Good to hear you've got it working! In case you didn't know, pressing f3+h is a good way to figure out what's going on internally with items, or alternatively you can enable advanced tooltips in NEI I think. Both will show you the item ID and the metadata (or damage for tools) when you hover over an item.
Been messing with this A LOT and I've got to say that I haven't been so excited to play with a mod nor go mining as much as I was with Wizardry since I discovered Tinker's Construct. Great work!
Wizardry 1.1 - The co-op update - is now available to download! This update brings with it a whole load of new features, a number of which were suggested in the comments over on CurseForge. Here's a short summary of what's new:
+ Expand your library with 30 brand new spells!
+ Defeat evil wizards and gain rare loot!
+ Play alongside your friends with the new ally designation system!
+ Add a sense of mystery with the all-new discovery mode!
+ Switch spells more quickly with shift + mouse scroll
+ Bind more spells to your wand with attunement upgrades
+ Take greater control of your minions by selecting their targets yourself
+ Cast spells with the /cast command
+ Regrow crystal flowers with bonemeal
+ Many new textures and cosmetic improvements, including the new-look petrify spell
+ Play wizardry just the way you like it with a number of new config options
+ Many, many bugfixes!
For a complete (and rather long!) list of additions and changes, take a look at the changelog.
Happy wizarding folks!
P.S. If you're updating from an earlier version of Wizardry, due to changes in the config file you'll need to delete the old one. If you have lots of custom settings, I suggest making a copy first so you can transfer them over.
I have just released the 1.1.2 patch, which fixes a few important issues. I highly recommend updating to it, especially if you are running Wizardry on a dedicated server. You can find the download here.
I just updated to 1.1.2, but I'm still getting a crash whenever I open the arcane workbench. Not sure if this helps, but this is what the log says when it crashes.
[14:20:06] [Server thread/ERROR]: Encountered an unexpected exception[14:20:06] [Server thread/ERROR]: Encountered an unexpected exceptionjava.lang.NoSuchMethodError: net.minecraft.inventory.Slot.setBackgroundIconTexture(Lnet/minecraft/util/ResourceLocation;)V at electroblob.wizardry.tileentity.ContainerArcaneWorkbench.<init>(ContainerArcaneWorkbench.java:50) ~[ContainerArcaneWorkbench.class:?] at electroblob.wizardry.WizardryGuiHandler.getServerGuiElement(WizardryGuiHandler.java:34) ~[WizardryGuiHandler.class:?] at cpw.mods.fml.common.network.NetworkRegistry.getRemoteGuiContainer(NetworkRegistry.java:243) ~[NetworkRegistry.class:?] at cpw.mods.fml.common.network.internal.FMLNetworkHandler.openGui(FMLNetworkHandler.java:75) ~[FMLNetworkHandler.class:?] at net.minecraft.entity.player.EntityPlayer.openGui(EntityPlayer.java:2209) ~[yz.class:?] at electroblob.wizardry.block.BlockArcaneWorkbench.func_149727_a(BlockArcaneWorkbench.java:74) ~[BlockArcaneWorkbench.class:?] at net.minecraft.server.management.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:376) ~[mx.class:?] at net.minecraft.network.NetHandlerPlayServer.func_147346_a(NetHandlerPlayServer.java:556) ~[nh.class:?] at net.minecraft.network.play.client.C08PacketPlayerBlockPlacement.func_148833_a(SourceFile:60) ~[jo.class:?] at net.minecraft.network.play.client.C08PacketPlayerBlockPlacement.func_148833_a(SourceFile:9) ~[jo.class:?] at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212) ~[ej.class:?] at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165) ~[nc.class:?] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659) ~[MinecraftServer.class:?] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334) ~[lt.class:?] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) ~[MinecraftServer.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396) [MinecraftServer.class:?] at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?].
Ah, I think I know what's going on there. I didn't get much of a chance to test 1.1 on a dedicated server, so my apologies for the number of crashes you've been getting! I'll patch that as soon as I can.
I downloaded 1.1.3 and got a crash due to this mod having an enchantment ID conflict with another mod I have installed. I tried messing with your config file and saw potion IDs, but no enchantment IDs. This was the config that generated when I tried installing 1.0.4 a few days ago, so I figured that if I deleted it and rebooted the game, it would generate a new config to mess with. And it did create a new one, but it's completely blank. :/ I tried deleting the entire mod and redownloading it but it still has the same issue -- blank config file.
Edit: Just went through and tried downloading and installing earlier versions with hopes that I could get an updated config that way, but that didn't work -- even when I tried re-installing 1.0.4, which makes me think this is some issue with my computer rather than with the mod @__@ Could someone copy/paste the 1.1.3 config file contents for me? I might be able to get around this issue by just pasting that into my empty file.
Edit 2: Finally got it to generate after temporarily deleting the conflicting mods. Weird. I've never had a problem with getting config files to fully generate before Minecraft crashes...
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I can't get the shape right for the Transportation spell. Could you post a picture or example of what it means by "a circle of 8 transportation stones"? This mod is amazing by the way, my favorite magic hands down.
Ah, perhaps 'circle' is a bit misleading - it's actually a square with a gap in the middle! Sorry about that, I'm too used to circles being squares in Minecraft...
I downloaded 1.1.3 and got a crash due to this mod having an enchantment ID conflict with another mod I have installed. I tried messing with your config file and saw potion IDs, but no enchantment IDs. This was the config that generated when I tried installing 1.0.4 a few days ago, so I figured that if I deleted it and rebooted the game, it would generate a new config to mess with. And it did create a new one, but it's completely blank. :/ I tried deleting the entire mod and redownloading it but it still has the same issue -- blank config file.
Edit: Just went through and tried downloading and installing earlier versions with hopes that I could get an updated config that way, but that didn't work -- even when I tried re-installing 1.0.4, which makes me think this is some issue with my computer rather than with the mod @__@ Could someone copy/paste the 1.1.3 config file contents for me? I might be able to get around this issue by just pasting that into my empty file.
Edit 2: Finally got it to generate after temporarily deleting the conflicting mods. Weird. I've never had a problem with getting config files to fully generate before Minecraft crashes...
I think I might know why that happened actually. Because I want to allow addon mods to add spells in the future, I need to save the config file later on in the loading process so I can generate the spell options for any spells that get added. Trouble is, that means it doesn't change the IDs until later on, so other mods load theirs in without the changes in the config, then they conflict and cause a crash. I will fix this in the next update, thanks for reporting it.
Ah, perhaps 'circle' is a bit misleading - it's actually a square with a gap in the middle! Sorry about that, I'm too used to circles being squares in Minecraft...
This is kinda circular with 8 transportation stones but when I right-click one of the stones it just tells me "You must make a circle with 8 stones of transportation first!"
I have just added project pages for the mod, which explain some of the more technical parts of the mod which are too lengthy to include in the wizard's handbook. You can check them out here.
The others are cool, but maby there could be a way to have a magic that relates to the mobsin minecraft a bit more? It could be called something like fauna and has diiferent things like summoning wolves and night vision with speed, letting you gain the poweres of them.
I've just embedded a (German) mod spotlight in the OP. Many thanks to LeKoopa for the effort he put into making it! Even if, like me, you don't speak German, I would recommend checking it out. He does a really good job of showcasing all the different features and spells - so much so that the spotlight is long enough to fill three episodes!
Version 1.1.4 is now available to download. This minor update adds several config options and fixes a number of bugs.
This is the first release of Wizardry for which I have also released full development versions. This means that anyone can now make their own spell pack! Take a look here for details.
I will soon be releasing an example spell pack to demonstrate what can be done with Wizardry's API. (It's pretty awesome, trust me.) Stay tuned!
Good to hear you've got it working! In case you didn't know, pressing f3+h is a good way to figure out what's going on internally with items, or alternatively you can enable advanced tooltips in NEI I think. Both will show you the item ID and the metadata (or damage for tools) when you hover over an item.
Been messing with this A LOT and I've got to say that I haven't been so excited to play with a mod nor go mining as much as I was with Wizardry since I discovered Tinker's Construct. Great work!
Wizardry 1.1 - The co-op update - is now available to download! This update brings with it a whole load of new features, a number of which were suggested in the comments over on CurseForge. Here's a short summary of what's new:
+ Expand your library with 30 brand new spells!
+ Defeat evil wizards and gain rare loot!
+ Play alongside your friends with the new ally designation system!
+ Add a sense of mystery with the all-new discovery mode!
+ Switch spells more quickly with shift + mouse scroll
+ Bind more spells to your wand with attunement upgrades
+ Take greater control of your minions by selecting their targets yourself
+ Cast spells with the /cast command
+ Regrow crystal flowers with bonemeal
+ Many new textures and cosmetic improvements, including the new-look petrify spell
+ Play wizardry just the way you like it with a number of new config options
+ Many, many bugfixes!
For a complete (and rather long!) list of additions and changes, take a look at the changelog.
Happy wizarding folks!
P.S. If you're updating from an earlier version of Wizardry, due to changes in the config file you'll need to delete the old one. If you have lots of custom settings, I suggest making a copy first so you can transfer them over.
30 new spells! that's awesome. Overall nice job
Image Removed
I really love the looks of it. Sadly, I am sort of abandoning 1.7.10. So, I am really looking forward to it being updated to 1.10.2 and 1.11.2
I have just released the 1.1.2 patch, which fixes a few important issues. I highly recommend updating to it, especially if you are running Wizardry on a dedicated server. You can find the download here.
I just updated to 1.1.2, but I'm still getting a crash whenever I open the arcane workbench. Not sure if this helps, but this is what the log says when it crashes.
[14:20:06] [Server thread/ERROR]: Encountered an unexpected exception[14:20:06] [Server thread/ERROR]: Encountered an unexpected exceptionjava.lang.NoSuchMethodError: net.minecraft.inventory.Slot.setBackgroundIconTexture(Lnet/minecraft/util/ResourceLocation;)V at electroblob.wizardry.tileentity.ContainerArcaneWorkbench.<init>(ContainerArcaneWorkbench.java:50) ~[ContainerArcaneWorkbench.class:?] at electroblob.wizardry.WizardryGuiHandler.getServerGuiElement(WizardryGuiHandler.java:34) ~[WizardryGuiHandler.class:?] at cpw.mods.fml.common.network.NetworkRegistry.getRemoteGuiContainer(NetworkRegistry.java:243) ~[NetworkRegistry.class:?] at cpw.mods.fml.common.network.internal.FMLNetworkHandler.openGui(FMLNetworkHandler.java:75) ~[FMLNetworkHandler.class:?] at net.minecraft.entity.player.EntityPlayer.openGui(EntityPlayer.java:2209) ~[yz.class:?] at electroblob.wizardry.block.BlockArcaneWorkbench.func_149727_a(BlockArcaneWorkbench.java:74) ~[BlockArcaneWorkbench.class:?] at net.minecraft.server.management.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:376) ~[mx.class:?] at net.minecraft.network.NetHandlerPlayServer.func_147346_a(NetHandlerPlayServer.java:556) ~[nh.class:?] at net.minecraft.network.play.client.C08PacketPlayerBlockPlacement.func_148833_a(SourceFile:60) ~[jo.class:?] at net.minecraft.network.play.client.C08PacketPlayerBlockPlacement.func_148833_a(SourceFile:9) ~[jo.class:?] at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212) ~[ej.class:?] at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165) ~[nc.class:?] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659) ~[MinecraftServer.class:?] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334) ~[lt.class:?] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) ~[MinecraftServer.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396) [MinecraftServer.class:?] at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?].
Ah, I think I know what's going on there. I didn't get much of a chance to test 1.1 on a dedicated server, so my apologies for the number of crashes you've been getting! I'll patch that as soon as I can.
Version 1.1.3 is now available to download here. This patch fixes the server crash with the arcane workbench and a couple of rendering/display issues.
I downloaded 1.1.3 and got a crash due to this mod having an enchantment ID conflict with another mod I have installed. I tried messing with your config file and saw potion IDs, but no enchantment IDs. This was the config that generated when I tried installing 1.0.4 a few days ago, so I figured that if I deleted it and rebooted the game, it would generate a new config to mess with. And it did create a new one, but it's completely blank. :/ I tried deleting the entire mod and redownloading it but it still has the same issue -- blank config file.
Edit: Just went through and tried downloading and installing earlier versions with hopes that I could get an updated config that way, but that didn't work -- even when I tried re-installing 1.0.4, which makes me think this is some issue with my computer rather than with the mod @__@ Could someone copy/paste the 1.1.3 config file contents for me? I might be able to get around this issue by just pasting that into my empty file.
Edit 2: Finally got it to generate after temporarily deleting the conflicting mods. Weird. I've never had a problem with getting config files to fully generate before Minecraft crashes...
I can't get the shape right for the Transportation spell. Could you post a picture or example of what it means by "a circle of 8 transportation stones"? This mod is amazing by the way, my favorite magic hands down.
Ah, perhaps 'circle' is a bit misleading - it's actually a square with a gap in the middle! Sorry about that, I'm too used to circles being squares in Minecraft...
I think I might know why that happened actually. Because I want to allow addon mods to add spells in the future, I need to save the config file later on in the loading process so I can generate the spell options for any spells that get added. Trouble is, that means it doesn't change the IDs until later on, so other mods load theirs in without the changes in the config, then they conflict and cause a crash. I will fix this in the next update, thanks for reporting it.
This is kinda circular with 8 transportation stones but when I right-click one of the stones it just tells me "You must make a circle with 8 stones of transportation first!"
See the image below. As I said, it's actually a square.
I have just added project pages for the mod, which explain some of the more technical parts of the mod which are too lengthy to include in the wizard's handbook. You can check them out here.
The others are cool, but maby there could be a way to have a magic that relates to the mobsin minecraft a bit more? It could be called something like fauna and has diiferent things like summoning wolves and night vision with speed, letting you gain the poweres of them.
That sounds a lot like Earth magic to me... I wasn't planning on adding a new element really.
I've just embedded a (German) mod spotlight in the OP. Many thanks to LeKoopa for the effort he put into making it! Even if, like me, you don't speak German, I would recommend checking it out. He does a really good job of showcasing all the different features and spells - so much so that the spotlight is long enough to fill three episodes!
Version 1.1.4 is now available to download. This minor update adds several config options and fixes a number of bugs.
This is the first release of Wizardry for which I have also released full development versions. This means that anyone can now make their own spell pack! Take a look here for details.
I will soon be releasing an example spell pack to demonstrate what can be done with Wizardry's API. (It's pretty awesome, trust me.) Stay tuned!