I'm having issues with the Seer Stone. Specifically when trying to use a Keystone. I'm using a Lesser Focus and a Player Focus and a Keystone with just 1 normal Rune Vestis on the top slot. I have one in my inventory and there is a copy in the Seer Stone. It does not at all detect me in any range and redstone remains off. If I take the Keystone out of the Seer Stone, it can detect me. It can't detect me at all with a Keystone in it.
Then, I messed around for a while making different combinations of Keystones and such and now with a Keystone IN the Seer Stone, it can detect me, but it detects me whether I have a matching Keystone in my inventory or not. Hell, I don't even need a Keystone in my inventory at all and it still sees me just fine.
I tested this both on SSP and SMP (on the Madrealms server with the Mystic Heathens ModPack.)
What's going on here?!
Also, on the server I just mentioned, Keystone Gates aren't working correctly with Keystones either. I can use the Open Network okay, but when a matching Keystone is in both gates, neither will teleport to the other. They're about 20 blocks apart from each other.
Also with gates, I noticed that if you run into a gate or walk too fast into it, it'll teleport you to the destination but teleport you back instantly before you can do anything. I get a flash on my screen of the location I'm going to, but teleported back where I started. I've had to make it a point to tell people who want to use my gates to stand in the gate first, then look up and click the Keystone Receptical so that you're not moving while you're using the portal so it doesn't jump you back like I described.
I tried to take a picture with fraps but the only thing that shows up is a black box
But I still want to install this mod so if anyone has a fix for me I would love to hear it
First off, Ars Magica is probably the MOST amazing mod I've ever seen on minecraft... like seriously. Unbelievably good. I've showed all of my friend this mod, and they all agree with me. BUT... I'm having a slightly major issue with it. Since the beginning of me playing this mod, there have been weird graphical errors. I thought, "Oh, you know, Mithion is gonna fix that the next update." But it never changed. It REALLY became noticable when I updated to the awesome new ui... which looks like this:
Ya... I didn't get it. I at first thought that it was a problem with the mod itself, but then I started looking around. I have found absolutely no one with the same problem as myself. I don't have any other mods installed, I've toggled every default minecraft option to see if it helps, and I've installed and disinstalled optifine to see if that changed things. But, theres no change. I'm probably doing something REALLY stupid and just don't realize it... but IDK. And that's why I'm posting this! If you or anyone else has any idea what is going on with this, please help me =)! As I've said, I've always had this problem, through multiple versions, so I can guarrentee its a problem on my side. Here's some other pics of the problem.
Thank you for reading this quite long post. I really need help, cause this mod literally is my absolute favorite. This isn't a crash at all, there is no crash. It is simply strange graphical errors. I'll put some other details about things in the spoiler at the bottom. Thank you!
First off, I am running Minecraft 1.5.2, alongside with minecraftforge universal 1.5.2-7.8.1.738.zip. But, as I said, this problem has been occuring to me throughout various MC versions and MCForge versions.
I would give you my computer specs... but I'm not sure exactly what to put and how to find it. Sorry, If you really need it i'll look up how to find it and post that.
One little sidenote, don't know if it changes anything. I am using a program called "Minecraft Profile Manager" to organize my different modded minecrafts. (Heres the link http://www.minecraftforum.net/topic/540449-minecraft-profile-manager/) I don't think this would have anything to do with it, but, you never know.
Idk really what else to put... I guess it's worth noting that since 1.5 version of Minecraft this has been occuring, when the updated spell rendering was made (Absolutely awesome, btw)
So if this isn't enough info, just tell me what you need and I'll post it. Thanks!
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Go hang a salami I'm a lasagna hog. Now read each letter backwards.
Hey there, just wondering if its at all possible to turn off the spawning of Towers in certain places...
The Server where I hang out on has both Ars Magica and Dimension Doors installed and when you fail and go to Limbo you can actually find Mage Towers though out Limbo, which is frecking wierd cause they are not effected by the darkness of the terrain and have sunlight and everything around it...
ALSO...
Does Ars Magica work with Aether 2 Mod? Like does the Two mods have no problem with you using Magic on the Aether 2 Bosses/Mobs and would the Towers spawn in the Aether too...
really nice mod! but i do have a question.
if for example a tower generates next to the spawnpoint
and then you give the seed to someone (that has the mod) will the tower still generate using the same seed?
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There will always be that kind of a moment at least once in everyone's life. That moment when your sitting there listening to someone going down memory lane, but really not listening at all.
The Meaning of Life, the Universe, and Everything.
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alright, so i'm trying to design my secret "ars magica lab" on my server so i can work on things and not worry about people either jacking my things or using stuff they currently don't have access to. and i've run into something that if was designed this way i kinda agree with due to massive use being op, but thought i would ask anyway. i have 2 light nexus running with gold blocks. they cant drain into the same battery, and in turn 2 batteries cant link to the same object. is there any way to somehow merge the power flow from the nexus and down the line a bit further a way to split it up? could that be a good idea in development perhaps? a block that accepts multiple (LV) inputs with only 1 (HV) output and a block with one (HV) input and multiple (LV) outputs? similar to build/industrial crafts power scheme, but i do not care for those mods and would much rather have these 2 blocks with your system than theirs. its magic, its wireless, and uses wireless conduits, but can only have 1 flow....? wireless magic flow should have endless possibilities and be able to radiate in any direction while using conduits to control the direction it radiates. perhaps with more deficit build up depending on the amount split, which would result in people needing to build more expensive systems as their system grows to prevent their study from destroying itself. Or by keeping close to the same setup, but allowing batteries to accept more in/output flows and have separate make/break link tools. i dunno, just brainstorming. i do very much enjoy the mod and many thanks for all the work you've put into it thus far. looking forward to how it progresses. it is dead set in my server now, (it replaced thaumcraft a couple updates ago.)
edit: so i'm an idiot. lol just discovered that you can in fact, have more than one thing running off the same battery... however it would still be a great help if i could merge the voltage of different nexus' together.
- Recall doesn't cost mana.
- Can't combine channeled spells during spell creation.
Then, I messed around for a while making different combinations of Keystones and such and now with a Keystone IN the Seer Stone, it can detect me, but it detects me whether I have a matching Keystone in my inventory or not. Hell, I don't even need a Keystone in my inventory at all and it still sees me just fine.
I tested this both on SSP and SMP (on the Madrealms server with the Mystic Heathens ModPack.)
What's going on here?!
Also, on the server I just mentioned, Keystone Gates aren't working correctly with Keystones either. I can use the Open Network okay, but when a matching Keystone is in both gates, neither will teleport to the other. They're about 20 blocks apart from each other.
Also with gates, I noticed that if you run into a gate or walk too fast into it, it'll teleport you to the destination but teleport you back instantly before you can do anything. I get a flash on my screen of the location I'm going to, but teleported back where I started. I've had to make it a point to tell people who want to use my gates to stand in the gate first, then look up and click the Keystone Receptical so that you're not moving while you're using the portal so it doesn't jump you back like I described.
But I still want to install this mod so if anyone has a fix for me I would love to hear it
lmao
Ya... I didn't get it. I at first thought that it was a problem with the mod itself, but then I started looking around. I have found absolutely no one with the same problem as myself. I don't have any other mods installed, I've toggled every default minecraft option to see if it helps, and I've installed and disinstalled optifine to see if that changed things. But, theres no change. I'm probably doing something REALLY stupid and just don't realize it... but IDK. And that's why I'm posting this! If you or anyone else has any idea what is going on with this, please help me =)! As I've said, I've always had this problem, through multiple versions, so I can guarrentee its a problem on my side. Here's some other pics of the problem.
Thank you for reading this quite long post. I really need help, cause this mod literally is my absolute favorite. This isn't a crash at all, there is no crash. It is simply strange graphical errors. I'll put some other details about things in the spoiler at the bottom. Thank you!
First off, I am running Minecraft 1.5.2, alongside with minecraftforge universal 1.5.2-7.8.1.738.zip. But, as I said, this problem has been occuring to me throughout various MC versions and MCForge versions.
I would give you my computer specs... but I'm not sure exactly what to put and how to find it. Sorry, If you really need it i'll look up how to find it and post that.
One little sidenote, don't know if it changes anything. I am using a program called "Minecraft Profile Manager" to organize my different modded minecrafts. (Heres the link http://www.minecraftforum.net/topic/540449-minecraft-profile-manager/) I don't think this would have anything to do with it, but, you never know.
Idk really what else to put... I guess it's worth noting that since 1.5 version of Minecraft this has been occuring, when the updated spell rendering was made (Absolutely awesome, btw)
So if this isn't enough info, just tell me what you need and I'll post it. Thanks!
Can you check your logs and let me know if there are any lines about missing texture files?
The Server where I hang out on has both Ars Magica and Dimension Doors installed and when you fail and go to Limbo you can actually find Mage Towers though out Limbo, which is frecking wierd cause they are not effected by the darkness of the terrain and have sunlight and everything around it...
ALSO...
Does Ars Magica work with Aether 2 Mod? Like does the Two mods have no problem with you using Magic on the Aether 2 Bosses/Mobs and would the Towers spawn in the Aether too...
Where is the log I should I check/ what is it called? Sorry I'm not good with technical stuff =)
please fix, thanks.
Windows 7 x64-bit SP-1 - MC v1.7.10 - Forge 10.13.4.1517 - CodeChickenCore v1.0.7.47 - NEI v1.0.5.118 - (MultiMC v5.0.4.8)
if for example a tower generates next to the spawnpoint
and then you give the seed to someone (that has the mod) will the tower still generate using the same seed?
There will always be that kind of a moment at least once in everyone's life. That moment when your sitting there listening to someone going down memory lane, but really not listening at all.
and down the line a bit further a way to split it up?could that be a good idea in development perhaps? a block that accepts multiple(LV) inputs with only 1 (HV) output and a block with one (HV) input and multiple (LV) outputs? similar to build/industrial crafts power scheme, but i do not care for those mods and would much rather have these 2 blocks with your system than theirs. its magic, its wireless, and uses wireless conduits, but can only have 1 flow....? wireless magic flow should have endless possibilities and be able to radiate in any direction while using conduits to control the direction it radiates. perhaps with more deficit build up depending on the amount split, which would result in people needing to build more expensive systems as their system grows to prevent their study from destroying itself. Or by keeping close to the same setup,but allowing batteries to accept more in/outputflows and have separate make/break link tools. i dunno, just brainstorming. i do very much enjoy the mod and many thanks for all the work you've put into it thus far. looking forward to how it progresses. it is dead set in my server now, (it replaced thaumcraft a couple updates ago.)edit: so i'm an idiot. lol just discovered that you can in fact, have more than one thing running off the same battery... however it would still be a great help if i could merge the voltage of different nexus' together.