy at first, I remember seeing some of you saying that the generator is overpowered xD
I know about other mods that add things that work similar to those "shields" and doesnt use blocks.
The most important difference is that their stuffs are mostly/always "axis-aligned" which means their bounding boxes fit them properly.
Shields are rotated panels so sometimes when they are diagonal the bounding box doesn't match them very well
0
0
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there is a configuration for that already, check the magik book options section
well you made the point
though i'd avoid changing the generating codes so to avoid further bugs and glitches, as we are having a few now.
So if it isn't very much a major problem i hope we can all skip it
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0
To get a few dusts at first is a nightmare, and things start to go rainbow and sunshine after a few nightmares...well i think you know what i mean xD
Also, the spells are fixed, there will only be more magicks
I'm not seeing anything that says this is minegicka related
0
They are supposed to turn lava into cobblestone or obsidian, depends on what elements you use.
And well, the altar is there because god puts them there xD No cheat-less player would go through the top bedrock layer anyway xD
True that i really want to add robes and weapons, but not at this stage where there are many bugs and adding duel-wield may requires editing base files, that's what i'm avoiding
I'll work as soon as i have the time.
Very sorry to my fellow users, my time now is very limited
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0
Yes thank you for your suggestions and comments, I'll once again fix the damage problem
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Sorry no.
1. I'll take a look and fix it
2. They are just there, no use though xD
3. When items are caught on fire, they die, like when thrown into fire and lava, that's totally normal
4. I made it weak because it may be overused with shooting mobs and players airborne
5. Please have another check , I'll make a check also
6. Ah xD stupid me, i'll fix that asap
7. Another stupid thing i did xD sorry i didnt have much time so i didn't do enough rechecks
8. Nice ideas
9. Because it's super long range, i just had to nerf it
10. Well nothing is easy at first, I remember seeing some of you saying that the generator is overpowered xD
0
Or are you using some different launcher or modified launcher personally?
0
The most important difference is that their stuffs are mostly/always "axis-aligned" which means their bounding boxes fit them properly.
Shields are rotated panels so sometimes when they are diagonal the bounding box doesn't match them very well
0
0
0
And i really like the idea of having something beamed down, instead of beaming up