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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from coderorigion

    anybody know what is going on here? (it ends at a light nexus for nighttime)



    Particle pathing bug. Others have reported the same issue.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Davheed

    Aahh, now i understand. Thanks my friend :D

    Any time. :D
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Davheed

    Aahh okay, and how do i actually add these shapes, components and modifiers? Because there are none listed in my compendium


    Typically you purchase them with skill points using the Occulus. For example, with two of your three starting skill points, buy Projectile and Physical Damage from the Offensive skill tree. You can pair those two up in the Inscription Table and create a spell that shoots balls of dirt.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Davheed

    Hey guys,

    I'm having some problems when creating my first spell. i have only put projectile on it and it says it drains 0,00 mana, and it does nothing but shoot a particle (so it doesn't damage anything). Does anyone know what I'm doing wrong?

    Spells are crafted in two (optionally three) parts: Shape, Component, and Modifier. Projectile is a Shape, but you need a Component to pair with it, like Physical Damage or Magic Damage. Otherwise it's sort of like trying to fire an empty bullet casing.

    If you look at the "Creating Your First Spell" guide in the compendium, it's detailed there.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from PengoPenguin

    @Mithion okay no more NEI. But what about the crafting alter question? dose it matter if I mix the variations of the crafting alter that are given in the book, Or do i have to choose an example and build that?

    I suspect you can mix and match any of the variations. I tested stone bricks with emerald blocks, which I did not see displayed as a combination in the compendium, and my altar still worked.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Great work, Mithion! Thanks very much for all your work on this, it's fantastic.

    The bugs and quirks I've run into have already been described by others, but I have a couple minor requests:

    1. The compendium be a bit clearer about having to pair nexi to the crafting altar with a crystal wrench. I'll admit I didn't read the crystal wrench entry yet (lack of time), but maybe some mention of the crystal wrench in the "creating your first spell" section, the crafting altar entry, or the nexi entry. I dumped dozens of buckets of liquid essence under my neutral nexus and couldn't figure out why it wasn't fulfilling the 500 neutral essence requirement for my spell.

    2. An entry in the compendium for the spellbook used to hold multiple spells. Maybe I just missed it, so please forgive me if I did, but I couldn't find anything about it in there, nor an entry in NEI.

    3. A tooltip naming the required item floating over the spellbook when crafting a spell.

    Purely by chance, I also found an interesting source of creatures to fuel the dark nexus, using the Millenaire mod. I created a new random world to try out AM2 in, and spawned near a Millenaire sheep farm. Because it was the closest area of flat land, I built my crafting altar and three nexi inside the sheep pen.

    The sheep (and a nearby herd of horses) got sucked up by the dark nexus, and I was able to continue in blessed silence. I stayed awake through one of the nights to watch for moonstone meteors, and the sheep respawned inside the pen, again going straight into the dark nexus!

    It's not a quick or highly abundant source (only about 3-5 sheep spawn per night), but it is regular, and over time will keep the dark nexus charged up.

    Also, Millenaire villagers are "grabbed" by the dark nexus, but they don't take damage or die from it, and can eventually break free and wander off.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from MrFreeeeze



    Use a mod called Project Red. It's exactly the same as red power 2, always coming out with updates, and is currently up to 1.6.4. Now you can have your dream team back!

    I do! However it doesn't include any of the Redpower machines or pneumatic tubes, so it's still not quite the same.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from DoomRater

    So basically never generate a surplus of resources that can't be stored or comsumed. Right. Like that's ever going to happen. Especially with Quarries that can easily fill multiple diamond chests, or the mass fabricator which will INFINITELY produce uu matter. You mean to tell me I should be wiring this stuff up to comparators? When I could just use a hopper which is MORE INTELLIGENT AND VANILLA? It's stuff like this that makes me wish Redpower was back.

    From 1.2.5 to 1.4.6, Redpower + TE + BC was a dream team combination for me. There was almost nothing I couldn't do, infrastructure-wise, between those three mods. I haven't found quite that same level of synergy since.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from Technous285

    AdFly seems to be down for most if not everyone.

    The outage may be related to this: http://www.thewhir.com/web-hosting-news/web-host-gigenet-goes-down

    Hopefully it won't be down much longer.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Qwertygiy

    For those of you who can't download because Ad.Fly is down:

    https://dl.dropboxus...craft4.0.1b.zip

    THIS IS THE OFFICIAL DOWNLOAD LINK, HOSTED BY AZANOR, THAT AD.FLY TAKES YOU TO WHEN IT IS WORKING. I AM NOT REHOSTING IT. I WILL REMOVE IT FROM THIS POST ONCE AD.FLY COMES BACK ONLINE.

    Thank you!

    The outage may be related to this: http://www.thewhir.com/web-hosting-news/web-host-gigenet-goes-down
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from pavilion5097

    see and thats funny because i found 113 entropy shards before i found my first fire shards

    i was at 113 entropy
    8 water
    21 order
    12 earth
    4 air

    before i finally found a fire shard

    Ok, so it does seem to be a location thing, and probably not a distribution bug. Thanks for the numbers.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I've seen a couple posts from folks asking about Entropy shards, and I also can't find any. I remember watching Direwolf20's Forge server episode where he also had trouble finding them. Azanor said the distribution should be the same, but I'm really starting to wonder if it is. I started a fresh world today and played for about six hours. Here are the numbers of shards I've found and collected in that time:

    Air = 13
    Earth = 16
    Fire = 34
    Water = 24
    Order = 22

    Entropy = 0

    If the distribution is actually correct, should they be this hard to find?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    *NERDGASM*

    THANK YOU!

    I hope no one needs me for anything in the next, oh, three months.
    Posted in: Minecraft Mods
  • 3

    posted a message on Ars Magica 2 - Ideas
    Quote from Mithion

    So, by popular request, here is a list of the Shapes, Components and Modifiers that will be present in the initial release of AM2:

    Shapes:
    • AoE
    • Beam
    • Chain
    • Channel
    • Contingency: Death
    • Contingency: Fall
    • Contingency: On Fire
    • Contingency: Low Health
    • Contingency: On Hit
    • Projectile
    • Rune
    • Self
    • Summon
    • Touch
    • Zone

    Components
    • Accelerate
    • Astral Distortion
    • Attract
    • Banish Rain
    • Blind
    • Blink
    • Charm
    • Chrono Anchor
    • Create Water
    • Dig
    • Disarm
    • Dispel
    • Divine Intervention
    • Drought
    • Ender Intervention
    • Entangle
    • Fire Damage
    • Flight
    • Fling
    • Forge
    • Freeze
    • Frost Damage
    • Gravity Well
    • Grow
    • Harvest Plants
    • Haste
    • Heal
    • Ignition
    • Invisibility
    • Knockback
    • Leap
    • Levitation
    • Life Drain
    • Life Tap
    • Light
    • Lightning Damage
    • Magic Damage
    • Mana Drain
    • Mark
    • Night Vision
    • Physical Damage
    • Plant
    • Plow
    • Random Teleport
    • Recall
    • Reflect
    • Regeneration
    • Repel
    • Rift
    • Shield
    • Slow
    • Slowfall
    • Storm
    • Swift Swim
    • Telekinesis
    • Transplace
    • True Sight
    • Water Breathing
    • Watery Grave

    Modifiers
    • Bounce
    • Colour
    • Damage
    • Duration
    • Gravity
    • Healing
    • Lunar
    • Piercing
    • Radius
    • Procs
    • Solar
    • Speed
    • Target Non-Solid Blocks
    • Velocity Added

    For the most part, any combination should work, though some of them either may not make sense to do, or may simply cost far too much mana.

    Also to whoever asked (I forget), yes self light turns you into a light source for a short duration.

    Edit: Removed Enlarge/Shrink


    Between this, Thaumcraft, and Thermal Expansion, my inner six-year-old is bouncing up and down like it's two days before Christmas. "IS IT NOW? IS IT NOW? HOW ABOUT NOW?"

    It may also be the coffee. <_<
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from nukularpower

    Thaumcraft golems are great for mid-range item transport. My whole 1.5.2 setup was operated by golems, from sorting to machines.

    But of course, that hasn't updated yet either :)


    I love golems, although I only scratched the surface of their uses before I burned out on MC for awhile. Thaumcraft and Thermal Expansion (and maybe Ars Magica) are on my short list of mods I'm waiting for 1.6.4/1.7 updates before setting up a new server.
    Posted in: Minecraft Mods
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