No, I pretty much have to do it each time. The visibility isn't toggleable.
oh i thought it could be come like witchery's armor where it goes invisible with u, anyway if u cant change it then can u disable it with the auras plz? i really like to avoid a field full of monsters x)
oh i thought it could be come like witchery's armor where it goes invisible with u, anyway if u cant change it then can u disable it with the auras plz? i really like to avoid a field full of monsters x)
The cloak has nothing to do with monsters seeing you - hiding it won't make a difference.
so, mithion, are you going to "hand" the mod over to someone else for maintainence once you leave? i hope so because this is a really good mod and it would be a shame to let it die
I would imagine an enterprising coder could keep a running unofficial patch addon (like the ones for each Elder Scrolls game) without stepping on any toes that would maybe keep it current for later versions of MC. Heck, since Mithion isn't absolutely disappearing, I wonder if he'd update the OP with any such mod if it were to exist.
Edit: Oh wait, obfuscation alone makes a mere patch between major MC versions impossible, right?
It's all in the concept stage ATM - so no screenshots are available. I am working hard on making a website / dev blog for the indie games I am making (yes, there are plural) so that I can keep everyone up to date.
I have set the goal for myself to have it done for the beginning of next week, and will post links.
They will affect the mana cost even if they don't do anything in the scheme of the spell - you're better off to put them in a shape group so they only affect mana cost when in the active group.
Yup, everyone pretty much said it: I have quit, but then I took a good look at the state of the mod's latest release, and I couldn't leave you all with a mod in that state - I take too much pride in my work. So I decided to do this one last update (which became a two part because I can't estimate time) to leave you all with something much more playable in the end.
And we all thank you for that mithion because no one else could have made this mod other than you! 👍👏👏👏👏👏👏👏👏👏
Sorry to bother again, I don't know where else to find this information...
Has anyone figured out how to get charm to work for breeding animals on minecraft 1.7.10?
I've tried so many spell combos and scoured google. The charm affect vanishes from cows just as fast as I've casted on them and all they do is look at me :[
I'm having trouble using a few spells, and am looking for some help. The server's mod pack runs AM2 version 1.4.0.005 in MC 1.7.10.
1) I tried making a spell to harvest herbs: Zone AoE - Radius+Radius+Radius+Harvest. This makes a sparkly ring on the ground, but does not pick any plants. Is the grammar correct, or is this an issue with the older version?
2) Mage lights from a Projectile-Light spell seem to last forever, even coming back after being destroyed by a punch or sword. Is there a way to remove these once they have been cast?
I'm having trouble using a few spells, and am looking for some help. The server's mod pack runs AM2 version 1.4.0.005 in MC 1.7.10.
1) I tried making a spell to harvest herbs: Zone AoE - Radius+Radius+Radius+Harvest. This makes a sparkly ring on the ground, but does not pick any plants. Is the grammar correct, or is this an issue with the older version?
2) Mage lights from a Projectile-Light spell seem to last forever, even coming back after being destroyed by a punch or sword. Is there a way to remove these once they have been cast?
Thanks!
1) It's not really worth a zone. Do a Touch, AoE or a Proj., AoE instead. A zone only procs on an entity.
1) It's not really worth a zone. Do a Touch, AoE or a Proj., AoE instead. A zone only procs on an entity.
Per your recommendation, I tried to harvest with "Projectile, AoE+Harvest+Radius+Radius+Radius". This still does not function. What am I doing wrong? Thanks.
does this mean that tconstruct will also stop too?
What does Tinkers' Construct have to do with Ars Magica 2? Diyo already handed TiCon over to Boni, and he's not stopping any time soon from what I gather.
Per your recommendation, I tried to harvest with "Projectile, AoE+Harvest+Radius+Radius+Radius". This still does not function. What am I doing wrong? Thanks.
That's...interesting... I don't know what would cause that :/ A workaround might be Proj, AoE > Dig, Radius x3, Target Non-Solid Blocks, but I would recommend testing that before you attempt it in your world, in case it ends catastrophically.
Yes, this happens because many mods try to extend potion array. This action shift first ID ( AM2 check the last available ID number then also extend ) chosen during autoassign. The key to resolve this issue is mod load order and in most cases all you need to do is to change mod file name - add "!" for example to AM ( !AM2-1.4.0.006.jar ). It should make it load first and register AM2 potionIDs at the very begining :).
This doesn't work for me. I had the potion ID problem when trying to install Ars Magica 2 into Resonant Rise modpack, renaming the mod so it loads first doesn't change how the potion.csv is generated. I try manually changing the values of the potion effects to take empty slots below 256, it changes which buffs it conflicts with but the problem's still there (casting buff spells gives the wrong buffs).
I am new to your mod, so I haven't messed around with it much as of yet, but I am quite glad you are back for 1 more update, and I hope you can get an update done that will be able to get into MageQuest, because everyone is really hoping for this mod to get added. So on behalf of everyone out there who loves your mod, we thank you for the work your putting into getting one more update out there.
oh i thought it could be come like witchery's armor where it goes invisible with u, anyway if u cant change it then can u disable it with the auras plz? i really like to avoid a field full of monsters x)
The cloak has nothing to do with monsters seeing you - hiding it won't make a difference.
Edit: Oh wait, obfuscation alone makes a mere patch between major MC versions impossible, right?
I have set the goal for myself to have it done for the beginning of next week, and will post links.
And we all thank you for that mithion because no one else could have made this mod other than you! 👍👏👏👏👏👏👏👏👏👏
Has anyone figured out how to get charm to work for breeding animals on minecraft 1.7.10?
I've tried so many spell combos and scoured google. The charm affect vanishes from cows just as fast as I've casted on them and all they do is look at me :[
1) I tried making a spell to harvest herbs: Zone AoE - Radius+Radius+Radius+Harvest. This makes a sparkly ring on the ground, but does not pick any plants. Is the grammar correct, or is this an issue with the older version?
2) Mage lights from a Projectile-Light spell seem to last forever, even coming back after being destroyed by a punch or sword. Is there a way to remove these once they have been cast?
Thanks!
1) It's not really worth a zone. Do a Touch, AoE or a Proj., AoE instead. A zone only procs on an entity.
2) Use a dig spell.
Per your recommendation, I tried to harvest with "Projectile, AoE+Harvest+Radius+Radius+Radius". This still does not function. What am I doing wrong? Thanks.
What does Tinkers' Construct have to do with Ars Magica 2? Diyo already handed TiCon over to Boni, and he's not stopping any time soon from what I gather.
That's...interesting... I don't know what would cause that :/ A workaround might be Proj, AoE > Dig, Radius x3, Target Non-Solid Blocks, but I would recommend testing that before you attempt it in your world, in case it ends catastrophically.
This doesn't work for me. I had the potion ID problem when trying to install Ars Magica 2 into Resonant Rise modpack, renaming the mod so it loads first doesn't change how the potion.csv is generated. I try manually changing the values of the potion effects to take empty slots below 256, it changes which buffs it conflicts with but the problem's still there (casting buff spells gives the wrong buffs).
halp
I am new to your mod, so I haven't messed around with it much as of yet, but I am quite glad you are back for 1 more update, and I hope you can get an update done that will be able to get into MageQuest, because everyone is really hoping for this mod to get added. So on behalf of everyone out there who loves your mod, we thank you for the work your putting into getting one more update out there.
You would be incorrect in that assumption.