Has the Ars Magica 2 ability Prosperity somehow been disabled on the map? I made a spell that was Touch + Dig + Prosperity + Prosperity + Prosperity, but every diamond and coal I break just gives me one piece instead of the usual extras. I've even gone into creative mode to place more of the ore to test it, and it's always just one no matter how many times I break the ores.
I made a separate map to test it as well, and on a map besides the island, it seems to work fine, but when I'm on the actual magic island, prosperity doesn't do anything
I've been playing this map recently, and am I encountering a bug, or is water not regenerating on this map? It's not filling in like it normally would. I'm getting weird patches of flowing water in my ocean when I place blocks
followed the directions for the magic launcher section, not working for me and not 100% sure why :x
started with a clean 1.6.2
installed forge
installed liteloader and chained to forge
used magic launcher, i used the liteloader environment and added in optifine and moved it to the end of the list
added the -Dfml.ignorePatchDiscrepancies=true bit in the advanced section
Loaded up a world to test, i could play the game just fine, but my liteloader didnt seem to be working. I had optifine installed, and i had access to my forge mods, but macros mod wasnt there at all, and its the lite loader mod i need the most
I've used this tutorial to play using forge and optifine at the same time, but the problem is that now i dont have access to any of the mods in that version. I can either play with liteloader and use the macro mod, or i can play the optiforge version and use all my other mods, but i dont know how to do both at once :x
mojang says " if it isn't covered please don't do it without getting permission from us." and " Basically, mods (or plugins, or tools) are cool (you can distribute those). . . "
so bam, right there they gave permission to everyone to distribute mods. problem solved.
nice to see DNS on the forum, should help popularity
a few errors i noticed on the google doc: steamworks, condensed blocks, armourstatus, transformers, and mo creatures are all up to date for 1.4.6
and you have "foresrty" instead of "forestry"
i cant wait to get started with the pack though! i heard that mo creatures was removed because it was causing bugs, is that still true? i enjoyed my extra monsters
Just make a conditional macro (click the tab at the top of the edit screen), put the condition as CTRL and put your two commands in the respective boxes.
cool thanks i had no clue how to get the scripts working but that works perfectly
Sorry for not getting back to this sooner everyone! rumors are true, the castle was indeed finished a while ago, but i've been out of town for a few days so updates were extra delayed. I was out on vacation all this week, and only got home a day or two ago.
Is he still working on this? It got pretty quiet lately.
yup, just been delayed on updates due to being out of town
The Progress:
First, I mapped out using dirt the general area where i wanted to build the inner areas of the castle. the large octagon is where the main chamber is going to be, and the pillar of dirt in the middle is the size of the aetherium crystal
Here we can see the build up walls, and the final size of the crystal. I elevated it above the pool of water slightly so it appears to be floating, and gave it the same amount of space below the roof, which i marked with a little circle of brick. The sign in the front was a warning to people who fell down the hole that they were trapped and would need to use /warp laputa to escape
Here's the view of the chamber from above. This little platform i'm standing on to take the photo from is the entrance to the chamber, and will connect through a maze down to the bottom of the core and the crystal chamber itself
here's the finished inner chamber. The floor's been sloped upwards to meet the walls, and small pillars are in the inner bottom most portion. Each one of the pillars is a different height. Each of the little 3x3x3 blocks floating in the air all line up to meet and slot into the matching gaps in the walls. In the movie, each one of these was moving around and sliding, presumably doing important magicy stuff we dont get to see
Here's a shot of the guts of the door. It's a pretty simple piston door, sliding into the wall to the left when you walk in, and a button on the right hand side. The wire connects to a signal extender, then loops around to trigger both pistons. All of this is hidden behind more stone brick walls at the end
The walls look something like this. There is no simple way down to the main chamber, its a maze that wraps around the octagon and snakes its way down slowly to reach the floor. From the main chamber, on the opposite wall, there is a second opening that loops even lower down and eventually leads you to the crystal chamber itself. I didnt make the maze too hard, because the goal wasnt to keep everyone out, it was just to create a bit of a challenge down. I designed it with one path straight through and then added a bunch of little loops and dead ends going off of the sides, so it will throw you off, but it shouldnt be impossible to get down with a bit of dedication
eventually you reach here. . . . the crystal chamber itself. Sorry for the poor camera angle, but i'm keeping it a bit secretive if you want to see more, join the server and descend to the bottom chamber. The whole chamber has no torches in it, its all lit by glowstone sunk into the water. I designed it so every block of dirt had at least one water block next to it, so every square could be filled with reeds and grown to the max height. I avoided torches to help give the area a bit more of a magicy feel to it, and because each torch i had to place would remove a spot where i could place a reed.
There won't be a lot of different node types. Just the normal "magic" node and maybe a small handful of rare and special ones. Nodes will not be linked to the tag system in any way beyond the flux they contain.
The area of influence of a node is directly proportional to its current aura strength, so it will constantly be growing and shrinking as their magic is used. Nodes only interact with each other if their auras overlap - in other words if a node gets depleted enough it will start borrowing from its bigger neighbours, or if it gets overcharged enough it will start dumping magic into neighbours. If a node shrinks small enough it might lose contact with it's neighbours and just sit there - unable to gain aura, but happily gaining flux instead.
The baseline strength of a node will vary according to several factors - possibly biome. I might make this baseline number dynamic as well - in other words if a beefy jungle node is somehow moved to a nearby desert biome its baseline will suddenly plummet which means it will be vastly overcharged and start shedding magic and gaining flux.
The centre points of nodes will be invisible and intangible... except possibly if you have some special way of seeing them. Some form of eyewear perhaps?
Not a bad idea
i like the idea of certain plants only existing in certain nodes or node overlaps, but i think that the node system should be at least a little biome-dependent. for example it wouldnt make much sense if a node was full of, say, fire energy was located in the middle of a snowy area, would it?
so maybe something vaguely similar to how the thaumcraft 2 crystals work, with fire more common in deserts, water more common in ocean biomes, earth more common in forests, etc etc etc
after reviewing what i have build on the server, and checking my backlog of photos, i've realized that my next update could be my last! i have an idea or two for bonus updates, but i want to poll my audience here. when the castle is finally done, is there any particular areas you want me to cover in a bonus update, or certain parts of the castle you'd like to see in more detail?
i've heard interest in seeing my mines, which is a good idea! but what else?
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I made a separate map to test it as well, and on a map besides the island, it seems to work fine, but when I'm on the actual magic island, prosperity doesn't do anything
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0
started with a clean 1.6.2
installed forge
installed liteloader and chained to forge
used magic launcher, i used the liteloader environment and added in optifine and moved it to the end of the list
added the -Dfml.ignorePatchDiscrepancies=true bit in the advanced section
Loaded up a world to test, i could play the game just fine, but my liteloader didnt seem to be working. I had optifine installed, and i had access to my forge mods, but macros mod wasnt there at all, and its the lite loader mod i need the most
0
http://www.minecraftforum.net/topic/1888939-162forgeoptifine-hd-u-b4-forge-9100xxx-installer-linuxwindowsmac-compatible/
I've used this tutorial to play using forge and optifine at the same time, but the problem is that now i dont have access to any of the mods in that version. I can either play with liteloader and use the macro mod, or i can play the optiforge version and use all my other mods, but i dont know how to do both at once :x
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so bam, right there they gave permission to everyone to distribute mods. problem solved.
0
a few errors i noticed on the google doc: steamworks, condensed blocks, armourstatus, transformers, and mo creatures are all up to date for 1.4.6
and you have "foresrty" instead of "forestry"
i cant wait to get started with the pack though! i heard that mo creatures was removed because it was causing bugs, is that still true? i enjoyed my extra monsters
0
cool thanks i had no clue how to get the scripts working but that works perfectly
0
i want to be able to press a button and make it to /home $$h
but i also want to be able to hold control, press the same button, and make it do /warp $$w
what i thought was that
IF(CTRL);/warp $$w ;ELSE; /home $$h ;ENDIF;
would do the trick, but it always just gives me /warp no matter what i do
0
tools down, rest being taken but my crazy minecraft brain already has a few dozen ideas partially in the works for new projects to work on . . .
Please do visit the server! apply at bit.ly/amcapply and mention me so i can win delicious prizes. We have 1.3
5
Update 11: Finally We're Finished!
Sorry for not getting back to this sooner everyone! rumors are true, the castle was indeed finished a while ago, but i've been out of town for a few days so updates were extra delayed. I was out on vacation all this week, and only got home a day or two ago.
what, the whole castle? how much would you pay? XD
sorry guys, but no more laputa after this is over. i've got other projects i want to work on, and this whole thing has been pretty tiring.
yup, just been delayed on updates due to being out of town
The Progress:
First, I mapped out using dirt the general area where i wanted to build the inner areas of the castle. the large octagon is where the main chamber is going to be, and the pillar of dirt in the middle is the size of the aetherium crystal
Here we can see the build up walls, and the final size of the crystal. I elevated it above the pool of water slightly so it appears to be floating, and gave it the same amount of space below the roof, which i marked with a little circle of brick. The sign in the front was a warning to people who fell down the hole that they were trapped and would need to use /warp laputa to escape
Here's the view of the chamber from above. This little platform i'm standing on to take the photo from is the entrance to the chamber, and will connect through a maze down to the bottom of the core and the crystal chamber itself
here's the finished inner chamber. The floor's been sloped upwards to meet the walls, and small pillars are in the inner bottom most portion. Each one of the pillars is a different height. Each of the little 3x3x3 blocks floating in the air all line up to meet and slot into the matching gaps in the walls. In the movie, each one of these was moving around and sliding, presumably doing important magicy stuff we dont get to see
Here's a shot of the guts of the door. It's a pretty simple piston door, sliding into the wall to the left when you walk in, and a button on the right hand side. The wire connects to a signal extender, then loops around to trigger both pistons. All of this is hidden behind more stone brick walls at the end
The walls look something like this. There is no simple way down to the main chamber, its a maze that wraps around the octagon and snakes its way down slowly to reach the floor. From the main chamber, on the opposite wall, there is a second opening that loops even lower down and eventually leads you to the crystal chamber itself. I didnt make the maze too hard, because the goal wasnt to keep everyone out, it was just to create a bit of a challenge down. I designed it with one path straight through and then added a bunch of little loops and dead ends going off of the sides, so it will throw you off, but it shouldnt be impossible to get down with a bit of dedication
eventually you reach here. . . . the crystal chamber itself. Sorry for the poor camera angle, but i'm keeping it a bit secretive if you want to see more, join the server and descend to the bottom chamber. The whole chamber has no torches in it, its all lit by glowstone sunk into the water. I designed it so every block of dirt had at least one water block next to it, so every square could be filled with reeds and grown to the max height. I avoided torches to help give the area a bit more of a magicy feel to it, and because each torch i had to place would remove a spot where i could place a reed.
The Next Step:
None! We're done! huzzah!
unless we count bonus updatesssss ;D
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i like the idea of certain plants only existing in certain nodes or node overlaps, but i think that the node system should be at least a little biome-dependent. for example it wouldnt make much sense if a node was full of, say, fire energy was located in the middle of a snowy area, would it?
so maybe something vaguely similar to how the thaumcraft 2 crystals work, with fire more common in deserts, water more common in ocean biomes, earth more common in forests, etc etc etc
0
you able to give us some hints/previews of what you're planning?
0
its past the end of the month azanor! where's our teaser video?! *shakes fist*
1
after reviewing what i have build on the server, and checking my backlog of photos, i've realized that my next update could be my last! i have an idea or two for bonus updates, but i want to poll my audience here. when the castle is finally done, is there any particular areas you want me to cover in a bonus update, or certain parts of the castle you'd like to see in more detail?
i've heard interest in seeing my mines, which is a good idea! but what else?