I must say that I really love the new textures. Sure the original ones were amazing too, but they really would look awkward if you weren't playing with a higher resolution texture pack. Personally, I stick to the plain old default minecraft textures so I truly appreciate the move to make things blend in better with the vanilla feel. I do have one suggestion regarding the witchwood textures though. The leaves and planks all look great, but the bark texture could use some adjusting in my opinion. It doesn't look bad or anything, I just think that it looks a little too similar to the vanilla oak bark texture.
All in all, I think things are looking great. Thank you very much for the beautiful textures D3miurge! I can't wait to see more of the changes you make. And thank you Mithion for making the decision to implement textures of a more vanilla style in the first place. Oh, and I gotta say that the slipstream generator is absolutely incredible! I'm in the process of replacing every redstone elevator contraption in my base with them now.
o-kay.. now I have my battery charged with neutral essence, it still doesn't seem to want to flow into my altar. and I can't link the altar to the battery for some reason. the beam of light from the battery starts flickering.
The patch that changed batteries to not convert from light/dark to neutral also seemed to make them a little buggy. Try building an Essence Conduit and hooking the battery to it, and then the conduit to the altar. Alternatively you can hook up your nexus straight to the altar.
Hey I'm not sure if this is were I post a suggestion for the mod or not but hey worth a try.
I love Ars Magica 2, especially the self repairing mage armour but like many I don't just play with this mod and sooner or later I get more powerful armours. I think something along the lines of an enchantment could be created so I can enchant my armours to repair using my mana pool (Obviously excluding armours with self repairing functions already.) This would be a feature that I think many of this mods fans would love to see as it incorporates Ars Magica 2 into their world that little bit more. Thanks for reading my idea and thanks for such a fun different mod idea. <Thank You !!!!
Hey I'm not sure if this is were I post a suggestion for the mod or not but hey worth a try.
I love Ars Magica 2, especially the self repairing mage armour but like many I don't just play with this mod and sooner or later I get more powerful armours. I think something along the lines of an enchantment could be created so I can enchant my armours to repair using my mana pool (Obviously excluding armours with self repairing functions already.) This would be a feature that I think many of this mods fans would love to see as it incorporates Ars Magica 2 into their world that little bit more. Thanks for reading my idea and thanks for such a fun different mod idea. <Thank You !!!!
He's referring more to an enchant that gives non-Ars Magica 2 armor the same ability that the mage robes and battlemage armor have: repairing using your mana pool.
These new updates have not fixed ANY of the Mac related issues. I still have errored spell icons and no sounds, which takes a lot away from the mod. If anybody has any insight, please let me know. Otherwise, Mithion still has some testing to do.
Couple bugs: Caster crashes the game(at least when i use heal regen spell) When light essence is travveling to the block( for example calefactor) and i break calafactor. Essence reach to the point and stuck on it.
I have a problem with Chimerite. When I mine it, I don't get an ore dropped, but an "invalid" item from Termal Expansion with ID 20256:4. When I give myself an item with ID 20256 I get a crescent hammer from TE (which I can understand wouldn't know what to do with a metadata of 4 ). So there seems to be an ID conflict, but I don't get a message about ID conflicts with I start, and neither Chimerite nor the hammer seems to be configerable in the configs.
Any suggestions?
Cheers.
Forge only stops loading with block id conflicts, item id conflicts do not stop game loading.
Ah! Learned something. TY, that explains the not-stopping part.
Still leaves me wondering what to do about it, as I can't find either in the configs for these mods.
Google fixing a id conflict, or ( if on windows, I have never used a mac) start> run %appdata% > .minecraft > config > folders named Cofh & am2 > thermalexpansion.cfg or AM2.cfg, open them with notepad or other simple text editor, and change one of the conflicting item id's.
These new updates have not fixed ANY of the Mac related issues. I still have errored spell icons and no sounds, which takes a lot away from the mod. If anybody has any insight, please let me know. Otherwise, Mithion still has some testing to do.
I just found a solution. For anyone else who needs help, the mod's folder must be zipped, otherwise these problems will occur.
The file you're looking for has been deleted or moved."
All the major things that the patch notes had to stop your world from being messed up was:
Quote from name=Missing patch notes »
The system for how the spellbooks store their data has been changed If you have any spells in your spellbooks from before 1.1 remove them or they will be deleted!
Mana batteries have also changed how they store essence If you have any essence in your mana batteries use them up or you will lose them
The skill point banking system has also chnged their thingy Use them up or they will also be deleted
Thats all the important things in the patch notes then it had something about sigils, textures, silver skill points, new unlockable skills and bug fixes.
Edit: I found a proper link to the actual notes here: http://pastebin.com/4ZaQhtMR
You can find that link under the changelog spoiler in 1.1 :
1.1.0
There is a ton of things changed; read about them here or here
The first link is broken but the second one works.
You can put the spell in the inscription table.
All in all, I think things are looking great. Thank you very much for the beautiful textures D3miurge! I can't wait to see more of the changes you make. And thank you Mithion for making the decision to implement textures of a more vanilla style in the first place. Oh, and I gotta say that the slipstream generator is absolutely incredible! I'm in the process of replacing every redstone elevator contraption in my base with them now.
You mean the arcane reconstructor?
He's referring more to an enchant that gives non-Ars Magica 2 armor the same ability that the mage robes and battlemage armor have: repairing using your mana pool.
My Twitter: Click Here
It's in the OP under "Change Logs"
Forge only stops loading with block id conflicts, item id conflicts do not stop game loading.
Google fixing a id conflict, or ( if on windows, I have never used a mac) start> run %appdata% > .minecraft > config > folders named Cofh & am2 > thermalexpansion.cfg or AM2.cfg, open them with notepad or other simple text editor, and change one of the conflicting item id's.
Don't know what it is, maybe corrupted part?
I just found a solution. For anyone else who needs help, the mod's folder must be zipped, otherwise these problems will occur.
Yes, definitely should be zipped - on any platform it should remain as a zip file.
I believe that item is a subtype of
I:ore_items_ID=20000
In the item config.
Edit: Nvm I missed a post.
It leads to this.
"
Nothing Here
The file you're looking for has been deleted or moved."
All the major things that the patch notes had to stop your world from being messed up was:
Thats all the important things in the patch notes then it had something about sigils, textures, silver skill points, new unlockable skills and bug fixes.
Edit: I found a proper link to the actual notes here: http://pastebin.com/4ZaQhtMR
You can find that link under the changelog spoiler in 1.1 :
The first link is broken but the second one works.
"BEWARE the man who has nothing to lose, for he has only to gain."