Are there certain wizards who won't trade with you? Or did I do something to offend him (decided to come in through a wall before I found the door).
Both of those things are true. Evil wizards will attack you on sight, drop loot and have loot chests in their towers. Regular (good) wizards are normally friendly but if you break their tower they will attack you. This behaviour is like zombie pigmen, they will become friendly again if they succeed in killing you. You may also be able to lure hostile mobs near enough that the wizard targets them instead of you.
Approximately how long till we get a 1.12 update? I am compiling a Medieval themed modpack and this mod would fit perfectly in with it.
I don't generally give ETAs, but you can check progress on GitHub. I haven't had much time lately, but the port is underway thanks to help from other modders. I might release a beta like I did for the 1.10.2 update, it depends how much still needs fixing.
There was just a massive merge made to the repo with 1.12 changes. Like a ton. I feel for the modder, really. I hope the eventual conversion to 1.13 doesn't take nearly that much work.
(You just caught me while I was online...) Yeah, you can thank Corail31 for that. I simply haven't had time recently, but that will change in the near future and I'll be able to do some more work on it. As for 1.13, nobody really knows yet, Mojang are still changing things.
I am not qualified to speak on Electroblob's behalf, but those spells would just be copying another mob. Most of the spells and their effects , except for a few, are unique, and are not just copied off of another mob. One of the few exceptions to this, is a necromancy spell, which does exactly what your third suggestion is, and shoots a wither skull.
Basically,
1. Unlikely
2. Also unlikely, but more likely than the first one, as it is technically magic
3. Already implemented.
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PM this account if you are interested in trading on DragCave
I am not qualified to speak on Electroblob's behalf, but those spells would just be copying another mob. Most of the spells and their effects , except for a few, are unique, and are not just copied off of another mob. One of the few exceptions to this, is a necromancy spell, which does exactly what your third suggestion is, and shoots a wither skull.
Basically,
1. Unlikely
2. Also unlikely, but more likely than the first one, as it is technically magic
3. Already implemented.
Actually, I was considering adding stuff like that. Evoker fangs would be pretty neat, though I'm still undecided as to whether giving the player shulker bullets would be a good idea. Hmmm...
I'm going to do as much testing as I can in the next week or so and release whatever I have by the end. It might be a beta or it might be a full release, it just depends how much is working by that point.
It's here. Wizardry 4.1.0 is now available to download for Minecraft 1.12.2! Many thanks to Corail31 and 12foo for their hard work on updating the mod, it would have taken me a lot longer without their help.
In this version, wizardry's mod ID has changed from 'wizardry' to 'ebwizardry'. This is to avoid conflict with The Wizardry Mod by Escapee (which is also a great mod, go check it out). Bear this in mind when using commands, editing configs, and so on.
Other than that, not much has changed from the 1.10 and 1.11 versions, except a few bugfixes and conversion of the achievements to the new advancement system. As always, please report any issues you find on the issue tracker on GitHub.
I will be working on some new features over the coming weeks and months, and I'll be sharing a few screenshots on the Discord server along the way - so come and join us there if you haven't already!
Not currently is the simple answer. If you do load up an existing world, they will of course generate in previously unexplored chunks, but not where you've already been. If you haven't explored too much you might not notice much difference, the towers are quite uncommon. You can also change the rarity in the config to compensate for the lack of towers in preexisting terrain.
There are mods which let you regenerate new ores (and maybe plants) in old worlds, but I don't think they work for structures. Maybe in future I will add a command or item that lets you generate towers anywhere.
Not currently is the simple answer. If you do load up an existing world, they will of course generate in previously unexplored chunks, but not where you've already been. If you haven't explored too much you might not notice much difference, the towers are quite uncommon. You can also change the rarity in the config to compensate for the lack of towers in preexisting terrain.
There are mods which let you regenerate new ores (and maybe plants) in old worlds, but I don't think they work for structures. Maybe in future I will add a command or item that lets you generate towers anywhere.
OK, that's actually fine. I've been told that some world information (village locations?) is calculated when a world is originally created. I'm in a new world that I like but haven't explored much of, but I'd hate to keep playing without realizing that no towers would ever be created in this world.
It's probably not a big deal to record the seed and the coordinates of stuff I like, then try recreating it.
It's here. Wizardry 4.1.0 is now available to download for Minecraft 1.12.2! Many thanks to Corail31 and 12foo for their hard work on updating the mod, it would have taken me a lot longer without their help.
In this version, wizardry's mod ID has changed from 'wizardry' to 'ebwizardry'. This is to avoid conflict with The Wizardry Mod by Escapee (which is also a great mod, go check it out). Bear this in mind when using commands, editing configs, and so on.
Other than that, not much has changed from the 1.10 and 1.11 versions, except a few bugfixes and conversion of the achievements to the new advancement system. As always, please report any issues you find on the issue tracker on GitHub.
I will be working on some new features over the coming weeks and months, and I'll be sharing a few screenshots on the Discord server along the way - so come and join us there if you haven't already!
And as always, happy wizarding!
Im so glad to see this. Thanks a lot I really enjoy this mod
Oh, one more thing -- the original post says that this mod works well with ones that add dungeons. Do you have a preferred one you work with?
In 1.7.10 I used Roguelike Dungeons, Doomlike Dungeons, Ruins and Recurrent Complex. I know roguelike dungeons and recurrent complex are available for 1.10-1.12 as well, not sure about the others. I also think wizardry works nicely when you're exploring the twilight forest, if you want an entire dimension.
Some of those mods will need configuring so wizardry's loot appears in dungeon chests, in 1.7.10 most of them worked out-of-the-box but I'm not sure about other versions. It should be pretty simple to do that with loot tables though.
In 1.7.10 I used Roguelike Dungeons, Doomlike Dungeons, Ruins and Recurrent Complex. I know roguelike dungeons and recurrent complex are available for 1.10-1.12 as well, not sure about the others. I also think wizardry works nicely when you're exploring the twilight forest, if you want an entire dimension.
Some of those mods will need configuring so wizardry's loot appears in dungeon chests, in 1.7.10 most of them worked out-of-the-box but I'm not sure about other versions. It should be pretty simple to do that with loot tables though.
Oh, I didn't see this reply for some reason.
I'll look into those. Thanks! I'm on 12.2, but it sounds like there are options.
I'm just getting into this mod, and it looks like I need a Scroll of Identification to read the spell books I got as monster drops? From the book, it sounds like those scrolls might be harder to obtain than the books themselves. Are Scrolls of Identification ever dropped from monsters?
I'm just getting into this mod, and it looks like I need a Scroll of Identification to read the spell books I got as monster drops? From the book, it sounds like those scrolls might be harder to obtain than the books themselves. Are Scrolls of Identification ever dropped from monsters?
No, monsters don't drop scrolls of identification, but you can get scrolls of identification from loot chests or by buying them from wizards. However, you don't actually need scrolls of identification, you can just bind spells to your wand, try casting them and see what they do. Same goes for spell scrolls, you can just try them but that does of course waste them. In other words, scrolls of identification are a more reliable way of identifying stuff but you can do just fine without them.
I will be changing a few things about that system for the next feature update, but for now that's how it works.
No, monsters don't drop scrolls of identification, but you can get scrolls of identification from loot chests or by buying them from wizards. However, you don't actually need scrolls of identification, you can just bind spells to your wand, try casting them and see what they do. Same goes for spell scrolls, you can just try them but that does of course waste them. In other words, scrolls of identification are a more reliable way of identifying stuff but you can do just fine without them.
I will be changing a few things about that system for the next feature update, but for now that's how it works.
Haha. I guess I'm just too cautious :).
Hey, while troubleshooting my personal modpack, I ran across this error in the log. I thought it might be of interest to you. I'm not sure if you'd need to see more of my log to be able to use it:
[21:41:15] [main/ERROR] [ebwizardry]: The mod ebwizardry appears to have an invalid event annotation EventHandler. This annotation can only apply to methods with recognized event arguments - it will not be called
Ah, good spot! I just had a quick look at the code, this is related to a bit of code that replaces old item IDs that got changed, so it won't have any effect unless you're updating a world from the old 1.10 betas. Basically forge has two types of events and the event in question changed from one to the other in 1.12, and I didn't notice. However, I should probably fix it so thanks for letting me know!
Both of those things are true. Evil wizards will attack you on sight, drop loot and have loot chests in their towers. Regular (good) wizards are normally friendly but if you break their tower they will attack you. This behaviour is like zombie pigmen, they will become friendly again if they succeed in killing you. You may also be able to lure hostile mobs near enough that the wizard targets them instead of you.
I don't generally give ETAs, but you can check progress on GitHub. I haven't had much time lately, but the port is underway thanks to help from other modders. I might release a beta like I did for the 1.10.2 update, it depends how much still needs fixing.
(You just caught me while I was online...) Yeah, you can thank Corail31 for that. I simply haven't had time recently, but that will change in the near future and I'll be able to do some more work on it. As for 1.13, nobody really knows yet, Mojang are still changing things.
Yes please?
I think you should add these three new spells based on vanilla mobs.
1. aim shulker bullets to chase target
2. summon evocation fangs at a target
3. shoot wither skulls at targets
I am not qualified to speak on Electroblob's behalf, but those spells would just be copying another mob. Most of the spells and their effects , except for a few, are unique, and are not just copied off of another mob. One of the few exceptions to this, is a necromancy spell, which does exactly what your third suggestion is, and shoots a wither skull.
Basically,
1. Unlikely
2. Also unlikely, but more likely than the first one, as it is technically magic
3. Already implemented.
PM this account if you are interested in trading on DragCave
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Any update on this possibility?
Actually, I was considering adding stuff like that. Evoker fangs would be pretty neat, though I'm still undecided as to whether giving the player shulker bullets would be a good idea. Hmmm...
I'm going to do as much testing as I can in the next week or so and release whatever I have by the end. It might be a beta or it might be a full release, it just depends how much is working by that point.
It's here. Wizardry 4.1.0 is now available to download for Minecraft 1.12.2! Many thanks to Corail31 and 12foo for their hard work on updating the mod, it would have taken me a lot longer without their help.
In this version, wizardry's mod ID has changed from 'wizardry' to 'ebwizardry'. This is to avoid conflict with The Wizardry Mod by Escapee (which is also a great mod, go check it out). Bear this in mind when using commands, editing configs, and so on.
Other than that, not much has changed from the 1.10 and 1.11 versions, except a few bugfixes and conversion of the achievements to the new advancement system. As always, please report any issues you find on the issue tracker on GitHub.
I will be working on some new features over the coming weeks and months, and I'll be sharing a few screenshots on the Discord server along the way - so come and join us there if you haven't already!
And as always, happy wizarding!
and the 1.7.10 bro?
This looks awesome.
I notice that it adds wizard towers to worldgen. Can I add it to an existing world, or do I need to start fresh with a seed?
Not currently is the simple answer. If you do load up an existing world, they will of course generate in previously unexplored chunks, but not where you've already been. If you haven't explored too much you might not notice much difference, the towers are quite uncommon. You can also change the rarity in the config to compensate for the lack of towers in preexisting terrain.
There are mods which let you regenerate new ores (and maybe plants) in old worlds, but I don't think they work for structures. Maybe in future I will add a command or item that lets you generate towers anywhere.
OK, that's actually fine. I've been told that some world information (village locations?) is calculated when a world is originally created. I'm in a new world that I like but haven't explored much of, but I'd hate to keep playing without realizing that no towers would ever be created in this world.
It's probably not a big deal to record the seed and the coordinates of stuff I like, then try recreating it.
Oh, one more thing -- the original post says that this mod works well with ones that add dungeons. Do you have a preferred one you work with?
Im so glad to see this. Thanks a lot I really enjoy this mod
Image Removed
In 1.7.10 I used Roguelike Dungeons, Doomlike Dungeons, Ruins and Recurrent Complex. I know roguelike dungeons and recurrent complex are available for 1.10-1.12 as well, not sure about the others. I also think wizardry works nicely when you're exploring the twilight forest, if you want an entire dimension.
Some of those mods will need configuring so wizardry's loot appears in dungeon chests, in 1.7.10 most of them worked out-of-the-box but I'm not sure about other versions. It should be pretty simple to do that with loot tables though.
Oh, I didn't see this reply for some reason.
I'll look into those. Thanks! I'm on 12.2, but it sounds like there are options.
I'm just getting into this mod, and it looks like I need a Scroll of Identification to read the spell books I got as monster drops? From the book, it sounds like those scrolls might be harder to obtain than the books themselves. Are Scrolls of Identification ever dropped from monsters?
No, monsters don't drop scrolls of identification, but you can get scrolls of identification from loot chests or by buying them from wizards. However, you don't actually need scrolls of identification, you can just bind spells to your wand, try casting them and see what they do. Same goes for spell scrolls, you can just try them but that does of course waste them. In other words, scrolls of identification are a more reliable way of identifying stuff but you can do just fine without them.
I will be changing a few things about that system for the next feature update, but for now that's how it works.
Haha. I guess I'm just too cautious :).
Hey, while troubleshooting my personal modpack, I ran across this error in the log. I thought it might be of interest to you. I'm not sure if you'd need to see more of my log to be able to use it:
[21:41:15] [main/ERROR] [ebwizardry]: The mod ebwizardry appears to have an invalid event annotation EventHandler. This annotation can only apply to methods with recognized event arguments - it will not be called
Ah, good spot! I just had a quick look at the code, this is related to a bit of code that replaces old item IDs that got changed, so it won't have any effect unless you're updating a world from the old 1.10 betas. Basically forge has two types of events and the event in question changed from one to the other in 1.12, and I didn't notice. However, I should probably fix it so thanks for letting me know!