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 ?
Because he has quit. This is one last update to fix as many bugs as he can before he focuses on turning AM2 into its own game. I recommend looking at his Twitter for information on his quitting, as I'm sure it'll be difficult to find the information here on the forums because of "updates".
And trust me, we're all incredibly sad to see him go. Here's hoping that Mithion enjoys making his game (I'm sure as heck buying it, don't you worry about that, Mithion!) and, maybe some day, rediscovers the joy of developing a mod for Minecraft once again.
I'm not Mithion, but I can answer that question for him. Mithion is doing a final update for AM2, then he's going to stop modding and make what will basically be ''Mithion's vision of Ars Magica 2: The Game''. He might do another update to the mod eventually, but don't count on it.
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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.
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)?
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.
Mithion, we greatly appreciate it. In my opinion this is one of those epic game changing mods.
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I am not a coder or texture maker. I am just your average minecrafter with my own ideas on how to improve my own minecraft experience and maybe others (if they like them) as well.
Yeah, it worked in previous versions, and I don't know if it's documented anywhere that that's how it works now, if I recall he's changed it in the most recent version but I'm not sure in what way.
playing in a gregtech pack I'm ages away from being able to make a spell altar myself.
Mithion, please don't forget to update the language files in the repository (including remove unused, and fix "Blue Orchids" => "Cerublossom" (or vice versa)). I have translated a lot of text =)
Is there a way to enable, disable the cloak for supporters in the 1.6.4 version? it makes my invisibility spell useless since both mobs and players can still see me, would love an option for enable/disable cloaks.
Is there a way to enable, disable the cloak for supporters in the 1.6.4 version? it makes my invisibility spell useless since both mobs and players can still see me, would love an option for enable/disable cloaks.
No, I pretty much have to do it each time. The visibility isn't toggleable.
Hello, is it possible for you to make the burnout and mana bars have a more vanilla feel much like the Enviromine thirst and temperature bars? Or maybe some mod compatibility with enviromine for the bars since their hud bars are very easily configurable?
just logged in to tell you thank you for this update it made Christmas perfect being able to play it again with the kids the way they like instead of where's this and where's that which they had been doing
So I've still been playing around with the potion ID's to try and fix the weird conflict I had, and I realized that NEI can do a potion ID dump, I don't know if this would be of any help to you but I thought I'd include the dump anyway. It seems as if AM2 is getting all its necessary potion ID slots so I don't understand why the spells aren't working in game. Hmm...
I am giong to assume your brother is using the same account every time he joins and call this a bug. Post an issue on GitHub. https://github.com/Mithion/ArsMagica2
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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.
So I've still been playing around with the potion ID's to try and fix the weird conflict I had, and I realized that NEI can do a potion ID dump, I don't know if this would be of any help to you but I thought I'd include the dump anyway. It seems as if AM2 is getting all its necessary potion ID slots so I don't understand why the spells aren't working in game. Hmm...
Oh! I didn't know that, that makes things a little more clear. However I ran into an incompatibility. I removed all mods except for Ars Magica 2 and AnimationAPI and added mods back one at a time until I found a conflict. When I added AbyssalCraft 1.8.1, the potion Id conflict emerged again. Its weird because there are plenty of open potion ID slots below 128 but with AbyssalCraft installed Ars Magica automatically goes to above 128 no matter how I config the IDs in the AbyssalCraft.cfg file. When I remove AbyssalCraft Ars Magica 2 works exactly as it should. Changing the potion Id's in the AbyssalCraft config file has no effect, so I don't know what's going on.
Here is the potion Id dump with just AM2 and AbyssalCraft loaded.
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 :).
Because he has quit. This is one last update to fix as many bugs as he can before he focuses on turning AM2 into its own game. I recommend looking at his Twitter for information on his quitting, as I'm sure it'll be difficult to find the information here on the forums because of "updates".
And trust me, we're all incredibly sad to see him go. Here's hoping that Mithion enjoys making his game (I'm sure as heck buying it, don't you worry about that, Mithion!) and, maybe some day, rediscovers the joy of developing a mod for Minecraft once again.
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.
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.
I would like comments (good or bad) to help me adjust my ideas so that hopefully some one will help me bring them to life.
If you like my Ideas check out my others at http://www.minecraftforum.net/topic/2177041-request-looking-for-modders/
playing in a gregtech pack I'm ages away from being able to make a spell altar myself.
Make sure that where ever you put up the website is resilient. It might get visited by large numbers of people on a regular basis....
Or maybe that's just those of us spamming the "F5" key waiting(mostly) patiently with great anticipation for news of your new game.
You flatter me!
It isn't load balanced; I always believed that you shouldn't over optimize prematurely..plus it keeps costs low.
No, I pretty much have to do it each time. The visibility isn't toggleable.
http://pastebin.com/nzszYRFC
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.
PotionIDmust be belove 128. Reika with help from Emoniph already made patch to adress this limitation but you need to wait for next DragonAPI release or for someone who is capable of making separate ASM patch:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291655-reikas-mods-tech-worldgen-civilization-and-more?comment=15557
Here is the potion Id dump with just AM2 and AbyssalCraft loaded.
http://pastebin.com/vHyLvsDP
Don't be snarky. If you don't like repeat questions, then help update the wiki or write a FAQ.