There is a mod compatibility bug, that involves Morph. Small sized morphs, like the chicken, when Ars Magica is loaded, you act as a standard height, not the morphed height, so you will hit one block higher, and suffocate in 1x1 areas, which is annoying, I enjoy both mods thoroughly, I found it only is the Ars Magica mod causing this, and I know you only have one update left, but I would be ecstatic to see this issue fix. Otherwise thanks for such a great mod, and good luck in your endeavors.
Mithion knows about this. Unfortunately, it will likely not be fixed in the final update — only game-crashing/game-breaking bugs will be fixed, from my understanding.
I've closed anout half of the bugs on GitHub (admittedly most of them as won't fix, etc. but I have fixed several). I have also re-implemented armor XP infusion in a new way that isn't as easily exploitable. I've re-tooled the shrink code in an attempt to have it detect morph changing the player's size and compensate accordingly, but this may or may not work. I'm honestly not all that concerned about it, but I figured while I was fixing shrink anyway, I may as well try.
I've also got the Coremod loading again, and it is now making about 1/6 of the changes to the bytecode that it needs to. This one will take a little more time, so you'll have to be patient. This will get the stuff lost on death in the end, ender boots, shrink, scramble synapses, etc. stuff working again.
After that, one more pass through the github repo to fix any other major bugs.
Finally, I'm going to give the API a once over and create the demo mod I promised (though the demo itself will take all of an hour), and that should do it for the update.
Edit:
Also, happy new year everyone! Best wishes in 2015!
Is there a server out there somewhere that runs only Ars magica 2? Not that I don't love tons of magic based mods, but I'm looking for one running only the one!
I've closed anout half of the bugs on GitHub (admittedly most of them as won't fix, etc. but I have fixed several). I have also re-implemented armor XP infusion in a new way that isn't as easily exploitable. I've re-tooled the shrink code in an attempt to have it detect morph changing the player's size and compensate accordingly, but this may or may not work. I'm honestly not all that concerned about it, but I figured while I was fixing shrink anyway, I may as well try.
I've also got the Coremod loading again, and it is now making about 1/6 of the changes to the bytecode that it needs to. This one will take a little more time, so you'll have to be patient. This will get the stuff lost on death in the end, ender boots, shrink, scramble synapses, etc. stuff working again.
After that, one more pass through the github repo to fix any other major bugs.
Finally, I'm going to give the API a once over and create the demo mod I promised (though the demo itself will take all of an hour), and that should do it for the update.
Edit:
Also, happy new year everyone! Best wishes in 2015!
So you fixed the armour XP infusion??????? And a happy new year to you!
Hey does the boss summoning requires recommended level? I tried to summon Earth Boss on level 24 and nothing happened. Yes, my summoning structure was good. It was identical to those on internet.
Anyway, great mod!
No, there is a bit of an issue with summoning them. Also, if you are playing on peaceful it won't work either. The required level is basically a "this boss is powerful, players under level [recommended level] will most likely not defeat it" kind of thing. And be warned that not all damage they cause is physical, some is magical and ignores most kinds of armor.
Rollback Post to RevisionRollBack
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
I'm having a problem where mage lights keep spawning. I can break them, but as soon as I try to place down a block where it used to be the magelight respawns, preventing me from placing the block down.
MC Forge 1.7.10
Dig spell seems to remove it completely, though. Punching it and pickaxes don't. It's a suitable work around for the time being.
I'm having a problem where mage lights keep spawning. I can break them, but as soon as I try to place down a block where it used to be the magelight respawns, preventing me from placing the block down.
MC Forge 1.7.10
Dig spell seems to remove it completely, though. Punching it and pickaxes don't. It's a suitable work around for the time being.
Dig spells are how they're intended to be removed. It's a bug that they seem to be broken by punching it and using a pickax.
I have this mod via Modsauce so whatever version that gives, and I can't place spell books on the alter's lectern. I know the lectern is built right, if I toss in a blank rune (without a book placed, obviously) the particles appear and I can then toss a parchment to make a weird "aoe spell" with no effects (It is unusable, and I don't even know the aoe shape), but no matter what I can't place a spell book to make anything useful. I've tried different spell books with various effects an being in/out of creative mode. At first the lectern is empty, after starting to make the unusable aoe spell a red transparency of a book appears on it, which stays around after the fake spell is completed.
I really like what this mod can do normally, so I hope to get passed this soon...
E: worth noting while right clicking normally opens the spell book to read it, right clicking on the lectern does nothing. So it get that it is supposed to do something different there, it just isn't.
I have this mod via Modsauce so whatever version that gives, and I can't place spell books on the alter's lectern. I know the lectern is built right, if I toss in a blank rune (without a book placed, obviously) the particles appear and I can then toss a parchment to make a weird "aoe spell" with no effects (It is unusable, and I don't even know the aoe shape), but no matter what I can't place a spell book to make anything useful. I've tried different spell books with various effects an being in/out of creative mode. At first the lectern is empty, after starting to make the unusable aoe spell a red transparency of a book appears on it, which stays around after the fake spell is completed.
I really like what this mod can do normally, so I hope to get passed this soon...
E: worth noting while right clicking normally opens the spell book to read it, right clicking on the lectern does nothing. So it get that it is supposed to do something different there, it just isn't.
Did you sign the book? You HAVE to do that now. Also, make sure to use the exact name you gave it in the Inscription Table, or it won't work.
I wish people would bother to read back a few pages before posting. This question has been answered countless times.
Did you sign the book? You HAVE to do that now. Also, make sure to use the exact name you gave it in the Inscription Table, or it won't work.
I wish people would bother to read back a few pages before posting. This question has been answered countless times.
That was the issue, thanks. And in my defense, I did check multiple guides and the wiki. Everywhere just said get the spell from the inscription table an put it on the lectern, which is what I then tried to do.
Quick question: do unused modifiers affect mana cost? For instance, if I create a spell like this:
Shape Group 1: Projectile
Shape Group 2: Projectile, AOE
Lightning Damage, Radius, Radius, Radius
Will the Radius modifier only affect mana cost for Shape Group 2 or will it also affect Shape Group 1 because they are the same spell (even though Radius has no effect on Shape Group 1)?
Try spawning him properly, as outlined in the compendium...
mithion could i ask you why it is that everyone keeps saying you have Quit deving on AM2 ? i know your working on it my self im just wondering where it came from ?
Mithion knows about this. Unfortunately, it will likely not be fixed in the final update — only game-crashing/game-breaking bugs will be fixed, from my understanding.
I've closed anout half of the bugs on GitHub (admittedly most of them as won't fix, etc. but I have fixed several). I have also re-implemented armor XP infusion in a new way that isn't as easily exploitable. I've re-tooled the shrink code in an attempt to have it detect morph changing the player's size and compensate accordingly, but this may or may not work. I'm honestly not all that concerned about it, but I figured while I was fixing shrink anyway, I may as well try.
I've also got the Coremod loading again, and it is now making about 1/6 of the changes to the bytecode that it needs to. This one will take a little more time, so you'll have to be patient. This will get the stuff lost on death in the end, ender boots, shrink, scramble synapses, etc. stuff working again.
After that, one more pass through the github repo to fix any other major bugs.
Finally, I'm going to give the API a once over and create the demo mod I promised (though the demo itself will take all of an hour), and that should do it for the update.
Edit:
Also, happy new year everyone! Best wishes in 2015!
So you fixed the armour XP infusion??????? And a happy new year to you!
No, there is a bit of an issue with summoning them. Also, if you are playing on peaceful it won't work either. The required level is basically a "this boss is powerful, players under level [recommended level] will most likely not defeat it" kind of thing. And be warned that not all damage they cause is physical, some is magical and ignores most kinds of armor.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
MC Forge 1.7.10
Dig spell seems to remove it completely, though. Punching it and pickaxes don't. It's a suitable work around for the time being.
Dig spells are how they're intended to be removed. It's a bug that they seem to be broken by punching it and using a pickax.
I really like what this mod can do normally, so I hope to get passed this soon...
E: worth noting while right clicking normally opens the spell book to read it, right clicking on the lectern does nothing. So it get that it is supposed to do something different there, it just isn't.
Did you sign the book? You HAVE to do that now. Also, make sure to use the exact name you gave it in the Inscription Table, or it won't work.
I wish people would bother to read back a few pages before posting. This question has been answered countless times.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Try spawning him properly, as outlined in the compendium...
oh look hi pierreCrash logs? Server logs? Also the AM2 GitHub exists
That was the issue, thanks. And in my defense, I did check multiple guides and the wiki. Everywhere just said get the spell from the inscription table an put it on the lectern, which is what I then tried to do.
Shape Group 1: Projectile
Shape Group 2: Projectile, AOE
Lightning Damage, Radius, Radius, Radius
Will the Radius modifier only affect mana cost for Shape Group 2 or will it also affect Shape Group 1 because they are the same spell (even though Radius has no effect on Shape Group 1)?
mithion could i ask you why it is that everyone keeps saying you have Quit deving on AM2 ? i know your working on it my self im just wondering where it came from ?